No one could expect a 'simulation' from such a light game. However, the rules aspect that actually simulates the era (at least for the Continentals) is the "Command Decision". . . yet this is the 'feature' that gravitates the game to euroie area control. In turn, this makes the game suffer from AP and game length becomes an issue. Die faces mitigate this to a degree, but the occupation forces shouldn't be able to utilize this strategy to an equal degree with the rebels & for some reason it seems they can. Still, I love this system and would like to see more of it. Perhaps some new action cards and scenarios to keep things fresh?
There may not be another game more like marriage than this. It's stunningly beautiful. It takes a real commitment. It's as unpredictable as it is complex. It's got wild swings of emotion, both pleasure and pain. Yet if you put the time in, and work at it, it can be extremely satisfying. So the question is, "Do you love me?". Answer: I respect you, and it's been fun - but I'm not sure I can go on like this with so many other fish in the sea. If it makes you feel any better, know that you will always have a piece of my heart!
Bang! Express. Can Bang! be fun? Yes, right crowd, right mood & Bang! is fun. Is this a good implementation of Bang!? Yes, this system works very well as a dice game. I especially like the arrow mechanic where you have to take the hit, but you can still reroll. No, it's definitely not as good as the very similar but meatier King of Tokyo, but try explaining KoT to my non-gamer family.
Lots to like here as far as production value, gameplay, and fun. Too many things to like to list here, but the combat system is fun. And the action dice - I never understood why more games haven't used that, but maybe I'm just nuts for dice. Needs a compendium to supplement the base rulebook. 1 game under my belt and it was a 6+ hour slog, but I hardly noticed the time as it flew by since I was enjoying myself so much. Should decrease with experience, but if my this would be another knock against it.
Dungeon crawlers/adventure games are my least desired way to sit around the table, ranking only slightly above my wife's tuna noodle casserole. However, Betrayal has found a way to become a Halloween tradition, so I'll keep it and agree to suffer once a year.
5 players is too many. You only get 1 crack at selecting and you're just getting scraps as you move further down the line. With 3, and maybe 4, I could see some much needed tension developing between the 'drafting' rounds. But with a reduced dice pool for fewer players, maybe not. I also think 5 is too many for the auction. It makes breaking up the 2 piles a less strategic affair b/c you can't analyze everyone's position well enough to make the decision. There is also an issue with sequence of scoring I need to figure out - can you go below 0?
Shadow Hunters w/ a splash of Coup. More deduction than the bluff fest of Coup. It can become scripted in the last 5 minutes, more so w/ experienced players. But the game is so fast, this hardly matters . . . and getting there is fun anyway. Coups fun comes from the excitement and tension of the guess, and I understand that, but it's kind of random player elimination for most of the game. Blood Bound is much more about detective work and a better "game" experience.
My 6 is probably a bit generous. With the right opponent this could go as high as 7.5. But when LOTR the Confrontation is so entirely superior for the genre, why would you even want to bother with this one? Dynasties is also a much better game.
Slightly better than 'meh' because it's over fast enough. Plus the wife will play it. The Lost Cities comparisons are apropos. Not sure if the game is mechanically better, but the theme is a bit more engaging.
I try different games with my 6yr old all the time, trying to find that 1 'adolescent grail' that will stick and make him come back for more. Only 1 play, but I think this may be "it". We'll see how it stands up to multiple plays - heck just getting multiple plays is a win in this situation. +2 for being both something I enjoy and something he was able to pick up in 10 min.
The optimal move for me happened to be: stay in the same location & roll until you succeed. So I did that unsuccessfully for a full hour in a 6p game until it mercifully ended. Traded my copy as fast as I could.
The card reshuffle after every turn kills it for me. That and the fact that I am horrible at this game. But the card reshuffle is a joke. You already have the randomness of dice, why add more? I challenge anyone to have fun when you draw a bunch of 1's two or three turns in a row, esp. as the English. I have other problems with it, but no point in going on - I'm permanently done with it. Shame, too, b/c I really wanted to like this one.
Thought this would be a good family game. While it is easy to teach and play, all of the card reading bogs it down and makes the pace drag at a painfully slow crawl. Not to mention the extreme randomness.
Thematic and low complexity, yet full of tension as the turns roll. Loads of cards and enough event variety due to crisis tiles that no two games will be exactly the same. I don't want to hear it about the randomness, I really don't - don't make me blast you with the Moon Hater! I'm in favor of the variant where you roll dice = to number of players in the crisis resolution phase. **** May have to admit I was wrong on this one. Dropping steadily with more plays. My 1st game was extremely tense due to serious competition on earth due to the perfect storm of crisis, tension, and mines. One turn we're helping eachother, and the next we're killing eachother. Hasn't happened again. I love agony in a game, but most of the agony comes from the afformentioned randomness, not player interaction. Maybe I just need to learn to appreciate that? The thing is, there is competition out there for my precious gaming time. Needs some tweaking to separate itself from the pack of similar games.
Tight design with a simple elegance. Straightforward, scales well, moves fast, tickles the brain, has tension as the turns move - but it only does 1 thing great. However for me that 1 thing (the drafting mechanic) is enough.
Rating after 7 plays has gone up to 8.5 and could go higher depending on what surprises are in store. Brilliant design in the Risk construct. Will be interesting to see what SeaFall will bring to the mix.
I need some level of engaging player interaction . . . and this beast, as brilliant as it may be, needs something deeper than the surprise behind the selection board to cut the mustard. I pay less and less attention to what others are doing with every roll. Eventually deteriorates to the point where I'm not even sure if any of the players are on the same turn. There's just lots of semi-organized rolling, tile grabbing and point salad. Gets a slight bump for being such a fantastic production. Simply put, it's no Ra: The Dice Game.
Falls into my new rating system where every decent game (mainly euros) gets a 5. I'd previously been rating them 3's since there was no desire to play again. But at the same time, I grudgingly respect the design at a 7ish level. So I adds an integral to the coefficient of BO and resulted in a nice round 5.
We played with the expansion and nice metal coins. Not sure if the expansion added any value when you factor in the time increase.
GREAT game. Easy set up & easy to learn playing mechanic - yet rich with strategic nuances and and game changing surprises. Drawbacks - the theme and playing pieces aren't going to be a draw for players high on aesthetics. Also, the action cards in the most recent edition will require you to reference the rulebook until you get used to playing.
High pain distribution with the tight corn economy, which is a plus. Like the gear gimmick. Really nice production. A little heavy on the iconography, but so it goes these days. However gameplay does nothing to separate it from a crowded field of similar 'vibe' games and make me grab for it over any other WP optimization game. All of this is based on 1 play and I'd probably give it another chance at some point.