Showing posts with label mayfair games. Show all posts
Showing posts with label mayfair games. 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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Monday, December 16, 2013

British Rails Review

British Rails
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Lot's of fun, but gets a bit monotonous after long playings, the events do make it a little more unpredictable though overall it is a decent game and does teach users the geography of Great Britain and the idea of supply and demand.

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Visit the enchanted misty island of Britain with this Empire Builder series game. British Rails features the exotic and interesting landscape of the island nation. Build tracks across the island through city and village, and cross the country running rails from London to York through the forest of Sherwood. Pick-up and deliver goods, tourists, raw materials. This "bookshelf" strategy board game is for 2-6 players, ages 12 and up. It takes about 2 hours to play. Measures 2"L x 11.625"W x 2"H.

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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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Sunday, December 1, 2013

Empire Builder Review

Empire Builder
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This game is really alot of fun! Our little group when playing this game ranges from 33 to 15. We all have alot of fun with this game. We have played it so much, the puzzle board is starting to get worn down and the crayons are almost done. Everyone in the family will have fun with this game!

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Discover a modern North American classic. Celebrate one of our most vital and enduring passions: railroads. Use your initial investment to build track. Then pick up commodities where they are grown, mined, or manufactured and deliver them to a lucrative place of demand. Complete a delivery and make the money you need to buy larger, faster trains, and expand your railroad empire.With over a million variations, Empire Builder never grows old. Capture the entrepreneurial spirit of North America and learn to build an empire. Whether you share Empire Builder as an evening with friends or as a rainy day activity with your family, you'll always find it captivating!Geographically accurate, the game depicts North America's rivers, mountains and plains, as well as its natural resources. It's a great way to learn about the geography, business, shipping, and transportation of the U.S., Canada and Mexico while having loads of fun with family and friends.For 2 - 6 players, ages 12 and up.Playing time:90+ minutesContents:1 markable gameboard (puzzle-cut map), 6 wipe off crayons, 2 decks of cards (168 total), 95 load chips, 1 pack of game money and full color rules with game overview and introduction.

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Friday, November 22, 2013

India Rails Review

India Rails
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The rail building series by Mayfair games has to be my favorite set of games. The first game will take a few hours and is a little confusing but, once you get the rules down, the fun really begins! Besides being very fun and entertaining, this game promotes geography education. I can now point out Bhopal on a map! We initially bought Empire Builder (the American map) but now own India Rails, British rails and Eurorails. Do not attampt to play this game with young children or the impatient. But, give it a chance and you will be hooked!

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Another in the Empire Builder system, India Rails features the exotic land of India, Bangladesh, Bhutan, Nepal, Sri Lanka and parts of Pakistan. Build tracks from Bombay to Calcutta, cross the Thar Desert (beware of sand storms!), and pick up and deliver gypsum, indigo, jute and rugs. An additional twist to the game is the special rules regarding pilgrims. India Rails is a bookcase game with puzzle cut map.

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Thursday, November 21, 2013

Pillars of the Earth Review

Pillars of the Earth
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I have played this game several times and enjoyed each game.
To put the game in context:
- Each player is a master builder working on the cathedral at Kingsbridge England in the 1100s.
- Each turn represents about 10 years and their are 6 turns.
- Your goal is to make the greatest contribution to the construction of the cathedral. VPs represent that contribution.
Each turn has three major phases:
- In the first phase, you allocate your workers to producing various resources. You may also hire craftsmen during the phase.
- In the second phase, you allocate your master builder tokens to various tasks and functions. You are limited to three tokens so you must choose wisely. Also the other players are competing for the same tasks and functions.
- The third phase is mechanical and represents the actual actions you planned in the first and second phase. Once you learn the game, the third phase resolves very quickly.
I really like the way the game captures the feel of the book. Also, for an economic and production game, it plays very quickly once you become familiar with the turn flow. The component are of a very good quality.
The only thing I don't care for the randomness in allocating master builder tokens. It makes strategic planning difficult, but that might be an accurate reflection of the medieval world...

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The Pillars of the Earth is based on Ken Follett's best-selling novel. Players join together to help build Kingsbridge Cathedral. Using your workmen and resources, you must wisely deploy assets to overcome unexpected difficulties and shortages to prove yourself the greatest builder of them all! Will your efforts be recognized when the Great Cathedral at Kingsbridge is complete?

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Thursday, October 3, 2013

Martian Rails Review

Martian Rails
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Pre-Play Review
So, I've been waiting for this game for a long time. My Lunar Rails friends and I have talked about it for a long time. The scale that they used for the game is the exact one I thought it would play at. 300Km/milepost. (blah-blah-blah) Suffice it to say, it seems like a good scale for the map.
This review is based on my impressions leading up to playing the game.
The chips come pre-made. No more sticking little stickers on the chips. +
Some of the chips have globs of lacquer on them that make them not stack right. -
There are more types of chips then could ever possibly fit into the tray provided...by about 6 types. -
Instead of six sketchy crayons coming with the set, a nice set of Crayola washable crayons came with my set. With 8 crayons. Some people like to play with one color pawn and a different color of crayon. +
The ugly, unpopular, hard-to-see brown crayon-brown pawn has been replaced with my favorite color, orange! Win! + Again, there are two additional crayons that came with the set that don't have pawns for them (Purple, brown). I tested them on the playing surface and they seem to draw well, erase easily. +
The set comes with the new money set, which is easier to distinguish between denominations than the old money. The old money set only varied denominations by number/color and are hard to tell apart for us color blind people. +
The color of the map seems more conducive to several colors of the crayons, but is worse for seeing yellow...which is still indistinguishable on the board, for the people that have played the game with me. +/-
Rule book in color. +
More convenient half-page reference sheets for playing the game. +
Game Design:
Nice tri-diamond map. Larger map area. Initially, I wasn't feeling the tri-diamond thing, but I've grown to like it. +
Resources. I liked the resource selection in lunar rails. Some of the resources in this game are drop-dead stupid. Bachelor food? Roddenberries? Come on! I'm not 16. I'm a grown up. -
There are more resources in Martian Rails than in Lunar Rails...which I like. There are seven single-city export resources, which I like. +
This game leans towards being a veritable trivia game of sci-fi sources. Star Trek, Bradbury, Wells, Soylent Green, Total Recall and many others are paid homage to. Martian Rails is a sci-fi work, where Lunar Rails was more of here's the moon: build a railroad and transport stuff...with accurate topography and features with mostly accurate names. This game lacks most of that. Its a little less grounded in astronomy and more grounded in BS Sci-Fi. I might learn to appreciate this quality, but I would have liked to see a better representation of Mars in terms of the surface features. -
There are too many types of terrain, more than any other Empire Builder series game I've seen. Most of them are completely fictitious (and unnecessary) like marsh, canals, forest, jungle, a lake and reservoirs. Some of these seem to have been created for one or two event cards...which just adds to the complexity of the game for first time players, but adds little to the actual game (without playing it yet, again, but I did read the rules in their entirety). Several of these are the same cost...so why not just generalize them into 1 M$, 2M$, 3M$ (If you insist on it for design reasons), and 5M$, +1M$, +2M$ (Again, if you insist). In terms, go back to the basic skeletal terrain system of Lunar rails/Empire Builder. The addition of water on Mars is inaccurate and awful. Not to mention marsh and swamp. I see where the author was going with his line of thinking, but I feel like its going to add to the complexity without adding a lot to playability. Lunar Rails has one plausible source for water (The large southern crater of the moon) and sticks to it as the sole source for water on the Moon. Lunar Rails is more accurate, I think. I'd like to learn something more about Mars, the way I learned about the Moon from Lunar Rails. ---
I like the design and artwork on the game. The adaptations of the system are superior to Empire Builder...but not as good as Lunar Rails. The author of this game put a lot of thought and effort into the game. Its clear. He didn't just throw this together. I would offer he went to far, but he still earned my respect in the scope of his efforts. +
I don't like that there are only 6 major cities. I didn't like it in Empire Builder. Its better than Russian Rails, which has pointless major cities on the map...but its not like the nicely balanced major cities of Lunar Rails. -
There are fewer cities than there are in Lunar Rails, with more resources which make the balance of the resource/city ratio to high, in my opinion. This is a major failing in Russian Rails, too. More cities if you are going to have 32 resources (like in Martian Rails), but only 47 cities. Lunar Rails has 28 resources to 56 cities. Russian Rails has 46 cities and 29 resources...which I found to have too many resources, too. Russian Rails also has four annoying resources that are available on each of one corner of the map, bloating the payoffs for these contracts. I haven't noticed this on Martian Rails...it seems the resource availability makes sense and is fairly well distributed. The original Empire Builder (pre-Mexican map addition) has 51 cities and 26 resources. The 2:1 ratio of Lunar Rails and Empire Builder (Old Version) seems to be optimal. Also, only one settlement in Martian Rails lacks an export, unlike most of the Empire Builder Series...this is a problem, in my opinion. --
The names for the locomotives in Martian Rails are silly. The locomotive cards are distributed differently on the cards than in Lunar Rails, but Martian Rails uses the same five-tiered system which seems superior to the Russian Rails/Empire Builder system of three tiers. +
There are more cards to offset the more resources...which I like. +
The Valles Marinaris seems way smaller in this game than it is in reality. Actually, I just looked it up. It is dead-on in size on the map vs. its known length. +
Olympus Mons seems to be too large on the Martian Rails map vs. its actual width. Its actual width would be about 2 mileposts. On the Martian Rails board, its 5 mileposts wide. Perhaps the outer ring would have been better as a mountain range instead of a volcano range, with an interior ring of volcanoes. Otherwise, I like this topographical feature in the game. +/-
The map board has too many color for the partially color blind (like myself), like three types of canals in similar colors. Add textures to differentiate the lines, please! -
+15, -13. Three starish. Maybe 3 1/2 stars.
Well, thats all I can think of off the top of my head. I'll play it and amplify the review material later to reflect playability.
Final Review:
Well, I've been playing this game since it came out. Here's my opinion of the game:
The playing scale is perhaps too large. The scale makes the cities too numerous. It seems like the actual playing surface is slightly smaller than Lunar Rails. The cities are too evenly spaced and contracts are largely uniform in terms of value. Unfortunate. Lunar Rails contract values fluctuated wildly. There was a good balance between high dollar value contracts and low dollar contracts for most of the commodities. Not as skewed and biased as Russian Rails Contracts (Thank Goodness!). Still, there aren't enough empty areas of the board. There always seems to be a city close by, unlike Lunar Rails that has "wastelands" lacking cities. There is only one "joke" city that has no exports, Ares University (Or Skyhook after sabotage in Space Event card). While Lunar Rails has several.
There are too many commodities that could be pared down. As in my pre-play review, I would say too many of the commodities are too fanciful and science fiction-y. I get the connection to Science Fiction Novels and Movies, but more realistic commodities seem more attractive to me. For instance, in Lunar Rails there is Helium Isotope 3. To save a boring, lengthy explanation, Helium Isotope 3 is a science fiction commodity for fusion reactors. 100 years from now, it is likely that He-3 will be a commodity that is bought and sold. Zorinta from Martian Rails, on the other hand, is a science fantasy commodity. Some are great, like thoats and rayguns. Blue Beer and Pulcho are fanciful, but not necessary. We call them beer and wine. Or make Blue Beard jokes. Memnomnia Gum is fun, but certainly not as realistic as hydrocarbons will likely be found on many bodies (like Titan in our own solar system). Oil is a source of energy everywhere. I don't know what Memnomnia Gum is. As with Lunar Rails, unfortunately, there are too many duplicates of similar commodities that could be replaced with other different commodities for more variety. In Lunar Rails there are Scientists and Tourists. Whats the difference? Just a name. In Martian Rails, there are Tourists, Colonists, UN Peacekeepers, Green Martians and Red Martians. People trying to go from Point A to Point B. Consolidate them down to passengers and be done with it. Add some other commodities that aren't basically the same with the extra "space" created. I'm sure the Game Designer might disagree with me, he put a lot of work into the game, like I said before. There are just too many people going from Point A to Point B, not enough indigenous biological species (just thoats and fish) or mineral resources.
The event cards are largely uninteresting and there aren't enough ones that destroy track. Some are quite good though. The Repellatron Bridge or event...Read more›

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Discover the curious civilizations and wild lore of the wondrous, neighboring red planet Mars. Celebrate one of the mankind's most vital and enduring passions: railroads. Use your initial investment to build track. Then pick up commodities where they are grown, mined, or manufactured and deliver them to a lucrative place of demand. Complete a delivery and make the money you need to buy larger, faster trains, and expand your railroad empire. Win the game by building and operating Mars' most effective railroad empire!With over a million variations, Martian Rails never grows old. You decide where to lay your tracks. Your only obstacles are rival tracks and Mars' great mountains, canals, deserts, and jungles. So, dominate a whole new planet. Capture the pioneering spirit on the sands of Mars and learn to build an empire. Whether you share Martian Rails as an evening with friends or as a rainy day activity with your family, you'll always find it captivating!After enjoying this great game, you can explore one of the many other award-winning Empire Builder(tm) games, including titles as diverse as China Rails(tm), Australian Rails(tm), and Eurorails(tm).Martian Rails contains:- 1 markable game board- 2 decks of colorful cards (180 total)- 94 color load chips- 1 pack of money- 1 pack of crayons- 6 train pawns- full-color rules

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Sunday, May 26, 2013

Kragmortha Review

Kragmortha
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You're a goblin, trying to pull one over on your undead boss by snatching his spellbooks. If he catches you, he will shoot you a look that could, and indeed may, kill you.
Very fun game to play with 2-8 players. The more you have, the more fun and chaotic it is. You have all these goblins scurrying about the library, pushing each other out of the way (or straight into the bossman), scrounging for Tomes.
You will be dealt a hand of movement cards, each with two symbols on them - there are matching symbols marked on the board. Your goblin may move one or two squares based on which symbols on the card. There are also cards that allow the lich to move. You can either move him towards one of your opponents, or away from you!
On the Withering Looks - they're physical actions that the player must perform, such as "Keep your tongue stuck out", "Stand on one foot", or "Say a silly phrase every time your goblin gets shoved out of the way". You REALLY want to avoid getting these things... if you don't manage to keep doing the action you got on your Withering Look card, you have to draw ANOTHER.
Game play ends when the first player racks up four Withering Look cards. Scoring and some withering looks between players ensue.

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Clever & sneaky goblins! Think you can escape the wrath of Rigor Mortis while you slink about his lab, hoping to filch a dusty tome of arcane lore? Beware the withering looks of the Dark Overlord and the terrible punishments of his dreadful spells! Standing on one foot, holding a card on your head, or talking with your mouth closed are only a few of the dire punishments that await you if you earn the wrath of an angry Dark Overlord. Have you the luck to push one of your fellow goblins into his path, maybe he'll punish them instead! There is no way to measure how smart a goblin is. Do you believe them? Are you brave enough to find out? If you are, sneak into the private library of Rigor Mortis and see if you can claim a magic tome for your own. Beware! The Dark Overlord stalks the shelves seeking his own dark treatises. Can you avoid his withering gaze and escape his terrible spells? Maybe you should use that teleporter over there. Of course, that won't always work... This is the boardgame version of Aye, Dark Overlord (AKA Ja, Herr und Meister!).

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Thursday, April 18, 2013

Nuns on the Run Review

Nuns on the Run
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Nuns on the Run has provided hours of tense, hilarious entertainment for my family and friends. I had two of my nephews sweating bullets until the wee hours of the night yesterday.
The components and artwork are all very well done. The box comes with an insert for convenient component storage. But strangely enough, it seems they miscalculated the insert height and didn't allow space for the folded board itself to stack on top the insert. So the board stacks above the box level and makes it so the box lid can't completely slide down. I use a rubber band to ensure the lid stays snug.
If you have a gaming family or a group of gamer friends, you'll love this game. However, if you're used to playing games like Monopoly, Sorry, or Connect Four, you may want to look for a game with a more simple and clear set of rules (the rules are difficult to follow). One suggestion to overcome this challenge is to go to [...] and look up BGG-user threads on rules clarifications.
Good luck!

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Thursday, January 24, 2013

World with out End Review

World with out End
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Our family really enjoys playing this game!! It corresponds with the book by Ken Follett which is also great to read. Highly recommend, although it is a bit pricey.

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England in the early and middle 14th Century!Journey to Kingsbridge, England, where 200 years ago Prior Phillip oversaw the building of the cathedral renowned as "The Pillars of the Earth." Now farmers, wool dealers, and builders seek wealth and prestige amidst a rivalry between the priory and merchants. As the plague reaches town, nothing remains as it once was.World Without End(tm) is based on Ken Follett's best-selling novel. Strive to navigate turbulent events, ensuring and balancing your food supply, income, and prestige. Piety and loyalty remain vital, for you must cater to the upper classes. And precious medical knowledge is your greatest weapon against the Black Death. So, gather your power and spirit and rise above your rivals into legend!World Without End contains:- 1 game board- 30 gold markers- 100 cards (4 summary, 4 event, 48 action, 4 chapter)- 57 markers (20 medical, 11 plague, 12 piety, 14 loyalty, 1 favor)- 10 die-cut tiles (7 building project, 3 covering)- 41 wooden resource cubes (25 wood, 15 stone, 1 metal)- 37 wooden commodity pieces (10 grain, 15 wool, 12 cloth)- 16 wooden house pieces- 1 wooden start player piece- 4 wooden scoring tokens- 4 player screens- 1 tax die- game rules- bag

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Tuesday, November 6, 2012

Catan: Cities and Knights 5 - 6 Player Extension Review

Catan: Cities and Knights 5 - 6 Player Extension
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I didn't realize when getting this that I needed the 5-6 player expansion, and the cities and knights expansion before I could use it. I thought you could directly expand it on the original, but that can't be done. I have no doubt it will be fun, but keep in mind that you need the 5-6player expansion and the cities and knights expansion before you could use this item.

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Now up to six players can muster their knights against the scourge threatening Catan! This Player Expansion for The Cities & Knights of Catan allows you to expand and inject more excitement into your games without sacrificing ease of play. Designed for five or six players, it adds even more drama to the award-winning game of culture, politics and warfare.
With the expansion pack, you can control a group of settlers who must defend Catan from raiding barbarians. Field your knights, build a magnificent and impregnable metropolis, and enrich your cities with fine culture and flourishing trade routes. Culture and military might will make Catan yours! For use with The Settlers of Catan board game, sold separately.

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Monday, October 1, 2012

Settlers of Catan Seafarers Game Expansion Review

Settlers of Catan Seafarers Game Expansion
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The Settlers of Catan won board game of the year in 1995 for a reason. I'm not sure if there is an 'expansion pack of the year' award, but if there was, Seafarers would win hands down. I've played a lot (and I mean a LOT) of strategy board games in my time, and Seafarers combined with Settlers of Catan is the best over all strategy game I've ever played.
If you're looking at this expansion, you likely already are sold on Catan (or addicted!) and are looking to expand your game. You have a good number of options, including the 5-6 Player Extension, Seafarers, or Cities & Knights. All of them are solid, but if you were going to just get one, it would have to be Seafarers. Here is why:
1. Diversity of maps
The 5-6 player expansion allows you to play with more players, but it is basically the same game as the 3-4 player version. You don't get the addition of over a dozen different maps like you do with Seafarers. Knights and Cities is more of a different game altogether, and will be more unfamiliar than Seafarers. Don't get me wrong, the other two expansions are fantastic, but get this one first.
2. Strategy
Seafarers unlocks a whole new realm of strategy. You can now build boats, discover islands, expand outward, control the pirate (like the robber, but used on water hexes), and generally play the game a few new and unique ways that are extremely satisfying. Whether you're playing "Into the Desert," with its fantastic static map that forces very careful placement, or "Four Islands," with its emphasis on resource management and aggressive island expansion, or just the basic Seafarers map (a new twist on the standard 3-4 player map) the level of strategy has been increased over all in a fantastic variety of ways. You can play longer maps that penalize 'lucky' players who choose bad numbers, or maps with exotic things like the Gold resource hexes (which produce a resource of your choice!), or maps that reward a conservative or aggressive style: you have so many options you will never get bored!
3. Replay value
With so many strategies available, and with potentially millions of variations on the maps, Seafarers never gets old. Just the "Into the Desert" map kept me busy for months. All of the maps are great, unique, and a whole lot of fun to play.
A few caveats:
1. This is an expansion. It is not playable without The Settlers of Catan. Also, make sure you are buying an expansion of the same edition as your 3-4 player board!
2. I have both the 3rd and 4th generation boards, and I actually prefer the 3rd generation with its more subdued graphics. That is a matter of preference however, so if you have the 4th generation 3-4 game and like it, you will like this expansion's aesthetics just as much.
3. Some of the maps in the map book also require The Settlers of Catan 5-6 Player Extension. You don't NEED to have the 5-6 player expansion, but be aware that about 20% of the maps require Seafarers, the 3-4 player game, and the 5-6 player expansion.
Built on a masterpiece of a board game like Settlers of Catan, it's no wonder this expansion is simply fantastic. I cannot recommend it highly enough. It deserves 7 stars.


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In The Seafarers of Catan you control a group of seafaring settlers exploring and taming the uncharted Isles of Catan. Embark on a quest to settle the island, build ships, and chart the nearby waters. Guide your settlers to victory with clever trading, cunning development, and by establishing the most productive sea lanes. Acquire your resources through card play and the luck of the dice. Discover far-off mines and use gold and combinations of resources--grain, wool, ore, brick, and timber -- to develop your ever-expanding empire. Of course, the best strategy and a dash of luck decides who will be the undisputed ruler of the Isles of Catan. You need The Settlers of Catan board game to use this expansion, sold separately.

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