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.
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.
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.
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.
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.