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!
Rock solid push your luck with chip wagering and phenomenal components. Not wild about the art, but the theme works - especially in regard to the 'pact with the devil' catchup mechanic. Could see non gamer gambling types enjoying this.
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.
Can play with 7 people in 45 minutes. That's the best thing I can say about it. Because of that it gets a slightly higher rating than the 4 I normally give a game I respect but don't necessarily want to play again.
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.
I've concluded that card drafting games are memory games - which just aren't my thing ,,,, b/c I am horrible at them. I confess that I do like all of the mechanics, the theme, the bits (phenomenal, art included) - but they just don't add up to fun for me here. People drop cataclysmic card combos that are (for the most part) completely out of your control. I don't mind being struck by a natural disaster, but I prefer a hurricane over an earth quake. At least a hurricane shows up on radar & gives you time to prepare. Earthquakes are just throwing your hands in the air and thinking wtf?
Bonus point for being family friendly. Maybe a little too family friendly considering how easy it normally is to win. It's the Kraft Mac n cheese of boardgames. Simple variants I like: tokens enter the board face down, archers hit on a 50/50 die roll. Adds a bit of tension to a game sorely needing it.
Asymmetric "dudes on a map" in the Warhammer universe. Nothing particularly wrong with it, then again nothing particularly exciting either. Just doesn't stroke my baloney with any vigor. 1 AP player can turn a 90 min game into a 3 hr slog. It's barely tolerable at 90 min and agony beyond that. If I were stuck with it, I'd probably end up liking it once fully explored. Faint praise.
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.
A top notch filler and family game for me and my boy. It's simply got the right balance of ingredients for a satisfying filler. The seasoning's which contribute to is unique flair come in pinches and sprinkles rather than gobs, but it worked for Colonel Sanders and it works here - yet the game won't clog your arteries.
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.
Victory Point games component quality, which is solid. Standard 'War' with a few welcome twists. Comments I received during the game were "just like Slapshot" on nearly every rule. Needs a streamlining to shorten the game. The rules for ties need to be cleaned up, otherwise the game could theoretically last indefinitely. And in such cases the boss deck could be gooned down to zero, then what?
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.
I don't like the unintended "fog of war" that results from having to remember all of the abilities and combos others have with the various tiles they've squirreled away. While it is a common problem in many games of this ilk, I admit it's not supremely egregious here. However, if your play frequency is less than that of others at your table, you will always be at a disadvantage. So the question comes down to, do you want to memorize all of the tile abilities or not? I've made my choice.
I wish I could explain why I like this game. There's nothing special going on, but I really have fun playing. I feel like Arkadia is the better of the two due to the stock market aspect. But I enjoy both.
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.
Lighter version of Queen's Gambit. Not as fun or deep in my opinion, but offset by quicker set-up and play time. Bonus point's for being kid friendly, my 6 yr old loves it. I would recommend this to just about any type of gamer.
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.
Anyone who says this is a fun family games certainly didn't take on the tedious logistician/statistician role. Anyone who played with me certainly didn't have fun if I was assigned in the logistician/statistician role. I'm not a mathematician, but I think that equates to a lose/lose situation if I am in the game.
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.
This is a game with a brilliant mashup of mechanics that really work with the various aspects of the theme - war, industry & diplomacy. But my oh my is it LONG. Not so much an issue in most cases if you like epicness on your table. However, if you are going to play competitively you really need to make certain that you have players with full knowledge of the rules. You don't want to be 5 hours into the game and have a rookie making a bonehead play and ultimately throwing the game into a death spiral. The game is susceptible to unforgiving & unrecoverable mistakes. And such is the nature of war, but flushing the game town the toilet after 5 hours is very unsatisfying. But again, lots of brilliant mechanisms. Would love to see if an operational level version could be condensed to a reasonable length.
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.