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

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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Wednesday, January 22, 2014

Axis and Allies Battle of The Bulge Review

Axis and Allies Battle of The Bulge
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Hasbro/Avalon Hill has finally produced a game on this significant battle and much in line with the movie from 1966, this version features the rationing of supplies as a key part of the game. There are no Germans dressed as MP's, and the road signs do lead to Malmedy! The method of German victory is to acquire more territory than the actual historical results. The Allied player need only prevent the German conditions of victory. Game mechanics are slow, plodding and very hex concentrated with lots of tedious steps for each hex. In fact it may bore the average player. The dice roll situation is pure insanity! Especially when you have a lot of units in a hex and you have to roll twice, once for hits and another to see where they landed. This version therefore is recommended only for veteran grognards. Allied air power, which appears half- way through the battle were surprisingly ineffective. The initiative is important, as it can make a difference in the way a battle will pan out. However, with regard to Air activity, it is better for the Germans to place their aircraft after the allies, to keep them from destroying entire tank groups. You can offset this possible devestation by having artillery around but it seems that planes won't turn the tide before the Germans get their "24". If you are good at defense then the Allied army is for you. You can prevent Tank blitzkrieg's if you use your troops properly. One really interesting thing about this game is the surprising situations that can arise in individual hexes. You may get chances as a German to actually capture supplies (Colonel Hessler would be proud!) and sudden openings can appear that will let your tanks roll to the areas where the point values are for winning the game. The game is 8 turns long only, but don't let that fool you.It will take hours to play. Like Henry Fonda, play your hunches because like his character in the movie, you will know everything about the battlefield from your Bird's eye view. In the early part of the game, some Major Wolenski situations may result (the role played by Charles Bronson). As a General you will have to request your troops to hold positions, to cover your withdrawl against advancing German Panzers. Overall, it is OK but not fluid and only for the wargaming veteran.

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German tanks thunder into the snow-covered Ardennes forest, opposed only by a few unsuspecting divisions of exhausted American troops. As Axis forces plunge into the countryside, Allied troops must struggle to hold the front line in order to repel the all-out offensive. Axis & Allies: Battle of the Bulge challenges you to control territory and contend with supply shortages, while directing infantry, artillery, tanks and aircraft in one of the most decisive conflicts of World War II.
Detailed game components include a new truck piece, a hex-based game board with new original artwork, and original artwork commissioned exclusively for the Battle of the Bulge game box. Other elements of this new Axis & Allies variant include crucial elements that were key factors in the historical battle, such as supply shortages and late-battle air support, mechanics for overland vs. road movement and randomized casualties of war.

Axis & Allies depicts Wacht am Rhein (Watch on the Rhein), the German code name for this counter offensive that took place toward the end of World War II. The objective: to capture the port city of Antwerp. One player controls Germany, whose massive build-up of forces has gone undetected by the Allies and is poised to unleash all its fury on the Allies. The other player controls the forces of the United Kingdom and the United States and they must stem the tide of German armor and hold their positions until reinforcements arrive. Axis & Allies Battle of the Bulge is designed for two players and can be played in three to four hours. Measures 10.5" x 15.75" x 3".

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Friday, December 27, 2013

Conflict Of Heroes: Awakening The Bear Review

Conflict Of Heroes: Awakening The Bear
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This is an excellent game. the playability is top notch without being too bogged down in charts. the real clincher is the quality of the game. the pieces are arguably the best in the business. The maps are beautiful and the overall production value is excellent. well worth the money.

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Conflict of Heroes is a unique new series of fast-paced boardgame simulations that follow the development of modern day squad and platoon level tactics starting with World War II through modern day Bosnia, Iraq, and Afghanistan. Conflict of Heroes merges the elegance of streamlined Eurogame rules with deep strategic wargames. The series is an excellent teaching and training tool for company level combined arms tactics. The first game in the series is Awakening the Bear!, which covers Operation Barbarossa, the German invasion of Russia in 1941. Many consider this time period to be the birth of modern warfare tactics that continue to be used and perfected by today's modern armies. The included firefights, most of which you can play in about an hour, are designed to depict the pivotal points in a given battle. You can learn enough of the game to play the first scenario in 10 minutes thanks to the programmed instruction approach used in the full-color rulebook. Conflict of Heroes Awakening the Bear! includes: 5 - 15x19 inch geomorphic mounted map boards, 192 easy to read 1" square die cut counters, 56 action cards, 4 track sheets, summary sheets, 2 dice, 12 pg firefight book with 10 firefights, and a 12 pg rule book. Conflict of Heroes Awakening the Bear! is for 2-4 players, ages 10+, and takes 1-3 hours to play.

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Wednesday, December 11, 2013

Britannia Review

Britannia
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BRITANNIA is, indeed, a difficult game to play. But that does not mean the experience will not be a pleasant one.
The dificulty arises from the fact that there are a lot of exceptions and foot notes to the rules of the game. These exceptions were clearley designed to portray history in a more accurate way and add to the flavour of the game. It works, but as a collateral effect I'd say it's almost impossible to play BRITTANIA, at least the first two or three times, without making totally inadvertent rules errors while playing.
The game was really designed with four players in mind, with three or five player it gets clearly unbalanced.Maybe it was pressure form the publisher to try to sell to a broader audience, I don't know. Anyway, this ia a personal opinion, maybe people playing with other number thatn four players will find it efficient also.
It's indeed a time consuming game. Rarely it ends before fours hours playing.
The game components are totally adequate, nothing fancy, but fundamentally operational. Game board very beautiful. Rule book is well designed and with good examples.
This is a war game through and through, but with clever and fast combat resolution mechanics (based in D6 dice) and without thousands of complicated playing pieces that keep stacking upon each other in a hexagonal board. Of course, since there are dice involved, luck plays a big part, and a whole carefully planned strategy may be destroyed by a sequence of two or three bad luck dice rolling. But you can easily regain it by good dice rolling when defending... What I say is: with a lot of battles solely resolved by dice rolling, no matter how good a strategist or historian you are, luck is a strong factor in BRITANNIA.
In general, it's no wonder it's one of the few out of print Avalon Hill games that managed to get new life with another publisher. It's exciting, gorgeous to look at and informative.

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Friday, December 6, 2013

BattleLore: Battles of Westeros Review

BattleLore: Battles of Westeros
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The game system (rules, mechanics) of Battles of Westeros (BoW) is very similar to the basic BattleLore game (and Memoir 44, et al.) game series by Days of Wonder.
The tactical gameplay, however, is much different and much improved in BoW. I've played both and BoW is a more satisfying experience primarily because of the way you command units in BoW. In basic BattleLore, you and your opponent draw cards from a deck and the commands on these cards are generally restricted to issuing orders in one of three zones of the battlefield (Left, Center or Right). This creates situations where you may be unable to issue commands to units in a critical area of the board for no reason other than your cards don't match that region.
In BoW, there are no Left/Center/Right regions. You still draw cards, but the orders are issued by leaders represented by figures on the board. Wherever the leader is, you use the card to command and control one or more units near the leader. Right away this makes the basic game more interesting than Battlelore since it almost always allows you to command critical units on your turn and also makes capturing (and protecting) these leaders a part of the game (regardless of scenario).
In addition to leaders and cards, BoW uses a random roll each round to give each player tokens that can be used to command units (one at a time). Again, an improvement to basic gameplay that allows for greater freedom of choice for tactical maneuvering and fighting without adding to the complexity of overall game mechanics.
There are other difference between the rules of BattleLore and BoW, but what I described above is the single biggest change that greatly improves the BoW experience over BattleLore.
The one area where BoW falls down is in the quality of its plastic unit components. The figures are separated from their bases and do not snap in tightly. You will have to glue the figures to their bases if you don't want the figures falling down or separating from the bases throughout the game. This would seem to be no big deal except that the legs of most figures are very thin and liable to bend and break off from the base. BoW was produced by Fantasy Flight games instead of Days of Wonder, and this may be why the figures are poorer quality. We played a game without gluing the figures to the bases and constantly had to keep standing the figures up and re-inserting them into bases. This major flaw reduced what was otherwise an excellent game experience to an excellent-but-at-times-annoying one.
Final note. I am a fan of the Game of Thrones series of books and enjoyed the extra dimension this theme adds to BoW.

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Unfurl the banners of the Great Houses of Westeros! To secure power in the Seven Kingdoms and to ensure the survival of their lines, the Houses of Westeros each follow very different paths. Some forge strategic alliances, some create complex political intrigues, and still others use deceit and betrayal. But there is no more direct or lasting path to power than taking to the field of battle.In Battles of Westeros, two players recreate the military conflicts set in George R.R. Martin's A Song of Ice and Fire series, taking part in battles directly from the books... or designing their own. In this epic board game of battlefield tactics, players control either House Stark, the wards of Winterfell who have called their hearty allies to defend their honor and lands, or House Lannister, an aggressive force funded by Casterly Rock's endless supply of gold.

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Thursday, November 28, 2013

Conflict Of Heroes: Storms Of Steel Review

Conflict Of Heroes: Storms Of Steel
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First, a disclaimer. I helped develop this game. Mainly I proofread the rules and components, and gave occasional rules suggestions here or there. The design of the game is still Uwe's, and I did not design any of the firefights. I'm mainly going to attempt in this review to compare Storms of Steel (SoS) to Awakening the Bear (AtB), so that people who have played Awakening the Bear can know what to expect from this fabulous game, that I believe is a step up in every way from Awakening the Bear.
Components
Awakening the Bear was hailed by many for its beautiful, euro-quality components. In this regard, Storms of Steel will not disappoint.
Map Boards:
SoS comes with 4 map boards, rather than 5 that came with AtB. The SoS boards are slightly thinner than the AtB boards, but are still thick and sturdy, and much, much thicker than you will get from most wargame companies these days. Where I found my AtB boards would warp slightly, I have had no such issues with the SoS boards. Uwe has also cranked up the vivid scale on these boards. They are brighter and more colourful, and make the AtB boards seem dark and drab in comparison. The finish has been changed slightly. AtB boards had a heavy linen texture feel to them, which felt great but muddied the details a bit. SoS has a slightly smoother, glossier finish that makes the details stand out much better. On top of that, there simply are a lot more details on the boards. You can see things like little tractors in farm yards, and the details of the wheat, and the end result is that the boards are gorgeous. The maps are not as feature-dense as the AtB maps, but that is easily remedied with the included overlays.
Overlays:
While SoS comes with 1 less map board, it also comes with a sheet of double-sided thick cardboard overlays. These multi-hex overlays are a combination of hills, rivers, balkas, tank ditches, and a village, that can be placed anywhere on the map boards. This creates near-infinite variety in the maps, and the 3-D nature of the overlays sitting on the maps is actually quite nice with the hills in particular. The finish is practically the same as the boards, and they are just as beautiful as the map boards. They can slip and slide a little bit though, so you have to be extra careful not to knock the board or else you might have a village spinning in the middle of your map! Overall though, the overlays work quite well, and are a welcome addition to Conflict of Heroes.
Counters:
I think the counters are possibly where people will see the biggest improvement in the components. The counters have the same slightly smoother finish as the board, meaning the details of the unit pictures do not get muddied and are very clear to see. The unit graphics are also bigger and take up more counter space, making the details easier to see, and making it easier to distinguish between the various units. New information is seamlessly added to the counters, to account for new rules, and also to make the rules easier to remember. For instance, you no longer need to remember which units get a bonus in close combat, and which get a penalty. If the fire power has a white box around it, this means you get a penalty; otherwise, you get a bonus. This makes it easier to keep track of, and also means that they can do more complex units that say, get a close combat bonus vs soft targets but get a penalty vs hard targets. Also, new rules revolving around open topped vehicles and air / anti-air units get seamlessly integrated into the new units. You also get many more counters than in Awakening the Bear. There are more units and more unit variety.
Cards:
The cards are of similar stock to AtB. The graphics on them are improved, however. They look much more refined and professional. There are some new action cards, and also a new type of card, Veteran cards, which can add special abilities to your platoon or specific units.
The rulebook and firefight book:
Both the rulebook and firefight book are in 8.5" by 11" size, much easier to handle than the 12"x12" in AtB. They are also in thick 100 pound stock with a glossy finish, and look and feel great. They are probably the sturdiest rule books I've seen in a board game.
Player Aids and Tracking Sheets:
The summary sheet and tracking sheets are very similar to AtB, but updated of course for the new SoS rules and features.Gameplay:
Storms of Steel changes a few rules, while also adding in some new units, fortifications, and terrain features.
Rules Changes:
The biggest rule change in SoS is that both players can have an activated unit at the same time. This creates a few different effects to the game, all of which are positive, in my opinion. For one, the game is now simpler and easier to learn. It is now much more of a "You Go I Go" game, which new players are more familiar with. The "You go until I want to interrupt you or until you pass and then I go until you want to interrupt me or I pass" method of AtB worked well but was different than many games and confused some people. Also, the game feels much more like it's running in real time. I'm not waiting for my opponent's unit to run across the map before I do the same with mine - they now move an act near-simultaneously. Defense machine fire is now more realistic as well. Where before, a defending HMG would have to use an expensive opportunity action to fire at an oncoming attacker, now it can activate and fire several times, making it much harder to charge at a machine gun.
New Units:
There are 3 types of new units: snipers, airplanes, open-topped vehicles.
* Snipers are hidden units that can fire while hidden and have a high probability of remaining hidden. They are very fun to use, and it's great to be picking off and harassing units with your opponent not quite sure where the fire is coming from.
* Airplanes are the biggest unit addition to the game. Personally, I do not like how many other games abstractly bring in air units and enjoy that I actually get to control the plane on the board. The planes can change elevation and can attack with machine guns as well as drop bombs and mines. They are very deadly but usually can only be brought in once or twice in a firefight. They are a lot of fun, and do not add many rules to the game.
* Open-topped vehicles are easier to hit by artillery and close combating infantry. I haven't gotten a chance to use them yet, but they do provide another step in realism, and the rules for them are pretty straight forward.
New fortifications and terrain features:
SoS adds new fortifications and terrain features. There are gun pits that add defense to your large guns, rivers that are difficult to cross, balkas that you can take refuge in, and fields that have varying covering effects depending on the time of year. All are great additions that add more detail and make you feel like you're fighting on a different landscape than AtB. A couple features are missing in SoS, such as light woods and walls, keeping the number of different terrain features to keep track of in one game a bit more manageable.
Feel of the game:
Despite being another eastern front WWII game with the Russians vs the Germans, the game actually plays quite different. The units in SoS are more lethal than in AtB - attack values on infantry are usually 4s and 5s, rather than the 2s and 3s in AtB. This means there's more firing from a distance, and less charging at your enemy knowing that they won't be very effective until you're close. In my games I've played so far, I would also say SoS is less forgiving than AtB. A mistake or two can cost you the game very quickly. I highly recommend that if there's any significant gap in experience, you give the player with less experience a CAP or two to compensate. Overally I very much like that the SoS gameplay feels very different than AtB. You won't feel like you're getting "more of the same", or that once you have SoS, there will be no reason to back and play AtB.Firefights:
After playing through several of the firefights, I believe the included firefights in SoS are actually the biggest step up from AtB for several reaons:
Solo-specific firefights:
Out of the box, SoS comes with solo-specific firefghts, with "A.I." around how the enemy reacts. There will still be times when you have to make a choice about what the enemy does, but for playing solo, you will now feel like you are playing one side, rather than both. I tried out the first solo firefight and found it infinitely more fun than trying to play the game solitaire the old way.
More Variety:
Out of the box, SoS comes with 15 firefights, geared towards 1, 2, 3, or 4 players. This is an improvement over AtB, which initially came with 10 firefights, geared only towards 2 or 4 players. Also, there is far more variety in how the firefights are played. In AtB, the vast majority of firefights were simple setups where one side held a control hex and the other side was trying to take it. In SoS, things get mixed up a lot more, with firefights involving control markers that are being carried by units that you're trying to steal away (kind of like Capture the Flag), and a king of the hill firefight, where taking the control hex on a hill in the middle grants you the ability to call in off-board artillery on the next round. There's also a firefight where you have to try to drag an immobilized tank off of the map. Furthermore, several firefights have optional units that you can add or take out to change up how it feels. There is just so much variety this time around, and every firefight feels very different.
Faster-playing:
The firefights in SoS are significantly...Read more›

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Storms of Steel witnesses the epic retreat and eventual defeat of the Wehrmacht on the eastern front.? All new units including Tiger tanks, Soviet rockets,strafing airplanes, and much more!? New map boards, including bombed out cities maps!? All new firefights, including detailed historicalbackgrounds.

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Monday, November 25, 2013

Attack By Eagle Games Review

Attack By Eagle Games
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Upon first glance at the game `Attack!', one immediately becomes intrigued and excited. Highly educational and informative, `Attack!' forces you to use creative and strategic thinking when planning your quest for world domination.
However, as you inspect the rulebook further, that excitement has a tendency to diminish and turn toward a feeling of bewilderment. The instructions were poorly written, convoluted and tortuous. Several times, I wished that one of my opponents attacked all of my countries and put me out of my misery.
The owner of the game is a highly experienced `Risk' and `Axis and Allies' player and it took him PLUS 3 other well educated adults 6+ hours to get thru two rounds of play. (A round is when everyone has ONE turn) and I am not sure that we've completely figured out how to play (It's been 3 days now). Several times we had to consult the rulebook because we were unsure of what to do.
I am sure that once we figure out how to play the game, it would be extremely fun and addictive... but for now, I am only giving it 3 stars.

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An engaging new game of military strategy, set against the backdrop of World War II. Fun for beginners and experienced players alike. Easy to learn rules and deep gameplay. Hundreds of professionally sculpted miniatures (tanks, planes, artillery and infantry). Exciting World War II theme, Dazzling artwork by world-renowned artist Paul E. Niemeye, Three major sub-games: land combat, sea combat and economic. For 2 to 4 players. Immerse yourself in a strategic battle to win! Safety warning: This product contains small parts that may present a choking hazard for young children.

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Friday, November 15, 2013

Tide of Iron Review

Tide of Iron
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I've heard this product described as Tide of Plastic...and it is very true. This game comes with a huge number of litle plastic pieces. Luckily, they are all really well done. This is a fun game to play. Set up for a normal game is about 30 minutes and the games themselves last from one to two hours. If you're looking for a quick pick up and play game, this really isn't it. Strategy is a huge part of how you set up your pieces, so that is why setup is so long. As you become more familiar with each unit's strengths and weaknesses, setup time will probably be cut in half. One thing to note is that many of the basic scenarios that come with the game seem to be too one sided, with one of the armies seemingly unable to win, based on how the mission is made. I don't really have a problem with this, it seems to make the historical mission more accurate in my opinion. Tide of Iron is a super fun war game and its play mechanics are more accessible than more hardcore games in the genre. I recommend it.

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World War II was the greatest mobilization of fighting men and machines that the world has ever seen! Tanks and soldiers combined into a veritable tide of iron that changed the world. Now, the largest and deadliest conflict in history comes to your tabletop in Fantasy Flight's game of World War II squad-level tactics! This epic game grants two to four players control of either the American or German military forces. An innovative game system allows players to customize their squad compositions, make both tactical and strategic decisions with the unique "command" system and engage the enemy through the planning and execution of WWII battlefield tactics. Tide of Iron provides players with a vast array of high-quality modular game boards, terrain overlay pieces, various battlefield fortifications, operations and strategy cards, as well as 17 unique unit types, and features hundreds of detailed plastic figures, including soldiers, tanks and other combat vehicles. For up to six players (divided into two teams).

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Thursday, November 14, 2013

Axis & Allies Europe Review

Axis and Allies Europe
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If anyone is a true Axis and Allies game lover, and you've been wishing for another game by Avalon Hill, here it is! Axis and Allies Europe couldn't be a better game for the price. It comes with more units and much improved map (of the European theater only), and best of all, the game itself blows the former Axis and Allies game to bits! It is obvious that Avalon Hill spent much more time making A & A Europe then the original, for their is never a time when a player grows tired of this game. Unlike Axis and Allies, this Europe release comes with units that are equal to its country's nationality. In other words, the German's bomber is a Junkers 88, the Russian armored units are T-34s, and the American battleships are in the North Carolina class etc. Not only are the units improved, but their are more! As many Axis and Allies players have mentioned, where is the artillery? That's right...Their is artillery! Germans feature the the infamous 88mm gun, while the allies use the 105mm howitzer. Another added unit is the destroyer. Originally, you had the choice of either buying a sub or a battleship. Don't you think that their should be a ship in between a sub that costs 8 IPCs and a battleship that costs 24 IPCs? The destroyer will fix that problem, which costs 12 IPCs and basically has the power of a battleship moved down a notch on the dice roll. Both the battleships and destroyers can do coastal bombardment. Also, during strategic bombing, you can have fighters escort your bombers. Sounds nice, huh? Well, the defending country can send up interceptors, so it can be a risk with both enemy fighters attacking your bombing run as well as an anti aircraft gun firing from below. From air units to basic combat, the Axis and Allies game has come a long way. Now that the mighty German war machine faces three allies alone, you can pick a wide variety of stragedy. Atleast now the Germans have a chance at the beginning of the game, with ten U-boats, five fighters and a bomber, and an unbelievable ground force. If you have always been a true Axis and Allies lover, then nothing would be better then this big step Avalon Hill has made. An incrediblle game! Let the battle begin!

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Axis & Allies Europe is the first Axis & Allies extension created by the original A&A designer, Larry Harris. He likes to call it "a whole new puzzle to solve." A&A Europe takes place only within the European theater where four powers (Germany, USA, USSR, and Great Britain) struggle on the continent, in the Atlantic, and across North Africa and the Middle East.

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Wednesday, November 13, 2013

Axis & Allies D-Day Review

Axis and Allies D-Day
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My friends and I are big fans of the original 5 armies Axis & Allies game. However, the game needs at least 4 people to be truely interesting, and takes us more than 6 hr.s to play! That's why we found A&A D-Day as a great substitute. Not only is this 2-3 players, (three preferred) but it can also be done in under 3 hrs.
The game's arguements between the partnered British and Americans are hillarious for the Germans to watch, as they debate over strategies and how to allocate their fighters on straffing runs. Allies use their 8 fighters, 2 bombers, 6 bombarding destroyers, 1'st round 9 paratroopers, and 5 landing zones (Utah, Omaha, Gold, Juno and Sword to try and secure the 3 key cities of Normandy by turn 10.
The Germans, must delay the beach landings with their 11 block houses firing at sea, quickly rally to hold the cities, bring re-inforcements to the front while avoiding allied air power, and defend down to the last man if neccessary until time runs out.
It of course still takes strategy and good die rolls to win as either side. But with the allied edge on having fighters and bombers; and the Germans having supperior ground forces, like the Panzer tanks superior deffense compared to the wimpy Shermans, it promises to be fun for both sides.
But most importantly time! The game is turn based by the use of 16 "order cards" each round. The objective? to hold the 3 key cities by turn 10... if not, the world might be speaking german!
For added fun I say add both decks of optional "tactical" and "fortune" cards (included). It'll take a little longer to play, but the 16 tactical cards add a strategic/stronger edge. And my favorite the fortune cards: roll 2-5, nothing. 1 a blast of superior fire power. 6, well don't roll 6's unless you wanna help out your enemy. Regarless, everytime the die spins for fortune cards you can't help but move to the edge of your seat in anticipation, like rolling for technology in the original. game.

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Axis & Allies D-Day will feature detailed game components including a new blockhouse piece, an extra-large game board, and original artwork commissioned exclusively for the D-Day game box.Other elements of this new Axis & Allies variant include a card deck with three card types -- Orders, Tactics, and Fortune -- to add depth and complexity to play. Order cards determine play sequence and break turns into distinct phases; Tactics cards offer players varied strategic opportunities; and Fortune cards add an element of unpredictability.Axis & Allies D-Day begins as Operation Overlord, the invasion of German-held Normandy, is underway -- 130,000 soldiers of the United Kingdom, Canada, and the United States are poised to assault Fortress Europe. You and your fellow world powers control their fates.One player controls Germany, whose Axis forces have turned the beaches of Normandy into a near-impenetrable stronghold. Set to breach those defenses are the Allies: the United Kingdom, Canada, and the United States. The future of Europe and the world hangs in the balance.Axis & Allies D-Day is designed for two or three players and can be played in two hours. Axis & Allies D-Day is the third Axis & Allies variant, following the successful Axis & Allies Europe and Axis & Allies Pacific, both of which were published in 2001.

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Wednesday, October 23, 2013

Axis And Allies Revised Review

Axis And Allies Revised
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First off, be sure that you love REALLY long games with complicated rules and LOTS of pieces on the board (and that you have friends who like the same thing) before purchasing. That said, this is an awesome game.
I never played the un-revised version, so I have no way of comparing the two. I did, however, love everything about this version.
The game board is thick cardboard folded in 6 parts. It is of high quality, and it's longer than the standard game board. It is a map of the world and most of the territories have financial values. As you attack your enemies and take over their territories, you also increase your income depending on the financial value associated with the territory that is now yours. There is an additional cardboard piece that allows you to track the changing income. (Lots of table space required for all of the additional stuff).
You also can do something called weapons development. During your turn you have the opportunity to buy dice to roll to give yourself advantages. Some examples of advantages are increasing the defense strength of your jet fighters, allowing your anti aircraft guns to shoot at industrial complexes, and increasing how many spaces your aircraft can fly, etc. If you roll the number needed to create the development, you may now use this added ability for the rest of the game. This is risky, because money is limited, and you are not guaranteed to roll the appropriate #.
There are plenty of plastic pieces that come with the game.The pieces that come with the game are: aircraft carriers, battleships, destroyers, submarines, transports, infantry, artillery, tanks, fighters, bombers, anti aircraft guns, and industrial complexes. In order not to lose all of the parts, I got small tackle boxes for cheap at Walmart and used a label maker to label everything. It's a lot less messy than keeping all of the little parts out on the table in front of you. There is a card which tells you how many of these pieces to put on the board to start the game. The set up time takes a little while because there are a lot of pieces to put down to start the game. The card is full of valuable information. It tells you how much it costs to buy each unit, how many spaces they can move across the board, how strong they are on attack and on defense, turn sequence and combat sequence...basically everything you need to know to play the game. Each power (Soviet Union, Germany, United Kingdom, Japan, and the United States) starts with varying amounts of money and troops. Germany and Japan starts with lots more troops but less money, so they have more incentive to attack quickly to increase their income. The allies are a little more challenging to play due to the fact that, inspite of the fact they have more money to start the game, the united states and united kingdoms resources are located across the water, and it takes a bit to transport these troops and get established in areas they need to be in. The soviet union can quickly get overwhelmed by germany since they have little money and not that many troops, plus a lot of land to defend.
When I first learned the rules to this game I was completely confused on many points. It took a full day of trying to figure them out. Then I emailed the manufacturer and kept asking questions until I felt comfortable. There are a few websites out there that give some good answers to questions as well. Once you learn the rules, however, it is easy. I just think whoever wrote the manual could have made it a whole lot easier to understand than it is.
Gameplay is pretty basic. You do the following in this order: You develop weapons if desired. You purchase units, conduct combat if desired (troops from multiple territories can attack one territory), do any non-combat moves, mobilize the new units purchased at the beginning of your turn to any territories that have Industrial Complexes on them (you can buy more industrial complexes to place on different parts of the map) and then collect your income. You may discuss strategy with your allies, and as a matter of fact that seems to be a major part of what takes up so much time. I got frustrated by the fact that the enemy could hear what was being talked about and pointed to on the map, so I developed a means of silent communication via dry erase boards. I took a photo of the game board that I found on the web, and in photoshop I enlarged it to the size I wanted and faded out the image to pastel colors so that it would be easy to write over the top of it. I then went to a home improvement store and cut out pieces of thin wooden board to mount the pictures on and covered them with thin clear plastic sheeting I got from an art store. I taped them down at the edges with duct tape and bought some dry erase markers and erasers. This way both the axis and the allies had their own dry erase boards where they could point out areas of concern on the map without being seen by their opponents. I also developed an easy shorthand type of code to quickly communicate to each other via the boards. This made a fantastic addition to the game and made communication easy and private.
Here are a few notes on gameplay which may help your understanding of the game:
-Allies may occupy the same territory. If they are attacked, they defend together at the same time. If they attack, they must attack seperately on each power's seperate turn.
-Sea units can only attack sea and air units (unless it's an amphibious assault, then a battleship may do an initial attack on land as the units are going on shore), land units can attack land and air units, and air units can attack both (the submarine can't shoot at air units, but after the initial first attack can submerge and escape if they weren't destroyed from that first assault).
-During combat you use a "battle board" where the pieces in combat are placed on the board on the attack side and the defense side. Each side shows where the units should be placed according to their defense and attack value. For instance, if you have 3 infantry, two tanks, and one fighter plane attacking a territory, each of those units have different attack values and are placed in different columns of the battle board. The infantry attack value is "1", which means that you have to roll a 1 to have a "hit" on the enemy. You would roll 3 dice for the 3 infantry and hope to get as many 1s as possible. If your attack is successful and for example you roll two 1s, your opponent decides which 2 troops of theirs gets hit in the attack and moves them to the "casualty zone" at the bottom of the battle board. The reason they are not moved off of the board is because technically you are shooting at each other at the same time, and those troops that got hit still will have their opportunity to respond and shoot back. Then the next column is resolved. The tanks attack value is a "3". So you would have to roll 2 dice for the two tanks and hope to roll a 1,2, or 3 to have a "hit" on your opponent. The fighter has the same attack value as the tank. So you could roll one extra dice at the same time as the tanks since they have the same attack value at 3 or less. Then the defenders resolve their troops. The defenders have 2 infantry. The defense value of infantry is "2". Infantry has a stronger defense than attack value (maybe because they are fortified?) So, the infantry needs to roll a 1 or 2 to get a "hit". After all casualties are put in the casualty zones, these zones are cleared, and if there are any troops remaining on the battle board, the attacker gets to decide whether they want to continue attacking or retreat. Each round is resolved this way until the attacker wants to stop or the territory is captured.
-Aircraft carriers can carry up to two fighters, and transports can carry two units.These units can't defend themselves during transport, and the transport only has a defense value of 1, so it is wise to escort the transports with other sea units.
-The game can be shorter by deciding on how many victory cities you want to capture. Or you can play the full game to total conquest, but that takes all day. I've had games where I started at noon and ended at 1 or 2 in the morning and the game was still not finished (almost).
-There are additional "national advantages" that are optional. They are a list of advantages each power can use once during the game. Here are a couple of the Soviet Union National advantages to give you an idea of what these are like:
Russian Winter- Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3.
Trans Siberian Railway - In the non-combat move, your infantry, anti aircraft guns, and artillery may move two territories per turn only among these territories: Russia, Novosibirsk, Yakut SSR, and Buryatia SSR.
These are two examples of the 6 National Advantages for the Soviet Union. Each power has 6 national advantages they can use. This is for the advanced player who wants to add some more interest to the game.
To sum up - This is a complex strategy game. It's not easy to win. There are a ton of differet ways to approach winning the same game, so the replayability is high. Definitely one of my favorite games, and it's a classic.

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Control the fate of the world in this incredible game of military strategy, courage and cunning. Play this updated version by Larry Harris, the game's original creator. With all-new packaging art, a redesigned map and new artillery and destroyer pieces, this classic game is prepared to take on a whole new generation. Players can change the course of history in a few short hours as they maneuver over 350 playing pieces including armies, ships, planes and more. For 2 to 5 players.

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Tuesday, October 15, 2013

Axis and Allies Pacific 1940 Review

Axis and Allies Pacific 1940
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Axis & Allies Pacific 1940 uses the same core set of rules used in the 50th Anniversary Edition and 1942 edition of the game, but the similarities end about there. This game focuses on the Pacific theater with the United States, China, United Kingdom, and ANZAC (Australia/New Zealand) prematurely "setting" the Rising Sun of Japan.
This game uses the same premise of the original Pacific but with the new set of core rules. Other major changes from the original Pacific is that the Victory Point system is no longer used and the Combat Air Patrol has been revamped and now called Scramble.
The map spans from India out east to the United States and has many more Asian territories most similar to the Anniversary Edition. There are also more sea zones and island territories on this map. Additional units and rules in Pacific 1940 also gives this game more of a historic flavor that really enhances the experience as compared to 1942 edition. The board itself is very large at 35" wide by 32" tall and will match up with the upcoming release (Q3) of Europe 1940. The two maps combined (billed as measuring 60" x 32") is rumored to have multiple set ups (by year - similar to 50th AE) and it's own unique subset of rules (like Technology, etc.) Mum is the word on exactly what these might be, however.
Before your first game you will want to search the web for revisions to the rules/setup than what was initially produced (called errata - they're out there on a prominent forum dedicated to Axis & Allies). There are a number of things that have changed after feedback from players as well as additional play testing by the development team (unofficial at this point as they are probably still looking into feedback from players). I won't cover what these are as they still may change but they are significant to game play.
Overall quality of the game components is great and what you would expect:
* The board is large and very durable. I prefer boards that do not fold but then the box would've been massive
* There are plenty of units and chips (a tad too few Tac Bombers for Japan)
* Includes the player aids and storage trays (no dividers) that we have seen in the past (besides 1942 edition)
You can expect the time to complete a game to be about the same as other versions of Axis & Allies (3 1/2 to 5 hours for experienced players). The Political Situation (rule) starts the game with Japan at war with China but not US/UK/ANZAC. This essentially gives Japan free reign of the Pacific for up to 3 turns while it moves it's units into position for it's attack on US/UK/ANZAC; or it can launch an unprovoked attack before then at the risk of bringing the US into the war earlier (US starts the game with reduced IPCs but it's income gets a boost when it's "at war" with Japan. The UK/ANZAC may declare war during any turn, but any counterattack by Japan will not bring the US into war (so it had better be a crushing blow).
The addition of Naval and Air Bases really makes things interesting as those units have more range than what you see in the 1942 or 50th AE of Axis & Allies. This really adds an element of strategy on where to place your units around various islands and territories. Pacific 1940 also introduces Tactical Bombers and Mechanized Infantry. Tac Bombers when paired with Fighters/Tanks have an attack of 4 (instead of 3) and may land on Aircraft Carriers. Mechanized Infantry have a movement range of 2 as well as the ability to blitz along with tanks.
This game is probably best played with 2-3 players (3 players being Japan, United States/China, and UK/ANZAC) but could be played by up to 5 people if you want to break China away from US and ANZAC away from UK.
The following are some of the new elements to Pacific 1940 compared to 1942 or 50th Anniversary Editions
Units:
* Tactical Bombers and Mechanized Infantry
* Aircraft Carriers are now Capital Ships and take 2 hits to destroy (damaged Carriers cannot launch/land planes, though)
* Industrial Complexes are divided into Minor & Major (Major = up to 10 units mobilized, Minor = up to 3 units mobilized) and are upgradeable
* Naval and Air Bases (adds 1 movement point for units leaving these sea zones/territories, also where Capital ships are repaired)
* Anti-aircraft guns now only cover attacks against units (Industrial Complexes and Naval/Air bases have their own "built-in")
* Tanks cost $6 and Aircraft Carriers $16
Major Rule Additions:
* Political Situation - In short, all nations are not hostile to start (except Japan vs China)
* Scramble - Air Units on Islands with Air bases may defend in Naval combat in surrounding Sea Zones
* Convoy Zones - hostile Naval units in convoy zones reduce income received from Territories in that Sea Zone
* Kamikaze - Japan can conduct up to 6 Kamikaze attacks in certain Sea Zones (Kamikaze symbol printed on map)
* Neutral Nations - These now have units printed on the map that are placed when their borders are crossed
Pacific 1940 is a must have for any fan of the Axis & Allies franchise and I recommend this to anyone who enjoys a quality strategy game with a little more substance. The additional rules may take a game or two to master but are well worth the time investment. The Political Situation rules alone adds an element of history and strategy that enhance the Axis & Allies experience. I am very interested to see this effect on the combined global game when Europe 1940 is released. Despite the initial need of rule/setup corrections, Axis & Allies Pacific 1940 is a quality board game that will give you and your friends many hours of entertainment.
Happy Wargaming!

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Axis & Allies celebrates 25 years of strategy war gaming with the release of this deluxe theater-level game in December 2009. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in the A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, debut as a new playable ally. China fields more forces than ever before, but will need all the help they can get from their allies the United States, ANZAC and the UK to withstand the might of Imperial Japan.Axis & Allies Pacific 1940 features an oversized board that measures 35 wide by 32 high. With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by the A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game.For 2 - 4 players.

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Thursday, October 10, 2013

Dungeons & Dragons Heroscape Master Set: Battle For The Underdark Review

Dungeons and Dragons Heroscape Master Set: Battle For The Underdark
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I have been playing heroScape since the beginning - I own and use almost every single set and expansion, and recently picked up this new D&D expansion set.
Honestly, I was not looking forward to this expansion - one of the things I like most about the original game is the simplicity of the play. After a couple of games with this new set, I can definitely say this is a great addition to the core gameplay.
Aside from a couple of new rules and terrain effects, the major addition is a campaign mode. The included campaign is set up as four "rooms" that connect to make a dungeon. Each room has a condition that must be met before the players can go on to the next, and it is possible to gain and lose characters from the party. The included play scenario is a lot of fun, and I think it will inspire players to come up with campaigns of their own.
An additional campaign can be downloaded at Playdnd.com, and there is an another exclusive campaign available at Heroscapers.com.
The detail and paint of the figures are great - they seem like WOTC took existing D&D Miniatures and scaled them to the heroScape system. New terrain includes Shadow Tiles (which give a +1 to defense) Rocks (repainted glaciers) and dungeon tiles. The creatures (such as the feral Troll) are a LOT more difficult to kill, and the new Heroes seem perfectly balanced.
One of the best new rules in my opinion, is the trap roll for glyphs, and the ability to carry/drop glyphs. Made for some interesting fights.
This set doesn't really change the core game play, it just adds a new twist - campaign instead of typical deathmatch or capture the flag. All of the official master rule scenarios have always had victory conditions, but I think this is going to get people more focused on creative ones.
As a long time player, I was skeptical of WOTC taking this franchise over, but I think they have done a great job with this. My only reservation is that I am concerned they will ultimately try to make this a "collectable" game with blind purchase figures. Let's hope not - The exclusives were bad enough (although they have rectified this somewhat with the recent expansion - now re-release the flag bearers in a reasonably priced set!!!)
I Highly recommend this to anyone who enjoys HeroScape and wants to try something new.

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Dungeons and Dragons meetsHeroscape in the Battle for the Underdark Master Set 3. 10 detailed miniature figures and 50 interlocking pieces are included in this build and battle game system. Unique heroes include Tandros Kreel of Einar, Erevan Sunshadow of Jandar, Darrk Ambershard of Aquilla, and Ana Karithon of Einar. Play one of five select games or customize and create your own. Contents of Heroscape - Battle for the Underdark Master Set 3: 2 Dungeon Tiles (24 hex) 3 Dungeon Tiles (7 hex) 2 Dungeon Tiles (3 hex) 2 Dungeon Tiles (2 hex) 2 Dungeon Tiles (1 hex) 3 Rock Tiles (7 hex) 2 Rock Tiles (3 hex) 1 Rock Tile (2 hex) 1 Rock Tile (1 hex) 3 Sand Tiles (7 hex) 1 Sand Tile (2 hex) 1 Sand Tile (1 hex) 1 Grass Tile (3 hex) 1 Grass Tile (2 hex) 1 Grass Tile (1 hex) 12 Water Tiles (1 hex) 8 Shadow Tiles (1 hex) 1 Rock Outcrop and Base (3 hex) 3 Rock Outcrops and Bases (1 hex) 10 Painted Figures 8 Army Cards 4 Treasure Glyphs 23 Wound Markers 8 Order Markers 8 Combat Dice 1 20-Sided Die 1 Rulebook.

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Thursday, October 3, 2013

Axis & Allies D-Day Review

Axis and Allies D-Day
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I tend to rate Axis and Allies games on playablity and D-Day is very playable. Within the scope, it is also historical to a point. My son and me always have history discussions when we play these games and this one engenders some lively historical what ifs. The game depends on the appropriate use of allied air power as it did in reality. The fortune cards make for some bizarre outcomes. The only ones we use are the airpower that allow the allies to rebuild certain air units. This compensates for the occasional really lucky German die rolls that can shoot down nearly the entire allies air force! The ground combat is surprising realitistic and most of all simple and fun.

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June 6, 1944: You are on the beaches of Normandy, and ahead lies an uncertain future. The fate of the world hangs in the balance, as you struggle for control over the cities of Cherbourg, St. Lo, and Caen. Savage, quick, and decisive, D-Day was the major turning point in the European theatre, with liberty itself on the line. Designed for 2 or 3 players, Axis and Allies D-Day accurately captures this dramatic conflict and places you squarely in the middle of the greatest battle of the 20th century. This is an all-new stand alone extension of the Axis and Allies line featuring three-tiered complexity and a new, extra-large game board.

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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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Thursday, August 29, 2013

Risk Halo Wars Risk Review

Risk Halo Wars Risk
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What can I say that you don't already know or assume. Well, lets start by saying yes, this is risk with halo characters. There are a few different ways to play the game. The game says 3-5 players, but I have played with only 2 (You do have to make up some special rules). You can play teams, Covenant vs Usnc or teams Covenant vs Usnc vs Flood. Or you can play singles with 5 players. There is a ton to do with this game.
Mixed in with the different game types are different rules and game pieces. For example, you can play for achievements, which when unlocked give you bonus powers. (reinforcements, a cannon, extra post reinforcement moves, extra attack dice, extra defend dice, etc) Reinforcement cards are a little different also. Instead of collecting like symbols, you collect skulls which can be turned in, or saved, for up to 30 reinforcements. This game is a lot faster then original risk, but it has its own unique items and charm. The replay value on this game is VERY HIGH!! I recommend this game not only for Halo fans, but to risk fans who want to change up the game a little.
One side note, you will need zip lock bags, as no containers are provided with this set.

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Lead your armies in an effort to eradicate your enemies. Will you choose the Covenant, the mightiest alien military, intent on wiping out humankind? The UNSC, humanity?s brave defenders, fighting for survival? Or the parasitic Flood, driven by a desire to infect any sentient life it encounters? It?s your opportunity to size up the opposition, formulate a strategy and embark on a mission to control Arcadia and win the game. Who will have the most strategic plan, earn their achievements and take control?Game comes complete with:Over 290 custom game pieces: ; UNSC Fire Bases, Marines, Scorpion Tanks and Spartan; Covenant Command Centers, Grunts, Wraith and Arbiter; Flood ProtoGraveminds, Infection Forms, Carrier Forms and Juggernaut; Custom game board; 7 dice..There are now 3 ways to play Risk for faster game play! AGES 12+ 3-5 players

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Saturday, August 17, 2013

BattleLore Review

BattleLore
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In my dreams, I imagine a game ... it is filled with fantasy magic, monsters and battle, overflowing with toy figures to push around an a brilliantly artistic, colorful board, adaptable so that I can play different scenarios or maybe even design my own, easy to teach to my dubious friends and even easier to play.
BattleLore, it turns out, is the promise of my dream - but not quite its fulfillment. Now, I believe Richard Borg to be a game design genius and I sincerely like the folks over at `Days of Wonder' but their products tend to leave me with a heightened state of ambivalence. The quality of their game box and its color printing are absolutely superb - but their choice of cover art is pedestrian - especially compared to the other components in their box. Their rules are gorgeously printed in full color replete with illustrations - but the organization of their rules makes the sequence unclear and overly complicates the simplest of concepts and tasks. As a former game designer, I found a number of brilliantly conceived linkages built into the rules to allow for unlimited expansion ... and yet these feel like abrupt dead ends as they are portrayed in the written rules. Such problems made it difficult to grasp the overall flow of the game and how its component rules fit together into a working system of play. Once we understood the rules, playing the game was easy and fun - but getting to that point was work and difficult.
Then there were the absolutely incredible number of fantasy figures included in the game - knights, archers and warriors of various strengths and kinds - that seemed literally to overflow the box and needed no assembly in order to play the game. That was wonderful but once again instantly offset by the small number of fantastic creatures included for play. Moreover, these were limited to dwarves, goblins and a single humungous spider. The iconic staple of epic fantasy - the dragon - was nowhere represented or even hinted at.
Perhaps this is the aspect of BattleLore which, for me, was the most disappointing - lack of fantasy context. The two opposing sides in the game are - French and English. I don't know about you but I have visited both France and England and while both were fantastic, I didn't count them as fantasy trips. The very first scenario in the game is called Agincourt, October 25th, 1415 under the leadership of the opposing Henry V and Charles d'Albret. Now for all you Shakespeare and Henry the Fifth fans, you may want to start your game with the St. Crispin's Day speech but I was leery. Was this game a fantasy game or a historical simulation game? It seems unable to decide.
All of this appears to be set in France - admittedly a France of the 13-1400s populated with some dwarves, goblins and one huge spider - but France nevertheless. This game proclaims on its cover `Epic Fantasy Adventures' and yet it contains only the barest of elements of what we think of as epic fantasy. This is my biggest problem with BattleLore; that it does not deliver the context of epic fantasy for which I had so earnestly hoped.
If you are looking for a fabulous design in a deceptively simple game with breathtaking tabletop displays ... then you will find this game well worth the price. It is achingly close to the game of my dreams ... but also achingly just short of perfection.

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In a world that bridges history and fantasy, BattleLore puts you in command of a vast array of miniature troops on the battlefields of Medieval Europe. Players are introduced to the card-driven BattleLore game system through historical armies of men, but those troops are quickly supplemented with mercenary armies of fierce dwarves and goblin hordes and powerful, mythical creatures. Soon players will be employing Lore Masters - men of faith and magic, tricksters, and grizzled warriors - to lead their armies to victory on the fields of battle!

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