Showing posts with label war. Show all posts
Showing posts with label war. Show all posts

Friday, September 27, 2013

Diplomacy Review

Diplomacy
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A new version of Diplomacy is long overdue, with the 1999 release often going for as much as $[...] on Ebay.
Rather than metal or plastic playing pieces, this new version of Diplomacy includes glossy cardboard tokens. Though plastic or metal pieces would have been nice, the cardboard tokens are durable and functional, and probably help keep the price of the game low. The game also includes a big note pad of maps that can be torn off and drawn on. You'll need to purchase seven pencils and seven small notebooks for writing down orders.
This game is very fun to play, but unlike Risk or even Axis & Allies, its complicated nature makes play become tedious very quickly for those who aren't used to plying strategy games. Long story short, this is a great game to play with your gamer friends, but less nerdy friends, even those who like Risk, may not enjoy playing.
It can be difficult to gather the full seven players needed, but luckily, the game can be played with a smaller number (as few as 2, according to the instructions).
All in all, if you like strategy games and history and have enough people to play with, this game would certainly be a wise purchase.


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At the turn of the 20th century, prior to World War I, the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw, shifting borders and altering empires with subtle maneuvers and daring gambits. Alliances are formed and trust is betrayed as players negotiate and outwit one another in a delicate balance of cooperation and competition to gain dominance of the continent. Diplomacy challenges players to rely on their own cunning and cleverness, not dice, to determine the outcome of this game of conspiracies and conquest. New artistic treatment to game components. First time back in print since 1999. Social interaction, interpersonal skills and negotiation make up an essential part of the game play. Classic negotiating game in existence since 1959. Game board measures 30"L x 20"W. Includes 315 army, navy and national control markers, 20 count strategy map pad and 24-page rulebook. Compact box, bookshelf ready.

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Saturday, July 20, 2013

Fire&Ice Game Review

FireandIce Game
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This wooden board is well made and the pegs as well. Though it's only a 2 player game, it's short enough and easy enough to explain and/or learn by watching that several rounds can be played in an hour. It's defintely a thinking/strategy game but it takes quite a few sessions to figure out a strategy that gets you where you think you're really going. Many surprises take place in such a short time span. Not too complex and not too 'babyish'. Goldilocks rates this "just right" for tweens and teens and elders too. It may seem like a high pricetag but remember these guys are competing with video games and mindless drone entertainments.

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Only one will prevail in this Fire and Ice Strategy Game!This is a two-player with a twist!Players actually place opponent's pieces as they move to gain control of the islands.Capture three islands in a row to win.Ages 8 and up for 2 players.

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Tuesday, July 9, 2013

Airfix A01302 1:76 Scale Panther Tank Military Vehicles Classic Kit Series 1 Review

Airfix A01302 1:76 Scale Panther Tank Military Vehicles Classic Kit Series 1
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online it says it's 9X5X2 inches but it isn't it's much smaller then i expected it to be if you want something bigger i wouldn't recommend this

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1-72 Scale. All airfix kits are highly detailed and come with decals, painting guide and detailed instructions. Skill level 2. 97 Pieces. The Panther tank was designed in 1941 as the main equipment for Germany's armoured divisions, replacing the earlier a

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Thursday, June 6, 2013

Airfix A01732 1:72 Scale WWII British Commandos Figures Classic Kit Series 1 Review

Airfix A01732 1:72 Scale WWII British Commandos Figures Classic Kit Series 1
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I must have had about 5 of these sets as a boy (about 35 years ago). The Canoe is great, the ladders just fun. Hours of fun shooting the hun. I've now forced my 8 year old boy to have the set but I may steal it from him.

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1-72 Scale. All airfix kits are highly detailed and come with detailed instructions. Skill level 2. 40 Pieces.

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Thursday, May 16, 2013

Alien Hotshots Review

Alien Hotshots
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This is a great game based on the classic card game War. The designers added an odd-even element to the game which makes it more interesting to play and encourages more mathematical thinking (in a fun way). I've played with my eight-year-old and five-year-old and we all enjoyed it. The pictures on the cards are enjoyably ugly.

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The odds and the evens are in an interstellar struggle to bring peace to the universe. This clever card game takes the fundamental game play of the classic War and uses it to teach kids important math skills. Easy for parents to learn, since it's so similar to that classic we all played growing up, it painlessly reinforces important math principles against an exciting space-age backdrop. If you're looking for a way to get your youngster interested in math, it just may be in the stars! Comes with 54 cards and complete instructions. For 2 to 4 earthlings.

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Friday, January 4, 2013

Sababa / Front Porch Bookshelf Sortie Board Game Review

Sababa / Front Porch Bookshelf Sortie Board Game
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I've just spent an enjoyable weekend at my friends' house, and we played this game about a dozen times. I'm hooked! We played with as few as two players (though the game recommends a minimum of three) and as many as five players, and it was always fun and balanced. The players varied in sex and age: boys and girls both, from five to forty-five. Everyone had a great time!
Each game lasts from ten minutes to thirty minutes, and the game permits a wide ragne of styles from aggressive to defensive. When you've mastered the strategy of the basic game, you can make it harder by choosing particular planes play with (actualy historical WWII fighters), each one adding individual special abilities. Not only does that provide you with an advantage, but if forces you to think about your opponent's advantages.
Game play is a mixture of strategy and guesswork. There are no dice, so there's no random chance, but you don't know which maneuver cards your opponents have, and how they'll move. You're forced to make guesses about what's most likely. That adds quite a fun mix to the challenge of forumulating your own strategy given the maneuver cards you've drawn.
I also like the high quality of the game board, game pieces, and cards. The instruction manual was well written, too, and it didn't take very long at all to figure out how to play.
All in all, an absolutely fantastic game! Highly recommended!

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Maneuver, dodge and attack opponents in his WWII aerial dog fighting strategy game. Features cast metal planes, segmented wooden game board and custom playing cards.

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Friday, November 23, 2012

Risk Review

Risk
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I used to hate Risk. A couple of my friends back in high school tried to get me to play a few times and I absolutely hated it. Seriously... playing with little tiny men, cannons, and horses; rolling dice to take over the world? NO thanks! But a funny thing happened. Fast forward 20 years and someone breaks out Risk at a small gathering. Begrudgingly I accept the offer to play, and wonder of wonders, I had a great time! After that night, a small group of Risk fans began to gather once a week to play Risk together. During one of our sessions, we discovered some rule variations in the back of the instruction manual, things like "Commander Roll" and "Capital Conquest" mode. We incorporated these rules and a few others and Risk only got better!
We were all quite excited when we recently saw a commercial on TV for a new version of Risk. It had a fresh new look to it and had new rules for playing that promised to speed up the game. So I bought it. Some of the new rules are the same as the rule variations from original Risk. The new guide book doesn't mention anything about "Commander Roll" but it does have new objectives and a very unique reward system that compliments the objectives. Rewards range from an extra attack dice, extra defense dice, an airfield, a guaranteed country card at the end of your turn, extra strategic maneuver at the end of your turn, and my personal favorite, an extra strategic maneuver at the START of your turn (can you say surprise attack!?).
Visually, the new game board is dramatic. Everything is a little darker but very bold. Gone are the soothing blue oceans and seas. They're now blood red with subtle stripes radiating from the bottom corner. Most of the countries have remained the same but a few names have changed. There also appears to be a few extra land bridges connecting some territories, which is helpful (unless you reside in that territory!). The playing pieces have changed. Gone are the diminutive soldiers, cannons, and horses. They are replaced with simple flat arrows, a short one indicating one troop and a longer one with three stripes on it indicating, that's right- three troops. They're roughly the same color as earlier versions of Risk but they are a lot harder to pluck up off the board during skirmishes and I don't think there's enough of a difference between the two arrows. This new version of Risk also has cities that are randomly placed about the board at the start of the game. If you control a territory with a city in it, you get to add a "+1" to your territory count before you divide by 3 to see how many troops you draft at the start of your turn.
Another change I really like is the country cards you receive at the end of your turn (if you defeated a neighboring territory). They no longer have soldiers, horses, or cannons on them. Instead they have either one or two stars. When you have at least two stars you can turn them in for troops. You can also collect as many cards as you want and turn in a larger number of stars for exponentially more troops. (2-stars=2 troops, 3-stars=4 troops, 4-stars=7 troops, etc).
There's a few other minor differences, but overall we all loved the new and improved Risk. I can't say that the game went any faster. It still took 4 of us over 2 hours to finish a game. Granted it was our first time playing this version and it will probably go faster next time. I think that next time we'll add some of our older rules to the mix which will help speed things up. Here's one of our favorites--the Country Card Re-Roll: when you receive a country card for winning a territory, if you later attack the country on the back of one of your country cards, you are allowed to re-roll one of your attack dice on each roll. It doesn't work when defending, but it can really help you overcome the defender advantage. And in case you don't have original Risk and have never heard of the Commander Roll, you must try it at least once! Once PER TURN (not per attack) you are allowed to change one of your attack dice to a six. This is kinda symbolic of your commander being present at that particular battle and helping deliver a more decisive defeat. It's great when you just wanna pop over to a neighboring continent and take one of your opponent's territory so they don't get the continent bonus at the beginning of their turn!
For more info on this new version of Risk, be sure to click on the "Watch it in action" link at the top of this page to see a great Flash overview.
UPDATE: Having played this new version of Risk many times since I wrote this review, I have to say I'm still a big fan! The game does go a lot faster (especially using our rule variations described above) and it's a lot more fun. Still don't like the little arrow pieces presenting soldiers. We still pull out an old version of Risk and use the soldiers, horses, and cannons from it. Parker Brothers: please change the army pieces!

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Hasbro 4037XXXX Risk (EA)

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