Too Many Games!!!

My wife and I love to play games together. Join us for the journey!

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Dead Man's Draw

sean johnson
United States
Edinburgh
Indiana
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You all know how it is. You place an order to an online game store, at check out the total for what you wanted is in the high $80-mid$90's mark. The free shipping threshold is $100. At that point it just makes sense to get one more game to get free shipping. When we ordered Dungeons & Dragons Dice Masters: Battle for Faerûn this was our free shipping game. I picked this game for two reasons. First, it was the perfect price to put me right at the free shipping threshold and second it really sounded like a game my wife would enjoy. So is this game a buried treasure or is it just sunk?

Game Overview
This is a push your luck set collection game. The game consist of 10 suits of cards, that have six cards each. With the exception of the mermaids, they are numbered 2-7.

On a player's turn they will flip over the top card of the deck. They can keep doing this until they decide to bank or bust. If they bank, they get all of the cards they revealed. However, if they ever flip over a card that has the same suit as one they previously revealed that turn then it is a bust and all of the cards go to the discard pile.

What really makes the game interesting is that each suit also has an associated ability with it. Some can provide bonus cards, others can take cards from opponents, and not everyone is always beneficial. In addition to that, each player has a special ability given at the beginning of the game, that often makes one of these card abilities stronger.

Players take the cards they bank and put them in piles according to suit in front of them, and the top card is always the highest. When the deck is depleted the game ends. Players then add up the value of their highest card per suit and the highest score wins the game.

Our Thoughts
As a reminder we rate games on our own 5 point scale. When our scores are added together, it is where we as a couple theoretically rate the game on the BGG 10 point scale.

My Rating: 3.5 (It's OK)
My Thoughts: This is a fun and light push your luck game. Most often push your luck games are dice based, so I really appreciate that this one is card based and works so well. This also feels like a good "next step game". The special abilities feel daunting at first, but after one play they begin to click, so this is a game that would be an easy transition after gateway games for new gamers. We do not have many games that fit that transitional step so well. My only real complaint with the game are the player abilities. It really feels like some of them are dramatically better than the others. For instance there is one that allows the player to pick a player and get all of the cards from their turn if they busted. In a 2 player game that is flat out broken. We have experimented playing without special abilities, and I think we like the game better that way.

Her Rating: 4 (like it)
Her Thoughts: This really is my kind of game. I love push your luck games. Every turn is exciting, and offers fun decisions of pushing or stopping. This game is extremely quick, so it often leaves me wanting to play again. I do agree with comments about balance issues with the special powers though.

Verdict
Combined Rating: 7.5
While playing this game, my wife and talked about how we do not play enough filler games. Many of the games we have not played for 2+ years fall in that category. We talked about why that is, and wondered why we do not. This is a solid filler type game, and I think for the foreseeable future when we grab a game to play we will be grabbing this as well to play before or afterwards.
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Sat Mar 21, 2015 3:04 am
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The Purge: Guild of Thieves

sean johnson
United States
Edinburgh
Indiana
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We have too many games. Due to that fact there are some games that sit on the shelf unplayed for a while, sometimes years. We plan on playing every game we have not played for two years or more, and that one play will determine if the game stays or if it gets purged to make room for something else.

We actually got to help with the blind test of this game when it was being created. This is because we are privileged enough to know the designer. We enjoyed the game enough to go ahead and order the game when it was ready. Despite that the last time we played this game was November 20th, 2012. Did this game just get lost on the shelves for a couple of years or are we leaving it behind?

Brief Game Overview
This is a deck building game with a spatial component. The game is played on a grid of cards and each player has three pieces that they put on a card.

On a player's turn they play a card to move one of their pieces. The player will then get the card they move off of. Each card has a specific way it allows pieces to move and a point value. As cards are removed from the grid, gaps will develop and limits a player's options until they can not move their pieces. Once all players are out of valid moves, they count up the points of the cards they have collected and whoever has the most points wins.

What We Previously Thought
We both liked this game. I thought the game was clever and an unique take on deck building. My wife like how quick and easy it was. we both thought it had a "play one more game" quality to it.

Verdict
My Verdict: Keep
My Rationale: This game really is unlike anything else we have. This is very much in the filler category, and quite honestly we have very few of those (or at least ones that we would consider fillers). I still think this is a very unique take on deck building. Even though this game is now three years old, there is still nothing else out there like it.

Her Verdict: Keep
Her Rationale: This is a very clever little game. It really does feel like a hidden gem that just gets lost on our shelves. I am not sure why it gets passed up and lost, but it is still a good game.

Final Judgement
Keep


I am fairly confident, even if we did not know the designer this is a game we would be keeping. It is true that this game is a victim of having too many games, and it is regrettable that so much time has passed since we last played it. Despite that, this game earns its spot on our shelf by its own merits.
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Fri Mar 20, 2015 3:21 am
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Expanding on Expansions: Dungeons and Dragons Dice Masters

sean johnson
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Edinburgh
Indiana
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If you have been following along here lately, you have probably grasped that we both (and me especially)really like Dice Masters. Around a year ago, when Marvel Dice Masters: Avengers vs. X-Mencame out we ended up getting two gravity feeds, and we did the same thing with Marvel Dice Masters: Uncanny X-Men. Our original plan was to stick with superheroes. We completely set out Yu-Gi-Oh! Dice Masters and we were planning to set this set as well. However, I watched the Dice Tower video on this set, and it changed my mind. I really liked the abilities I was seeing on the cards as well as the artwork and design. Even though my wife had some SERIOUS reservations, I went ahead and pre-ordered the starter set and gravity feed. We have opened everything and played a few games with this set. So did this game roll a 20 or fail with a 1?

What This Expansion Adds
I realize that technically this is not an expansion in the traditional sense. It is a stand alone game that just happens to integrate with other stand alone games of the same system. However, for all intents and purposes this is an expansion of a system we are already invested in. Clearly this adds new cards and dice. Since this is a new IP for dice masters everything is unique for this setting. Every unit card in this game is either a monster or an adventurer. Adventurers are cards that have one of the new mechanics introduced in this game. Every time an adventurer knocks out a monster while attacking, they gain an experience and each experience provides +1A/+1D. This a neat and powerful ability, but the set does provide ways to mitigate it. The set also introduces equipment which are dice that can be equipped to other fielded dice to boost stats and abilities. It is kind of a let down that the set comes with only two pieces of equipment. Another new mechanic is the breath weapon that the dragons have. This is a powerful ability that allows for direct damage to players and characters at the expense of damage when attacking. I do not know if the Yugioh set had keywords for abilities, but this set does include those and I know that the upcoming DC Comics Dice Masters: Justice League will as well.

Integrating with Other Dice Masters Set
While I really enjoy this game, I am not a super player who can see amazing combos. I am sure over the course of the next couple of months as the meta evolves, there will combos that are discovered and exploited. That being said, here are a few of the neat ways that I noticed that this set can interact with the other sets to create some powerful combos.
1 The Red Dragon has a global ability that for a lightening bolt makes the next die bought cost two less. This can be comboed with the Professor X global ability from Uncanny X-Men (which allows for a quick ramp up) to potentially buy 7 cost dice on turn 2.

2 The Uncommon Elf Wizard can combo with the uncommon Dr. Strange. When the Elf Wizard blocks, she moves an action die from the used pile to the prep area. This keeps Dr. Strange well powered because each time the player uses an action die and he is active two damage is dealt to the opponent.

3 I could be wrong but I think one of the Human Paladin cards will see a lot of tournament play. When he is active all of a player's dice are protected from global abilities. Within the context of this set that is just OK. It feels like there are less global abilities present in this set. However, when mixed with everything there are big ramifications. Direct damage and use of global abilities are huge in OP events, and this one guy shuts down part of that equation.

4 The Stirge uncommon says that he is only blockable by adventurers. This might be a bit of a gamble if the opponent fields and adventurer, but if not this little monster is essentially unblockable by superheroes. When combined with global abilities that can boost attack, the attack can mount up quick.

5 Stink Cloud is a two cost basic action does 1 damage to everything. A few cards from Avengers vs. X-Men had abilities that triggered when they took damage. Nova for instance did direct damage to the opponent and Hulk did damage to every other character.

6 The Dimensional Door is a global action that I am looking forward to using. The Marvel sets have several heavy hitters and ways to pump up attack, but the biggest guy can be blocked by a lowly sidekick. This action makes a target unit unblockable, so now those big hits can not be stopped.

Worth Getting the Expansion
My Answer: Yes (mostly)
I think for the most part this set is absolutely worth getting. For the hardcore dice masters fans, this is new dice, new cards, and even more possibilities. The thematic integration is strong and the cards look good. They made the smart choice of making everything generic. That way when sets are mixed, Spiderman is night fighting an obscure character from a Neverwinter book he is taking down a Blue Dragon or an Owlbear. For those who have held off of Dice Masters because of the collectible nature, this set is for you. I feel like this set is much more self contained than the marvel sets. The Adventurers vs. Monsters dynamic works well. There are cards that play off each other well. The gravity feed distribution is also a lot better. I have read multiple reports and our experience is similar. Out of one box we got 2 super rares, 20 unique rares and everything else. While this is a handful of rares short of a complete set. I do not feel the need to buy a second gravity feed like I did with the previous sets. Also, while I like superheroes the theme in this works well. I do not know why, but this theme really feels to fit the game play and style of the game much better. Using dragons and dwarves to fight each other seems to work better than patchwork of various super heroes and villains going against a different patchwork team. The only person who I would not recommend this set to are people who find the super heroes are the primary draw to the game.

Her Answer: Whatever
Her Thoughts: I am not sure adding this set is worth the cost. I like that it is kind of neat that there are different themes, but I do not care much for fantasy. I do not know a lot about superheroes, but I prefer having a team of heroes I kind of know as opposed to having "Carrion Crawler" and "kobolds". That being said, the cards are nice. I have really enjoyed the games we have played with this set. I was feeling a bit burned out on dice masters, but playing with this set reminded me how much fun this game is.

Final Thoughts
This was a bit of an impulse buy for me, but overall I am satisfied with it. While my wife does like having this set, she also would have been just as happy not having it. I have not messed with it yet, but I am looking forward to crossing sets and having some epic Avengers vs. Mindflayers battles.
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Thu Mar 19, 2015 4:26 am
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The Purge: Pandemic

sean johnson
United States
Edinburgh
Indiana
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We have too many games. Due to that fact there are some games that sit on the shelf unplayed for a while, sometimes years. We plan on playing every game we have not played for two years or more, and that one play will determine if the game stays or if it gets purged to make room for something else.

Pandemic was one of our first games we got it in February of 2009, because it was a hot game on BGG at the time and was highly recommended for gaming couples. We have actually played it a lot. I have over 30 recorded plays of Pandemic. However, before our most recent one the last time we played the game together was nearly three years ago. So have we been re-infected with the Pandemic bug or has the bug burnt itself out?

Brief Game Overview
This is a co-op game where players are attempting to find the cure for four different diseases. They will take actions on their turn to remove disease cubes from the board to keep the infection under control. Once five cards of the same color are collected by a player and they make it to a research center a disease can be cured.

Periodically, epidemic cards come out and these are always bad. It makes disease spread quicker and more likely to reinfect the same places. If players manage to cure the diseases they win. If too many disease cubes are placed, there are too many outbreaks, or the deck of cards run out then they lose.

What We Previously Thought
We both said that we liked the tension that the game had and we liked working together, but I did mention I do not care for co-ops games that much.

Verdict
My Verdict: Purge
My Rationale: I have written about it before, but I just do not like co-op games. Losing to a game system is always more annoying than losing to a player. Pandemic was one of our first games, so I probably like it a bit more than most co-op games. I am fine with having a co-op game on hand for the times when playing one makes the most sense (usually with groups of skeptical non-gamers), but I only want one game of this type. My preference is probably for Kings of Israel because of the theme. I suppose you could say that in this case we are applying the infamous Jones theory and Pandemic is the one that is out.

Her Verdict: Purge
Her Rationale: I love the idea of co-op games, I just do not have any fun playing them. For me the appeal of this game is all nostalgia. We have played it, we have lost, and we have won on every difficulty and with the Pandemic: On the Brink expansion. I think this game is kind of played out for me, and I am OK not playing it again.

Final Judgement
Purge

It is kind of surprising that we both feel this way about the game. In 2009 when I made my first Favorite game list (At that point I probably had only played 75 games or so), this was #7. My wife also would have counted this as a favorite around five years ago. However, as we have stuck with this hobby we have learned more about the games we like and the game we do not like. Co-ops are not our thing, and we are both OK with passing this game on to someone else.
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Tue Mar 17, 2015 4:31 am
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Kings of Israel (One Couple's Review)

sean johnson
United States
Edinburgh
Indiana
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We played this game at IndyCon because it was a game that I really wanted to play because of its biblical theme. This just happened to also be a "play to win" game, so because we played it once we got to put our names in to have a chance to win it. As luck would have it, my wife had her name drawn and we won the game. We have played the game a few times now, so is this game a blessing or does it deserve fire and brimstone?

Game Overview
This is a cooperative game where players take the role of prophets in Israel. The goal of the game is to turn the people back to God by building altars. The number of required altars is determined by the number of players.

Each turn follows a certain progression. First, a blessing or sin and punishment card is drawn depending on who the current king is. Then sin cubes are added to the board equal to the number of players plus one. If a third sin cube is ever added to a location, an idol is added. If a sin cube is added to an idol location, it causes sin cubes to spread to all adjacent locations.

Next, players take their turn in player order. On a player's turn they get four actions. A player can move, give cards to another player in the same location, remove a sin cube, and draw a resource card. For two actions a player can remove an idol. There are a couple of more specialized actions as well. A player can spend a gold, stone, and wood resource to build an altar. If at an altar location a player can spend a cattle and grain resource to make a sacrifice. This will clear all of the sin cubes and idols at that location, as well as one cube from each adjacent location.

After all players have taken four actions, the start player moves and the turn track moves to the next king in progression. If the players reach "Israel Destroyed", ever have to place a sin cube and are unable to do so, or place an idol and are unable to do so they lose.

Our Thoughts
As a reminder we rate games on our own 5 point scale. When our scores are added together, it is where we as a couple theoretically rate the game on the BGG 10 point scale.

My Rating: 3.5 (it's OK)
My Thoughts: So a half a point to a full point of my rating is due strictly to the theme. Game play wise this feels A LOT like Pandemic. It uses some different mechanics, but the similarities in feel between the two games can not be understated. Everyone I have played it with has quickly referred to the game as "bible Pandemic". If you are a fan of co-op games, then this will be familiar territory and you will probably like this game for all of the reasons you like co-op games. If you are like me and not a fan of co-op games, then you will probably not like this game for all of the reasons you do not like co-op games. That being said, the huge appeal to me is the theme because it captures it well. In a lot of ways this is reminiscent of wargame CDG (like Twilight Struggle). Events might not happen in the correct chronological order, but the historical flavor is there. This is a Bible game that captures the theme AND delivers competent game play. So in that regard it is a bit like finding the holy grail.

Her Rating: 2.5 (do not care for)
Her Thoughts: I am not sure what to think about this game. I appreciate the themeing, but at the same time I am really kind of done and over co-op games. For me playing a co-op game like this one is like trying to balancing too many dishes. If I actually succeed in setting them down I just feel lucky, but if I more likely drop them I feel like I messed up. That is how it is with co-ops. If I win, I feel like luck was the deciding factor, but losing feels like I am at fault and that just is not fun for me.

Verdict
Combined Rating: 6
Neither one of us are big co-op fans, but we both feel like it is not a bad idea to have one kind of traditional co-op on hand. With non-gamers especially pulling out a co-op can be a good way to go. I think that this will probably be the token co-op game we hold on to mostly because of the theme.
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Tue Mar 17, 2015 4:03 am
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Buccaneer Bones (One Couple's Review)

sean johnson
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Edinburgh
Indiana
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My wife won this game at IndyCon in their big raffle. She was looking to put at least one ticket in a game that our son could play. I think based just off the cover she thought this might be a kid's game. She put in one ticket, and got lucky. Once she won the game, and actually looked at it she was a little less sure of its age appropriateness. So is this game a buried treasure or does it belong lost on the bottom of the sea?

Game Overview
In this game players are rolling dice to get doubles or triples with the goal of reaching islands and finding gold. Each player will have a board with six ship tokens. On their turn, they roll 4 dice and get one re-roll. If they get two of a kind they move the corresponding ship forward one space. If they get three of a kind they move the ship forward two spaces, doing so gets the player to the island.

Once a player reaches an island they get a special ability. The 1 and 6 each provide extra dice. The 2 and 5 let the player modify a die by +1/-1. The 3 and 4 each give an extra re-roll.

On future turns, if a player has reached the island of a certain number and they roll three of a kind of that number they find gold. If a player fails to advance any ships or fail to find gold they can send their first mate out. The first mate can allow the player to use a special ability they have not unlocked on the next turn. The first mate can also attempt to steal other player's gold. This is done by rolling any three of a kind on the player's next turn. Finally, the first mate can be used to cancel another players stealing attempt.

The game continues until one person gets three gold. Everyone gets equal turns, and the most gold wins the game.

Our Thoughts
As a reminder we rate games on our own 5 point scale. When our scores are added together, it is where we as a couple theoretically rate the game on the BGG 10 point scale.

My Rating: 3 (It's OK)
My Thoughts: This is a fairly inoffensive game. While stealing gold is possible, it is fairly mutliplayer solitaire. There is not much of a pushy your luck aspect, but there is some when trying to go big and accomplish multiple things. I am not sure how much longevity this game has, but it is fairly quick playing.

Her Rating: 3
Her Thoughts: This is a pleasant dice rolling game. It has a bunch of short objectives, so usually most turns have a satisfaction feeling of accomplishing something. I think this game might be a little light on meaningful choices though.

Verdict
Combined rating: 6
We played this with our five year old, and it seems to be right at the cusp of the kind of game he can grasp. He played well with only minimal help. We will keep the game for a while to play as a family, but if our kids do not take to it or when they get older I see this game going away.
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Mon Mar 16, 2015 4:06 am
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The Purge: Bonnie and Clyde

sean johnson
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Edinburgh
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We have too many games. Due to that fact there are some games that sit on the shelf unplayed for a while, sometimes years. We plan on playing every game we have not played for two years or more, and that one play will determine if the game stays or if it gets purged to make room for something else.

My wife and I have a tradition that in the summer we buy a random game we know little to nothing about and spend a day playing it together. That tradition started in 2009 with this game. We have played this game a decent number of time, just not lately. Our last recorded play was in October of 2012. Now that we finally got this game back to the table, did it meld its way into our favorites or does it get shot down?

Brief Game Overview
This is a rummy style game where players will draw a card and discard a card on their turn. In between that they can play melds (sets of three cards) or layoffs (cards of the same number of an already played meld). After someone plays all of their cards, the round ends and points are scored.

This game has a small board with spaces 1-10 (corresponding with the sets of cards). When a player plays a meld they move a car pawn forward one space, and look at the card hidden at the spot that corresponds with the played number. They might be able to take that card. When a player plays a layoff they move the car forward or backwards. If they play a card that matches the spot the car currently is, the card is worth double points. Hidden at two of the locations are a Bonnie card and a Clyde card. If the car is at their location and a matching card or meld is played, the player may take that card, and it is worth 10 points.

At the end of the round each played card is worth 2 points (or 4 if doubled). A new round is then played, the game is played to 200 points.

What We Previously Thought
I was not super crazy about the game because at its base it is still a rummy game, which I do not care much for. Despite that this game did a few things I liked, such as the board and not including negative points (something I really dislike in rummy games). My wife liked the game, because she grew up playing a rummy variant, and she like the twists to the formula this game added.

Verdict
My Verdict: Undecided
My Rationale: My thoughts about this game have not changed much. The game does manage to take a game style I tend to dislike and make it tolerable. The issue is that we own three such games (this, Wyatt Earp, and Mystery Rummy: Jack the Ripper). Considering that two of those games are on our list of games we have not played for 2+ years (and the third gets on the list in June of this year), I do not think we play the games enough to justify owning three of them. I am fine having one, but I think we should also get rid of at least one. I would like to play the other two before making a firm decision about which one(s) to keep.

Her VerdictL Keep
Her Rationale: I do like this game and find it fun to play. I also want to keep it because it was our first random game together. That is a fun tradition, and I want to make sure we keep the first.

Final Judgement
Keep

My wife wants to keep this one, so we keep this one. She did agree that we probably do not need three mystery rummy games, since we do not play them enough. Since we are keeping this one for sure, it means at least one of the other two might be bound for the trade pile soon.
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Thu Mar 12, 2015 4:28 am
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Expanding on Expansions: Sword of Stalingrad

sean johnson
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Days of Wonder published a series of Overlord battle maps several years ago. These were scenarios printed on paper maps. The plus was that these maps cut down on the set up time which was one of the biggest draw backs to playing the extra big overlord scenarios. The disadvantage is that the high quality components were traded in for a paper map. To make these maps a bit more enticing, they all came with extra components. Are they worth getting though?

What This Expansion Adds
Most of the Overlord map packs included new units such as tiger tanks, half tracks, and supply trucks. This one though, included a new mechanic and deck of cards. The combat cards are cards that can be played along with a command card for a wide variety of special effects. New combat cards are only drawn when playing a recon 1 card, which makes these generally weak cards more valuable.

The pack also comes with the double sided overlord map, and both sides are focused on Stalingrad. It also comes with two standard scenarios that can be set up using the base game (and relevant expansions)

What is Required for this Expansion
Memoir '44 has a tendency to build upon itself so often other expansions are needed. This one does require Memoir '44: Eastern Front for the Russian units and rules. These are overlord scenarios which are double sized maps, this means that either two base games are needed for German units and cards or Memoir '44: Operation Overlord is needed for the Overlord deck and extra components. Memoir '44: Air Pack is nice to have for the reference cards, since one side the pre-printed reference cards are in French.

Worth Getting the Expansion
My Answer: It depends
My Thoughts: Chances are if you are looking into getting this expansion, you are either a Memoir '44 completionist or you just discovered how awesome Overlord games are and want more. Overlord is playable with two, but really works best with 8 or 6. This generally makes these scenarios harder to play. The combat cards are a neat mechanic, but they are a bit limited. For instance, at least one of the cards specifically mentions and is usable only at a terrain feature (a named factory) that are on both sides of the map. The other overlord maps have units that can be used in other scenarios. Despite that, I think this is my second favorite of the Overlord map packs (after Memoir '44: Tigers in the Snow). The scenarios are excellent and really capture the bleeding for every inch of ground feel of Stalingrad.

Her Answer: Not Really
Her Thoughts: Playing Overlord scenarios is fun, but it happens so infrequently that I could not tell you which ones I have played and which ones I have not. I like having the pre-printed map for set up, but I do not think I need more than one. The combat cards are nice, but it is hard to remember to use them, especially the "street fight" extra use that is defined by a little symbol. I do not really care about what the battle is, but if someone really liked this specific battle over others then this could be worth getting.

Final Thoughts
We have this because we have everything Memoir '44. Even if we were more selective and only got one battlemap, like my wife suggests, this would probably have been my pick because of the subject matter. This does a better job at the Stalingrad fight than the Eastern Front scenarios, and playing these maps feels like a big epic event.
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Tue Mar 10, 2015 1:58 pm
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The Purge: We Didn't Playtest This At All

sean johnson
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We have too many games. Due to that fact there are some games that sit on the shelf unplayed for a while, sometimes years. We plan on playing every game we have not played for two years or more, and that one play will determine if the game stays or if it gets purged to make room for something else.

We got this game in 2011 after playing it at Gen Con. I got it because I thought it would be a good game to play with youth group kids. That is exactly what I did, and I played it a lot. In the course of a year, I played it 33 times, and other played it even more. Despite all of those plays, the last time I recorded a play (and I think my wife was part of that play) was November 3rd, 2012. About 2 1/2 years later, we finally played it again. Is it worth playing some more or has it moved to we won't play this at all?

Brief Game Overview
The goal of this game is to win, and while that is possible you often win by not losing.

Players start with two cards, on their turn they draw a card and then discard a card to play. Cards in this game do crazy things from give points to be bombs, to change rules, to eliminate players, to winning the game. There are also star cards, and they are better than other cards because they are star cards.

This is an extremely chaotic game, that is crazy, and goofy.

What We Previously Thought
I thought this game was less of a game and more of a reason to laugh together. However, I did think the game was a bit played out. My wife thought the game was not very good but that it was silly fun.

Verdict
My Verdict: Go Either Way
My Rationale: For me this game is really played out. I have seen every card this game has to offer multiple times. My son likes to tell the same joke over and over, at some point the joke ceases to be funny. That is where this game is for me.

Her Verdict: Purge
Her Rationale: This game just is not all that fun. It is silly, but the humor is more eye rolling for me than laugh out loud funny.

Final Judgement
Go Either Way

This is not a game that we will ever play together again, and I do not see any situation where we will play it with people. I will probably keep it at the church in a closet with a handful of other games I have there, but for all intents and purposes we are done with this game.
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Tue Mar 10, 2015 3:28 am
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The Purge: Lords of Scotland

sean johnson
United States
Edinburgh
Indiana
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We have too many games. Due to that fact there are some games that sit on the shelf unplayed for a while, sometimes years. We plan on playing every game we have not played for two years or more, and that one play will determine if the game stays or if it gets purged to make room for something else.

We got this game in 2011 and it was very much an impulse buy. A local game store does a points program where every dollar spent is a point, and every 100 points equals $10 (or rather every point over 100 is worth a dime). This game was $10, and I had enough points to make it free. My wife loves the Scotland theme, so it seemed like it would be a good buy. We played the game several times when we first got it, but it has sat on our shelves unplayed for just over two years at this point. Now that it has been dusted off, is this gaming royalty or should it be tossed like a caber?

Brief Game Overview
In this game players are racing to get the support of clans in Scotland. Each round will be five turns long. A card per player will be turned up to be the supporters the players are trying to get. Five cards will also be put out face down. On a player's turn they can either draw a card or play a card. They can draw a card from the five cards out to draw. Each time it is the start player's turn they turn up a card, and the face up or face down cards can be drawn. When a player plays a card they can put it face up or face down. Each card has a special power, depending on the suite. If a card is played face up, and it is the highest card of its color then the power activates.

After five turns the strength of played cards is compared. Cards are valued 1 to 12. If all of the cards a player has are the same suite, then their strength is doubled. The highest count gets to pick supporters first. A new round starts, and players keep their hand from previous rounds. First player to 40 points in supporters wins.

What We Previously Thought
We both liked the game. I said the game offers interesting decisions, but I thought the terrible artwork was a major disadvantage. My wife thought the game was clever, and she especially enjoyed the Scottish theme.

Verdict
My verdict: Purge
My Rationale: We have played a lot more games since we got this one, so maybe that is part of it but this game is not as good as I remember it. The depth that I thought was there is really not there. This really comes off as a slightly more sophisticated "take that" card game. While I do not dislike the game, I also do not think it is great. If someone else wanted to play it, I will go along but this is not a game that I need to have.

Her Verdict: Go Either Way
Her Rationale: I think this game works better as a two player game than a group game. However, we have so many other quick two player card games that I would rather play. I could see my mom playing this game with us, but we also have several games that fit there as well. Really, the only reason I want to keep this game is because of the Scottish theme, but that is kind of a weak reason.

Final Judgement
Purge


If the artwork was of a high quality that evoked the Scottish Higlands (instead of invoking feeling like peaking at a community college art portfolio), then keeping the game because of the theme could work for us. However, we both do not really see us playing this game much if ever again. It just does not make sense to keep a game like that on our shelves, so we will be adding this one to the trade pile.
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Mon Mar 9, 2015 6:44 pm
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