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.
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.
I usually avoid rating this style of game because I don't like them and I don't think it is fair to pass judgment. Kind of like any dish with eggplant. On the flip side, I continually try to find a game in this genre and am determined to keep playing them until I find the one that works for me. Part of me feels like I have to b/c so many in my regular gaming group enjoy this style of game. Part of me really enjoys a strong narrative in a game and you'd think this genre would fit the bill. The problem is that there is almost never any tension in these games that isn't related to the randomness of a die roll or card pull. As such, then tension doesn't really build - it just happens,,,and I'm not really even sure if it's tension at that point . . .
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?
City Slickers the dice game. I'm a sucker for dice games and this one is clever enough to keep my interest. It is prone to AP, which is a bit of a paradox given its relative simplicity. As such, the game runs a bit too long for what it is. That said, I do consider it a keeper because I know I will periodically get the urge to channel my inner Billy Crystal & rustle the pampa with my gouchos.
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.
Good kid's game & light fun as a quick filler on game night. Scales well for all player counts. More interactive than Zombie dice because you can steal from other players. At the same time, it's not quite as exciting as Zombie Dice b/c there isn't as much 'push your luck'. Excellent components, compact & nice price . . . so a good buy for any collection.
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.