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!
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.
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 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.
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.
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.