$10.00
Recommend
47 
 Thumb up
 Hide
20 Posts

Earth Reborn» Forums » Reviews

Subject: A short report from BGG con... rss

Your Tags: Add tags
Popular Tags: [View All]
Tim McCormley
United States
SD
California
flag msg tools
OUCH!
mbmbmbmbmb
This game is really good. (I have limited time here, so this won't be a very thorough review...but I'm afraid that if I wait until I have all the time in the world to do it right it'll never get done. My apologies.)

I was really looking forward to playing my own copy at "bgg con," but alas, the game was delayed, so I didn't get to pick up my own copy.

Luckily, they happened to have a copy of it in the "Essen" section of the Library, and I managed to play it a fair amount. I made it all the way to Scenario 6(?) where Norad is attempting to rescue a copy of the U.S. Constitution while preventing the Salamites from creating zombies. (Gotta love it!) This scenario used standard rules such as "moving" and "close combat" and more advanced rules like "interact," "shooting," "dueling," etc.

A player "turn" consists of each player activating each of their characters by assigning command points from their command pool until they either run out of command points or all of their characters have used their command point allowance for the turn, or both players "pass." It's likely that a character will be activated several times on a single turn. At the beginning of the next turn (assuming victory conditions have not been met) the players refresh their command pool and reset the command point allocation for individual characters.

A brief description of some advanced actions:

Dueling: both players secretly select a certain amount of command points from your allocated pool of command points for that turn and reveal them. The person that bid more command points wins the duel. Things you can duel for include initiative for the turn, to "interrupt" the other player on her turn, etc.

Interact: interact with a board element. E.g. test against an aptitude to generate more "zombie juice" in the science lab.

Multiplayer (2 players on each side) seemed to work just fine.

The game is just a hoot. I love the order system. (Similar to the order system in "Battles of Napoleon," if you're familiar with that game.) And I like that you have to gamble (duel) with your command points to perform an action out of turn. The components are fantastic, and although the modular board creates a vast amount of variation, setup does take a while. Like about a half an hour. It's worth it. Be advised that using all the rules makes for a fairly complex game. Also, as I mentioned earlier, the game board is very interactive. Most of the board elements can be destroyed and many of them can be activated in one way or another. It's sort of like an advanced version of "Swashbuckler" in that regard. Except that you can't really throw things around...um, as far as I know. I think it's just impossible to play this game without telling a story of some kind...if you're into that, you've just got to love this game. It's a fundamental law of the universe.

There is a lot more to say about this game, (perhaps without all the fanboy hyperbole,) and hopefully I'll have time to say it. In the meantime, here's one person that's extremely happy with the way the game turned out and I am anxiously awaiting my own copy.

Edit: Saying more about the game. (11/28/2010)

The Luck Factor.

This game uses a lot of dice. The dice come in two colors: black and yellow. I haven't played with any rules that require the black dice so no comment there. You can look in the rules to see what they are used for, even though how well they work "in game" will require experience.

I have used the yellow dice for combat (ranged and hand to hand) as well as interacting with the gameboard. The faces are either blank (misses), explosions (hits), explosions with a bullet, or a heart and "scope icon" (critical hit). If you are rolling the dice for things other than combat, hits translate to successes. So to create "zombie juice" you might need to roll 6 successes when testing against your "science aptitude."

The bullet icons are relevant during the targeting portion of ranged combat. You first roll to see if you hit the figure (targeting), and then roll for damage. If the bullet comes up during the targeting roll, your weapon runs out of ammo and you must spend additional CP (during your next turn, not your next activation, if memory serves) to reload. Not all weapons are affected by the bullet.

There is also a luck element around the order tiles. Each player draws all of their order tiles at the beginning of the turn which are then hidden from the other player(s). These tiles are then assigned to each character to execute an order. Each order tile will have 4 possible orders on it, and you place CP (a little round counter) on the appropriate order icon to designate that character's action for that round. There is also a little number associated with each order, which designates how many CP you may spend on that particular order. Each additional CP spent on an order allows you to roll more dice when executing that particular oder. This is very similar to the command point mechanic in Space Hulk. Interestingly, a character may be assigned more than one order tile during a single turn. You may also spend CP during your activation to draw an additional order tile, if you don't like what you got in the beginning of your turn. So during activation, you can either assign an order tile (and place a CP on an order on that tile), or place a CP on an order section of an existing order tile previously assigned to a character. Multiple orders may be given on a single activation for a character. (Your character may "move," then "shoot," then move again, then "interact," etc.) Each of these orders could be interrupted by your opponent by a duel. Once you finish an activation, your opponent then activates one of his characters, and you go back and forth until you each run out of CP to spend, or you both pass. I believe you can actually combine orders in order to activate two characters at once, but I didn't get that far in the rules.

I don't know what the distribution of the orders are across the order tiles, but you can be hamstrung if you draw a set of tiles that don't have the appropriate orders (or numbers) on your tiles. Generally, you want high numbers on your order tiles.

So how much luck do you need in this game? As with all dice games, a fair amount. But less than you might expect. You can mitigate the luck element (as with most games that use some kind of random mechanic) by careful risk analysis. You will have a LOT of choices. (Note to self: go with your gut, analysis paralysis in this kind of game is kind of ridiculous, don't you think?)

So although there is plenty of dice, the game feels like you have a lot of control over the fate of your character. There are so many ways to solve problems in this game that luck shouldn't be that big of a factor....within reason. (If you NEVER roll successes, you'll probably lose. ) Ultimately, this game has what I'll call "creative risk mitigation" in spades.

End 11/28/10 Edit

Overall, I give it a 9 out of 10.

Tim

P.S. If anyone has any specific questions about game play, post 'em up. It might be the best way to get the details you want rather than waiting for me to actually write a good review.
27 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric O. LEBIGOT
China
Beijing
flag msg tools
mbmbmbmbmb
Thank you so much for sharing!

About the setup: why does it take so much time? Do you have to install lots of tiles, doors, or objects? How much of this time could be squeezed by having all the players help with the setup?

I'm asking this question because one of the main reasons why Claustrophobia is played more than Space Hulk, here, is the setup time…
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tim McCormley
United States
SD
California
flag msg tools
OUCH!
mbmbmbmbmb
lebigot wrote:
Do you have to install lots of tiles, doors, or objects? How much of this time could be squeezed by having all the players help with the setup?

Yep, there are a lot of tiles and other objects.

Naturally, the parts weren't organized very well, since no one really owned the game. A little organization would go a long way to alleviate the problem. And people can share the responsibility for setting up as there is no hidden information on the map, which helps. But any way you slice it there are a lot of bits in this game.

Tim
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jean-Charles Mourey
France
Valbonne
Alpes-Maritimes
flag msg tools
publisher
armor_11 wrote:

Yep, there are a lot of tiles and other objects.

Naturally, the parts weren't organized very well, since no one really owned the game. A little organization would go a long way to alleviate the problem. And people can share the responsibility for setting up as there is no hidden information on the map, which helps. But any way you slice it there are a lot of bits in this game.
m

Setup is vastly accelerated by storing the floor tiles in the proper compartments of the vacuum tray. We designed the vacuum tray to optimize setup time by making it easy to keep the tiles sorted.

Jean-Charles
Ludically
9 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Chris Boelinger
France
Nice
Unspecified
flag msg tools
designer
publisher
mbmbmbmbmb
The special tray inside the box is crazy as hell and allows you to store all the different pieces separatly. And if you don't store things the right way when you pack the game you might have some hard times closing the box. So it should always be ready to play when you pack it.

Also, the first scenario in the tutorial gives you some hints on how to set up the map quickly :
- Start with the biggest inside rooms, then with the biggest outside rooms, and fill up the blanks going down to the smaller tiles. Then place doors. Each floor tile, in each shape presents either a unique texture or some unique details so that if you strictly follow the map pictures you cannot make a mistake.
The maps pictured in the scenarios have exagerated round corners so you can easily see the different puzzle pieces.

Now of course building a scenario map for ER takes as long as building a space hulk map even a little bit longer, but that's the price to pay for a huge modularity ad infinity of maps and ideas... You can't have the best of both worlds, sorry

As you mentionned, and without ever asking for it, usually all players participate in the construction mostly for two reasons :
1 - they're all impatient to play
2 - Doing this puzzle map is kinda of fun in the end because it is a mix from a real Puzzle (you know like the ravensburger ones) and a tetris game. So it's kindalike a mini game in the game.

14 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Emmanuel Castanié
France
flag msg tools
mbmb
A new thread for the glory of Earth Reborn... Hope I'll manage to do it and add it to my collection for Christmas.

Thank you for this review, and thanks to ludically, again.:star::star::star:
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric O. LEBIGOT
China
Beijing
flag msg tools
mbmbmbmbmb
Chris Boelinger wrote:
building a scenario map for ER takes as long as building a space hulk map even a little bit longer
Thank you, Chris. That's the kind of precise answer I really appreciate.

Your game looks great. Congratulations!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Itai Perez
France
Paris
Ile-de-France
flag msg tools
Missed the Kickstarter ? You can still get it in the Pledge Manager !
badge
mbmbmbmbmb
Is it just an impression, or didn't this game have much success at BGG.CON ?
I've seen only 2 reviews from the CON on BGG, yours, and another one in the geek lists which completely trashed the game. Compared to the many BGG.CON reviews from other games (say Vinhos), it seems a bit disappointing.

And if your review is very enthousiastic, you mention you were able to play many scenarios, which I guess means there weren't many people waiting to try the game...

Could you, or other people who were on BGG.CON comment on that ?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Puerto Rico
Puerto Rico
flag msg tools
I did not attend the BGG con but if the BGG attendees are anything like the BGG.com users, I would expect that this game would not get a lot of attention. BGG has always been Euro-centered, and a lot of people here like simple games they can play a few times and then move on to the next "big" thing. ER is undoubtedly a game that does not fit into that mold, so I would not be at all surprised if people would walk on by, casually dismissing it as "just another ameritrash" game. Now if you were talking about GenCon, I think that would be a different story.

I think BGG is the wrong place to be discussing these types of games, simply because the huge bias there is here towards Euros and "simple" games. Yet here we all are, since there is no other alternative with enough population. There was Fortress Ameritrash, but the users there are just about as biased towards Euros and "simple" games as the users here. So that leaves us, the guys who enjoy meaty boardgames with plastic, with nowhere to go online. I went on a tangent but I'll just say I really wish the guys at Ludicaly pick up the pace and provide a nice webspace (with robust forums) to discuss this game and future expansions. I believe this game, because of the deep story and infinite scenarios, can single-handedly support an online community. But the webspace has to be there. The current Ludicaly official website would need an overhaul and we would need a scenario editor to enable users to publish "production-quality" scenarios to the website. If this game sells well, I think they should re-invest most of the earnings into the website. I think their online space will ultimately decide whether ER remains just "another boardgame" or if it becomes a hobby onto itself. (Maybe I'm alone, but I don't need 50 boardgames in my closet; I need just a single very good one, and maybe 2 "family-oriented" ones.)
9 
 Thumb up
0.01
 tip
 Hide
  • [+] Dice rolls
Tim McCormley
United States
SD
California
flag msg tools
OUCH!
mbmbmbmbmb
Itai wrote:
Is it just an impression, or didn't this game have much success at BGG.CON ?

It's hard to say. I don't know how many people really knew about the game, but when we played it, we got a fair amount of passers-by taking an interest in it.

Itai wrote:
I've seen only 2 reviews from the CON on BGG, yours, and another one in the geek lists which completely trashed the game.

I noticed that entry too. But I think it was a function of the demo, rather than the game. I wouldn't put too much stock in that.

Itai wrote:
And if your review is very enthousiastic, you mention you were able to play many scenarios, which I guess means there weren't many people waiting to try the game...

The game was certainly more available than I was expecting, but, again, it's hard to draw a lot of conclusions. Most of my playing time was on Wednesday and Thursday, before the con got rolling. And, obviously, it wasn't the ONLY game people wanted to play. But I noticed that it was absent from the library on many occasions while I was looking for things to play.

El Quajinais wrote:
I did not attend the BGG con but if the BGG attendees are anything like the BGG.com users, I would expect that this game would not get a lot of attention.

While I think that there is some truth to that, there are many Sci-Fi games that are immensely popular on the geek. Space Hulk comes to mind.

This game sets the bar pretty high in terms of the experience it's trying to deliver to the players. It does require a serious commitment in time to take advantage of everything it has to offer. Not that you have to invest the time all in one sitting. But it'll take about 10 hours or so of play to get all the rules "in your head," I think. The good news is that it's a perfectly fine game (in my opinion) without playing with all the rules. You can play it at any level. The bad news is that...um..lessee..what's the bad news again? Oh right! I don't have the game yet!

El Quajinais wrote:
I went on a tangent but I'll just say I really wish the guys at Ludicaly pick up the pace and provide a nice webspace (with robust forums) to discuss this game and future expansions.

Seconded.

El Quajinais wrote:
The current Ludicaly official website would need an overhaul and we would need a scenario editor to enable users to publish "production-quality" scenarios to the website.

I don't know how important a scenario editor is, given the availability of the "Scenario Auto Generating System." We'll see.

Tim
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jean-Charles Mourey
France
Valbonne
Alpes-Maritimes
flag msg tools
publisher
El Cuajinais wrote:
I believe this game, because of the deep story and infinite scenarios, can single-handedly support an online community. But the webspace has to be there. The current Ludicaly official website would need an overhaul and we would need a scenario editor to enable users to publish "production-quality" scenarios to the website. If this game sells well, I think they should re-invest most of the earnings into the website. I think their online space will ultimately decide whether ER remains just "another boardgame" or if it becomes a hobby onto itself. (Maybe I'm alone, but I don't need 50 boardgames in my closet; I need just a single very good one, and maybe 2 "family-oriented" ones.)

Your point is well-taken about the online community. Thanks for your input. Already, we have two separate map editors currently under development that should be ready when the game comes out. One is a web-based application, the other is a downloadable program. They contain all the tiles, tokens, etc. necessary to put together a map. We'll release sample files with graphics to help create the scenario description that goes with the maps.

Players will be able to publish their scenarios on the site. Sources of inspiration for such scenarios can come from particularly memorable SAGS games and the desire to share them with the community. Also, after playing a game or two, many players are inspired with ideas that they can't wait to turn into their own original scenarios, such as a scenario without fighting, or a race-type scenario, etc.

When they create scenarios, players decide which rules they allow, by using rule icons. So a scenario doesn't necessary use all the rules.

In addition to user-generated scenarios, we'll start releasing an official 3-4 player tutorial system. The first few scenarios of that tutorial will be available by the time the game is in stores.

Jean-Charles
Ludically

9 
 Thumb up
0.05
 tip
 Hide
  • [+] Dice rolls
Puerto Rico
Puerto Rico
flag msg tools
That's exactly what I'm talking about! It would be good to include a rating system for the scenarios. Maybe it can be a single rating or maybe it could be subdivided by fun factor, balance, and game length for example.

Also, I know I'm going overboard here but the designers went overboard with this game so what the heck: In the future, if the cash starts to flow in, you guys should develop an iPhone/android app that could be used to record plays. You would take a picture of the game board, and the app would translate the picture into the corresponding digital tiles in the editor. From that point on, the player would drop in the digital minis etc. and record what is going on. So while one player is taking his turn on the physical board, the other is inputting all the movements and actions into the digital app. When the game is done you have a record of everything that transpired during the game. (The same way a Chess game is recorded.) The cool thing would be to have a movie playback that would animate the whole game.

If it should happen that you guys are swimming in money due to this game (crossing my fingers), you could make this movie playback of the session in 3D. Not only the minis, but the map as well. And everything would be animated. It would be like looking at a video game movie of exactly what happened in your play session. While the cost of this would be prohibitive from a "board game" industry perspective, it is probably feasible if you plan to re-use all the 3D digital art/animation assets for an ER video game. I'm aware this all sounds too "dreamy", but those are the types of thoughts that today's industry leaders had 20 years ago.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Keith M. Sandler
United States
Marlboro
Massachusetts
flag msg tools
mbmbmbmbmb

I played almost exclusively Ameritrash games at BGG.con, and there are plenty more of us folks here on the Geek (such as those I played with... and those reading this right now!). I don't think that BGG needs to be looked at as a Euro-centric game site. It is a community site, and it is what we make it.

We saw Earth Reborn set up as a demo, and we were quite intrigued/impressed with what we saw, but no one was playing it, and there didn't seem to be anyone around to demo. We would have just sat and played, but the box said that the play time was 45min- 4 hours. Not knowing it was a scenario-based game, we didn't want to commit to 4-5 hours of play-time without having seen it (or without someone explaining us the rules, cutting down the learning time).

Having looked over the rules and scenarios, it does seem quite nice! The production was beautiful, the minis sweet-looking, and the theme was just gross (as in, dripping off the game and onto our clothes). I'm excited to try it!

--kMs
7 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Cormyr Lyn
France
flag msg tools
mb
Hello,

I'm french, and I love Ameritrash games (and also eurogames).

I agree with this review. The game is really good. I have play three times in France (at different demos) and I should say that the best thing about this game, from my point of view, is that Chris succeed to do a gameboard with rpg feeling. I feel free to do all I want in the game (like in a rpg) and I can tell a story after a play, like after a roleplaying game.

To try to explain that, I will try to translate one of my report of a play (sorry for the english). It is a 4 players scenario from the upcoming 4 players scenarii tutorial on website.

The pitch: Jeff Deeler finally managed to make two zombies mate and the female is pregnant. Norad cannot take the risk that Salemites populate the earth of zombies. A squad composed of Colonel Nick Bolter, Lt. Monica Vasquez and agent James Woo's has for duty to kill the female or the scientist and the male. Jack Saw and Jeff Deeler, for the Salemites, will try to escape the female, if it is not possible Jeff Deeler and the male have to escape. Problem for Norad, the radar has spotted 8 bips, there are clearly four decoys, no way to know where are the zombies, or even Jeff or Jack.

Lt Vasquez and Col Bolter enter by the end of the building with the aim of going to get quickly the magnetic card to be abble to move freely and at the same time prevent the zombies going out freely. They will have to destroy a door that should at least slow them. James Woo enters through another side of the building. Its mission is to explore the kitchen where two bips have been identified.

Nick Bolter explodes the outside door with its gun and rushes to the room containing the magnetic key. He is ready to break its door when Jack Saw arises in his back. The bip was not a decoy. Fortunately Jack Saw does not have time to slash that Vasquez comes to the rescue and shoots him at close range. Unfortunately, frightened by the heavy circular saw that threats her, she misses his shots and just touch it slightly (only one injury, 5 hit points remaining before going to hurt state). Then she escapes into the next room, not without closing the door behind her. Vasquez being out of reach, Jack turns to the Col and slash him seriously with his saw.

James Woo comes then into play, rushes into the kitchen and discovers Jeff Deeler that he shoots and hurts before retreating out of sight. James Deeler doesn't react but takes his gun and prepares itself to counterattack (play a tile of order with a powerful shot in reserve for next round). Nick Bolter tries to free himself from the embrace of Jack. Unfortunately Jack is quicker (Jack wins his interception duel by bidding 7pc on its 14 remaining) and slice him almost in half. Bolt is seriously injuried (hurt state, only one point of life before dying). He nonetheless managed to withdraw after a close range shot on Jack, wounding him slightly more. But Jack is very tough and does not seem really diminished by the injury. Both zombies are revealed and then enters the corridor towards Jack and Nick, the male before protecting the female. They seem out of reach of James and Monica, Jack blocking the access corridor. (End of first round)

Nick, from his fallback position, has a line of sight on the male. He adjusts and slightly injured him. Jack feels that Nick is no more really dangerous and rather than continue to pursue him to complete his kill, he turns to face the agent and the sniper to prevent them intercepting the two zombies. But he did not see that Monica was at the cost of a wide detour can go to the back of zombies. Taking advantage of its speed, she runs and manages to adjust his shot on the female. Unfortunately if the shooting is precise and allows her to hit the female while she is far away, the damage is low. The female then fled and runs on Nick who blocks his way out. She succeeds effortlessly to finish the kill of the Colonel. Path to the output seems clear. But the doors are closed magnetically and are solid. The only one that seems a bit fragile remains far enough, and a zombie moves slowly!

James comes forward and aim Jack in order to try to clear the path. He still hurts him, but again injury is minimal. Then Jeff Deeler comes to shoot the back of James Woo. Being far enough, it focuses on the accuracy of his shot and hit, but damage are light. Vasquez then shoot a second time on the male, wounding him but again slightly. He moves forward her to block the way while trying to eat her. But she is fast and easily dodge the zombie. Jack advances on James and practically cut him an arm. The officer is seriously injured (injured state). Fortunately for him, Jeff, still in his back, misses his other shot. (End of second round).

Things are very bad for Norad. Col is killed, Vasquez is blocked by the male zombie, James is seriously injuried. James Woo tries to escape from Jack, but as the Colonel, he can do nothing against the fury of Jack who intercepts it (win is duel) and cut him into slices. Vasquez shoot once again on the Zombie, he his now seriously injured but unfortunaltely not killed. He is dying (if one can say that for a Zombie). If she had managed to finish him, she might be able to run fast enough to shoot on the female and try to kill her before she comes out. But, benefiting the respite granted by his companion, she reaches the exit door that remains locked. (End of third round)

Situation is desperate: Vasquez is now alone. She kill easily the dying Zombie but cannot get close enough to the female who bursts the door and escapes outside.

Norad's defeat ...
18 
 Thumb up
0.02
 tip
 Hide
  • [+] Dice rolls
Gerald Dimailig
United States
Illinois
flag msg tools
mbmbmbmb
I have a question for those who played this. How long does the game take on average?

Thanks,
G
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Itai Perez
France
Paris
Ile-de-France
flag msg tools
Missed the Kickstarter ? You can still get it in the Pledge Manager !
badge
mbmbmbmbmb
This was already answered here
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Gerald Dimailig
United States
Illinois
flag msg tools
mbmbmbmb
thanks for the link.

G
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Zev Shlasinger
United States
Naples
Florida
flag msg tools
designer
publisher
mbmbmbmbmb
In a nutshell:

I did a bunch of demos at the con. We started on Friday, having the game out while the vendor portion of the room was opened. I did demos as people asked me about them. There might have been a couple times when I couldn't demo for a reason or other.

We played the Zombie Family demo exclusively. I always played the Salemites. I believe I won every scenario but one. Some were very close and one I literally ran away with (for two reasons, one being I couldn't really fake not winning and two the vendor hall was going to close). Perhaps that is the one that got trashed on a geeklist - I don't know I didn't see it).

The setup was done by me and one other person and it took about 45 minutes because we also had to punch all the pieces and sort them out.

Each demo, except maybe one, lasted no more than an hour _with_ rule explanation. The rules taught were the core rules and chapters 1-3. The rules explanation took around 15 minutes. I also did reminders during the scenario.

The first few published scenarios in the game should take a much shorter time as this scenario also involved more than two players and several special rules.

Zev Shlasinger, President
Z-Man Games, Inc.
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ben Baker
Canada
Edmonton
Alberta
flag msg tools
mbmbmbmbmb
jcmourey wrote:


In addition to user-generated scenarios, we'll start releasing an official 3-4 player tutorial system. The first few scenarios of that tutorial will be available by the time the game is in stores.

Jean-Charles
Ludically



This just made this game go from making me interested to making me VERY interested!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jean-Charles Mourey
France
Valbonne
Alpes-Maritimes
flag msg tools
publisher
Earth Reborn » Forums » Reviews
Re: A short report from BGG con...
Good :-) In fact, we released scenarios 1 and 2 of the 3/4-Player Tutorial a week ago, and yesterday, we released scenarios 3 and 4, with more scenarios coming forthwith.

You can find them in the Earth Reborn Download Vault.

Jean-Charles
Ludically
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.