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.
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.
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.
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.
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.
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.
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.