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.
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.
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.
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.
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?
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.
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.