Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Saturday, February 15, 2014

How to Host a Murder: The Class of '54 Review

How to Host a Murder: The Class of '54
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This was my first "How to Host a Murder" game, and I must say that I was hooked! The most important aspect is your guest list; you need to invite people (friends or family) who are open-minded and have a good sense of humor; it also helps if they have a bit of the actor in them as good role-playing truly brings the characters and situations to life. I used this game as the backdrop for my Halloween party; it was a wonderful way to get all my guests to dress-up. A word of caution: as with others in the series, the story involves sexual themes and clues that are not suitable for children! The instructions are easy to follow and the costume ideas and character-histories on the invitations are terrific additions. The CD creates the mood and automatically thrusts you into the game-play, while the map (which I had laminated) maintains the board-game feel and focuses the game. I have to admit that at first I thought that it would be difficult to juggle both hosting the party and playing the game, but it worked perfectly. The only downside to these games is that they have little to no replay value, but I am looking forward to hosting another party with a new group of people and simply observing how the game develops; I honestly think that this game is enjoyable even for an observer... HAVE FUN!

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You have received an invitation to a special private party as the guest of Rock N. Roley, famous rock star and former fellow classmate from Roley High, Class of '54. Assume the role of one of these eight wordy characters. Imagine your home is a 1950s malt shop in Roley City U.S.A., as you and your dinner guests enjoy hours of suspense and intrigue.

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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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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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Sunday, January 26, 2014

Axis & Allies Pacific Review

Axis and Allies Pacific
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I've just completed playing one game with my 45 yr. old brother as the allies, and I have to say that I enjoyed the game. I used to play regular A&A quite often with him, so I think the test of wills was a fair comparison.
We learned early on, that it is critical to use CAP to slow enemies movements or to channel them into specific sea zones. If you play Japan, prepare to execute flawless turns, because the game is fairly unforgiving to mistakes on their part. Conserve your carriers! They are irreplacable.
At 75 IPCs, the industrial might of the US is truly impressive. Even after getting my clock cleaned on turns one and two (at the expense of the entire Japanese Eastern Pacific Fleet), I was still able to build 2 carriers, 2 destroyers, 2 transports, a sub and a marine! Japan can expect only to delay the US, not defeat them. A better strategy is to press the Aussies and Indians.
The game is better than vanilla A&A and the tactical possibilities are truly interesting because players tend to do a lot of unexpected things on every turn. Combat Air Patrol, US Marines, air and naval bases, submerging subs and destroyers added greatly to the pleasure of this game.
This one's a squid's dream, boys and girls and we will be playing it again I'm sure. Kudos to AH and Hasbro!

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Axis & Allies Pacific is the second expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains.The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?

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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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Wednesday, January 22, 2014

Blue Moon Review

Blue Moon
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Blue Moon has slowly become one of my favorite games. It is easily both my favorite two player game and also my favorite card game. And I have a lot of games. It is the combination of depth, complexity and art that makes it so good. It creates a whole world. The Blue Moon world. I love it. If the odd ruleset, with the many special situations, keeps sending you back to the rulebook, persist. It is worth it.
Blue Moon has been compared to Magic: The Gathering. In play it feels different. Instead of a single long fight, you have a series of shorter ones. This means you can retreat from a fight (losing), but live on, hopefully with your strongest cards still to play. Another key difference is that you can play Blue Moon very well with factory decks. Each Vulca deck is the same. It has been play tested against all the other decks. You can build a custom deck also, but only according to rules that ensure balance. You may not have two identical cards in any deck, which I think is a good rule.
I particularly like the high production values for this card game. The cards are over-sized (the same size as many tarot decks), it comes with a board that organizes gameplay, three plastic dragons that function as scoring tokens, and a well printed and mercifully mistake-free rulebook. It also has a well designed box insert that holds everything in place. This is far above your typical card game and well worth the modest cost of the game. The game is also very good without any of the expansion decks. The two starter decks alone are fun to play for a long time.
The deck you choose gives you strategic direction, and the cards you draw give you tactical opportunities. This interplay of strategy and tactics is what makes the game far deeper and more re-playable than you would expect. The ludicrous fantasy theme and half naked babes give you.. fantasy and half naked babes! Of course if you find stuff like this obnoxious then this may not be your game. My girlfriend won't play this with me because of the art (she is missing out on a great game).
There has been much debate over whether the decks (each representing one of the various Blue Moon peoples) are balanced. They are. However it is clear that some decks are harder to play well than other decks. In the base set, for example, the Vulca seem stronger at first than their opponents, the Hoax. But, as you learn the decks you will find that the Hoax are a very good match for the Vulca. If all decks were easy to play, there would be no depth to the game. I still find that the two starter decks are one of my favorite match ups in the entire pantheon.

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Blue Moon is fast-paced and easy to learn. Each player plays with a 30-card deck, representing one of the factions vying for control of the three elemental dragons. Each card is oversized, allowing more space to show off the artistic detail. Each turn, the players battle for control of the dragons, playing characters or other helpful cards from their deck, and imbuing their characters with greater and greater power, in order to overwhelm their opponent and force a retreat. In the advanced game, players have the option of building their own deck, constructing a powerful multi-faction alliance. The basic set provides all the materials needed to play Blue Moon, including the races of the fiery VULCA and the clever HOAX, as well as a gorgeous game board, full-color rules, and three plastic dragon figures. This basic set can be expanded by the addition of any of the Peoples decks and the Emissaries and Inquisitors expansions.

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Friday, January 17, 2014

Cosmic Encounter Review

Cosmic Encounter
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Cosmic Encounter was first created by an obscure, small-run publisher. In 1977.
Fantasy Flight is the game's fourth publisher.
That alone should tell you how much this game rocks. Any other game would have died off by now.
Thankfully, Fantasy Flight Games has been buying up licenses to out-of-print classics and re-releasing them using their high production values.
The result is an immensely satisfying game that should bring a smile to hard-core Cosmic fans and newcomers alike.
The basic premise of Cosmic is that each player assumes the role of an alien civilization and tries to land their ships on five different planets belonging to other players.
The core mechanic of the game ([total ships on each side + a numeric card], highest total wins the encounter) is easy to understand, yet has endless possibilities for tactics, diplomacy, or out-and-out strangeness.
By far the two strongest aspects of this game's offense vs. defense encounter are these:
1) Allies: No matter whose turn it is, any player has the opportunity to be involved in the current encounter. None of this "is it my turn?" monotony of other games. You always have something to do. "Do I risk getting involved?" "Can I afford to help defend?"
The opportunities for diplomacy/negotiation are endless - and the ally rules ensure that nobody is a wall-flower.
2) Random destiny: In the vast majority of encounters - who attacks who is determined randomly. This does not adversely affect tactics and (more importantly) cuts down on hurt feelings. While there are plenty of ways to mess with other players, when you do get attacked - the game's mechanic is to blame.
Any true fan of this game loves the endless variety it offers - each player has an alien power that allows them to break the rules in a limited way. Different powers will collide in unique ways and since there are 50 different alien powers you are unlikely to see the same combinations twice.
Example 1: the normal rules say players start with four ships on each of their planets, but the alien called Macron has all of their ships count as 4 ships. so attacking a Macron planet, you find yourself facing the equivalent of 16 ships instead of 4. Advantage: Macron.
Example 2: the normal rules say that in an encounter, the side with the highest total (ships + encounter card) wins. The alien called Anti-Matter reverses this - and so when Anti-Matter is attacking or defending, the lowest total wins.
Combine those two examples and you have Anti-Matter attacking the Macrons with one ship while the Macrons are wishing their ships were like everyone else's.
And the craziness just goes on from there - that's barely a taste of the variety you will see when you play.
Component wise - FF has done us all a solid. Plastic flying saucer pieces that stack, quality cardboard pieces with gorgeous art, special cards with instructional text (helping new players and veterans alike).
Cosmic was always a game that begged to be supplemented and FF has provided a good jumping off point (50 aliens, instead of the 100+ that existed in earlier versions).
Expansions are undoubtedly in the works - and the components have been built to support this. The destiny cards have special graphics for Hazards (which are not in this game) - and the planet tokens have a different graphic on each side, something that will doubtless support some diabolical new rule whenever FF gets around to publishing expansion #1.
The sticker price is daunting - and I hope new players aren't put off by it too much. This is a game that is well made and a lot of fun - it's worth the money. Players who are afraid of lots of rules should not be afraid of Cosmic, but they should be aware that the rules as written will almost always mutate in bizarre (and entertaining) ways.
E.g. Players are allowed to "Cosmic Zap" or negate a player's power. In the example I gave earlier (Anti matter vs. Macron) the enterprising Macron player who finds themselves losing by ten or so will Cosmic Zap themselves (changing their ship total from 16 to 4) and allowing them to score less than Anti-Matter - and therefore win. The Anti-Matter player (if they were especially fiendish and had the card) would also zap their own power (making the lower total a losing total) and would win because their total was now higher than Macron's total!
Bizarre - but fun! When was the last time a boardgame surprised you?
Cosmic will show you something new in pretty much every session.

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Build a galactic empire...In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy. Many classic aliens from earlier editions of this beloved game return, such as the Oracle, the Loser, and the Clone. Newly discovered aliens also join the fray, including Remora, Mite, and Tick-Tock. This classic game of alien politics returns from the warp once more. It features 50 alien races, flare cards to boost their powers, 100 plastic ships, a host of premium components, and all-new tech cards that let players research and build extraordinary technological marvels! No two games are the same! Cosmic Encounter includes: Rulebook, 1 Warp, 5 Player Colony Markers, 1 Hyperspace Gate, 25 Player Planets (5 per player), 100 Plastic Ships (20 per player), 50 Alien Sheets, 20 Destiny Cards, 72 Cosmic Cards, 50 Flare Cards, 40 Tech Cards, 42 Cosmic Cards, 7 Grudge Tokens, 1 Genesis Planet, 1 Lunar Cannon Token, 1 Prometheus Token, 1 Alternate Filch Flare

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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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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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Wednesday, January 1, 2014

Cold War: CIA vs. KGB Review

Cold War: CIA vs. KGB
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I bought this game as a gift for my son who was not quite 11 at the time. We've played it many times, and have enjoyed it a great deal. At first glance, the rules may seem a bit complex, as each turn of the game is divided into six phases. However, most of these phases are quite short, and once you play the game once or twice, you realize how quickly play can progress. This is a good introduction to more complex strategy games, as its rules are relatively simple, but successful play requires careful planning and a bit of subterfuge. As you might imagine, the game has good historical value as well.

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Cold War: CIA vs. KGB puts two players in control of the superpowers of the USA and the USSR. In a covert clash of ideology, politics, guerilla warfare, and dirty tricks, they must establish the dominance and superiority of their worldview and bring about their own vision of the future.

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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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Saturday, December 21, 2013

Pocket Play (Reversi) Review

Pocket Play (Reversi)
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Challenging game that keeps players on their toes! uses critical thinking skills and strategy. Convenient to take on the road, good for many ages (8+)

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Object of Reversi: Turn over as many pieces as possible so that your color is predominant at the end of the game. The dominant color wins the game.

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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
Average Reviews:

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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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Friday, December 13, 2013

Haunting House Review

Haunting House
Average Reviews:

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I have this game plus all expansions. I enjoy this game as it isn't a cut throat game like others. So great for anyone who wants a fun family game. My family laughs when we play it and you can make it last as long as you want as You pick where the exits go! You have to use strategy which makes everyone think or use their minds. So good for younger ones as well as keeping older peoples mind in shape! I Love it Best played with all 4 expansions!

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The Haunting House is a simple race game or, is it? At one time you are picking your own path, at other times it seems someone is picking it for you! Between the twisting halls, trap doors, secret passages and moving exits it's never the same game twice. Pray that you make it through. For 2 to 6 players. Ages 10 and up.

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