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User Rating Comment Status
Ray Smith
United States
Newburg
Pennsylvania
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designer
Stay thirsty my friends.
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10
Mar 2002*
Owned
David Zehder
United States
Rochester
Unspecified
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10
Jun 2002*
Owned
Vitas Povilaitis
United States
Waltham
Massachusetts
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10
Jul 2003*
Engaging exploration game. As much fun as the original, with a larger board and competition for random prizes hidden in huts.
2003-07-09*
Owned
Joe Czapski
United States
Cambridge
Massachusetts
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10
Nov 2003*
Every time I've played Entdecker (Mayfair version, same as Die Neuen) I've had a great time. One cool thing about this game is that, for the first three quarters of the game, it is not at all clear what one should do with ones move. The clarity comes with experience and with developing your personal strategy. I like the mechanic of needing to play lowly scouts in large quantity on islands in order to grab jungle path points, which are about a third of the total points. I recommend this exception to rolling for income: if a 2 or 3 is rolled or chosen, every player receives 2 or 3 gold including the roller. This small rule change prevents the economic starvation of a player that sometimes occurs.
2010-05-29
Owned
Martin Anders
Austria
Unspecified
Unspecified
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10
Dec 2003*
Ray Jankowski
United States
Overland Park
Kansas
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10
Feb 2004*
Owned
Andrew MacLeod
Canada
London
Ontario
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10
May 2011
Yes, there's a lot of luck involved, with the drawing of newly discovered tiles; but, in fact, there's actually less luck here in Entdecker than there is in Herr Teuber's more popular Settlers of Catan. It must always be borne in mind that this game, above all else, is a game that requires very, very careful financial management. You cannot simply spend as much money as you want every turn, or else (through the income generating die)you will eternally be supplying the other players with gold. When cash is low, explore little; when cash is high, go on lengthier journeys. And always become nervous when you find yourself with four gold pieces left. In addition to the economic decisions, tense strategic decisions are needed for placement of units, and in particular, the scouts. The rule system is remarkably easy and straight-forward, so much so that my 71 year old, non-gaming mother-in-law enjoys it! I love it! Hey, Herr Teuber: how about some historical variants for Entdecker, bitte?
2014-03-03
Owned
Ryan Johnson
United States
Independence
Missouri
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designer
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10
Apr 2007*
I am loving this game. Not only does the game look fantastic at the end... it enthralls as you watch it come together. So many options are available to the players, wether its fighting over the big points islands, or populating the board with explorers (that will eventually end up in the villages), a player is never really out of the running. I really enjoy drawing the tiles and the suspense present as you flip it over... especially the event tiles...

Top notch. One of my favorite games after 2 plays.
2007-04-02*
Owned
Kentaro Sugiyama
United States
St. Louis
Missouri
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10
Sep 2009*
Great tile-laying game that simulates the feel of exploring the unknown. Yes, there is luck in the draw, but isn't that what the unknown was all about? Great fun as you and the other players circumnavigate large and small islands, trying to complete exploration, in a race to get those scouts on the jungle paths to score key victory points at the very end. Good with either three or four. 15 minutes to explain, and about 1.5-2 hours for a first game with newbies.

Update (2/26/09): just played a game with 3 other players that had played before. The game seems to go very quickly, with very little downtime, since there are only a limited set of decisions to make. Great fun, plenty of strategic and tactical play, mixed with pushing one's luck, and good immersion into the exploration theme, from what I consider to be a "classic" euro design.

Update (07/24/09): Taught 3 newbies. 15 minutes to teach. 4P game took 2.5 hrs, since some were prone to AP. I keep forgetting how wonderful this game is, and it is always well received by newcomers, even those who are relatively new to board gaming, as this has unique mechanics, exciting game play, and real sense of exploration. I'm upping this from an '8' to a '9'. Although it is simple in mechanics, the strategy and tactics make this a meatier, yet still accessible gateway game. All this talk about it being like Carcassone is rubbish--this is a superior game.

Update (09/20/09) 6 recorded plays: This is a 'classic' that people want to revisit again and again after playing it once. The notion that the original Entdecker is 'better' than this version is utter nonsense. I haven't played the original, but can imagine how it would be from the current version. In that light, the original exploration mechanics would be simple and straight-forward. However, the inclusion of jungle paths and secret VPs incentivize players to complete small islands quickly, as they battle for control of each path, or they may go for the grand strategy of circumnavigating larger islands for greater points. There is a fine balancing act to be struck here--ignore the paths at your peril; however, not competing for the larger islands is also perilous. If planned properly, a player can suddenly dump a large number of scouts on the jungle paths. The view that there are two separate meta-games going on is missing the point--they are inexplicably intertwined, where the jungle paths could deliver the game. There is a bit of luck in the draw for the commodity, but poor draws could be overcome by cunning play on the board and on the paths, as well as some bluffing. Thus, the jungle paths transform a interesting, simple exploration game, into a life-or-death struggle for dominance of the islands, as well as the jungle paths. This is a 'great' game. I am upping this to a '10'.

Update (09/17/11) 9+ plays: Pulled this out after a long hiatus, and it still has staying power. The seemingly random elements all tie together nicely, for a unique game every time. Players try to avoid the "cycle of poverty", but that can be overcome with frugal financial management and lucky event draws. It is critical to adjust your play based on knowing exactly who in the turn order will be rolling the die. Players can improve their odds of picking good "random" events by tile-counting, and can minimize the effect of pirates by making sure they don't have too much money when they go for it. Knowing exactly how many good and bad event tiles are left, along with the potential tile alignments, should indicate if and when you go for an event tile. It is critical to complete small islands quickly early on to get a first-look at the jungle paths, and then make long-term plans to either secure them or abandon them and find/fight for other jungle paths. Forts are useful in the early game to "lock out" and de-incentivize other players from using specific routes, so that you alone have control over how surrounding islands develop from that route. This in turn leads to how you will score VP and scout placement on the jungle paths. Timing and turn order is critical in deciding whether to complete an island or not, as this also affects the play on jungle paths. Play to secure the "eye" can de-incentivize others, as is showing little interest on a particular path. All of these factors must be considered when deciding to purchase a open tile versus a hidden tile, or when to place a scout vs fort vs settlement. This game has many tactical options and considerations, with a grand strategic overlay, coupled with an interesting financial system. Contrary to what others have said, I believe there is nothing wrong with the jungle paths or the die-rolling mechanism where everyone else except the roller get an extra doubloon. The die rolls and jungle paths don't necessarily deliver the game, but they certainly help drive the game. It is this subtle, yet sophisticated interplay between the three elements of tiles, money, and jungle paths, that makes this game exciting, with an exploration theme that makes for memorable play.
2011-10-10
Owned
Stevie Wolfe
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10
Aug 2010
Owned
aaron sullivan
United States
Grand Rapids
United States
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10
Jul 2011
Want In Trade
Ralph Obkircher
Austria
Innsbruck
Tyrol
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9
Sep 2001*
Owned
François Haffner
France
Sologny
Saône-et-Loire - Bourgogne
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designer
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9
Oct 2001*
Owned
Lennart
Germany
NRW
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9
May 2003*
Owned
Finbar Saunders
United States
Unspecified
Unspecified
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9
May 2003*
I've had fun with this 2player. Great-looking game.
2003-05-11*
Owned
Colin Jennings
Austria
St Wolfgang
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9
Jun 2003*
Owned
Joel Baxter
United States
San Carlos
California
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9
Jun 2007*
Lots of good clean fun; great implementation of an exploration theme (which is probably why my score for this is higher than others'). Got some concerns about the magnitude of the jungle path scoring, and I wonder if I would like the original version or some hybrid better... but for now, still in the "honeymoon phase" on this one until it gets more plays.
2007-06-27*
Owned
Andy Christensen
United States
Redmond
Washington
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9
Jul 2003*
Owned
Aleister Finchley
United Kingdom
Unspecified
Unspecified
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9
Aug 2003*
The title doesn't make sense: Die (the) Neuen (nine) Ent (tree) Decker (deck/platform) = The Nine Treehouses?

Just kidding. Beautiful exploration game.
2003-08-03*
Owned
Boban Surbek
Slovenia
ljubljana
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9
Oct 2003*
Owned
Luca Somaschini
Italy
Milan
Unspecified
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9
Oct 2003*
Very good also with 2 players. A mix of luck and strategy. Great artwork.
2003-10-08*
Owned
Sven Baumer
Germany
Munich
Bavaria
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9
Oct 2003*
extremly clever little game. Only argument against: high degree of randomness in a long game (90 minutes)
2003-10-16*
Owned
Sabine Baumer
Germany
Munich
Unspecified
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9
Oct 2003*
Owned
Eric Summerer
United States
Hamden
Connecticut
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Will talk for food!
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9
Jun 2013
One of my favorites. It gets extra points for being one that my non-designer-gaming family will play with me.
2003-12-18*
Owned
Eric McGlohon
United States
Ann Arbor
Michigan
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9
Jan 2004*
Owned

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