Well, I like trivia, and most of the questions are pretty good. I do think trivia games should probably be kept very simple and allow participants to answer as many questions as possible, so I was disappointed by the way that a wrong answer is punished by cutting off the stream of questions. Similarly, the cheats, while perhaps adding a strategic element, were essentially a way of not answer questions. And seriously, I just want to answer as many questions as possible.
Simultaneous action selection fans will like this one, especially if they enjoy pointing guns at people. I'm not much of a simultaneous action selection fan myself (nor a gun-toter), so I'm not really the target audience (so to speak) for this one. (1 play)
It's like playing pool with your fingers. I'm not much of a pool person.. not that good at it and can't really see board the way someone who understands it can.. so I wasn't much of a fan. Much prefer Crokinole. It is pretty cool-looking though. (1 play)
On the one hand, Legos are pretty cool, so I had high expectations from "Cluzzle with Legos." But it turned out that it's VERY difficult to make most of the things that are listed with Legos. Not only that, the difficulty level on the cards is not in line with my experience--the level-3 card I got was considerably easier than the level-1 one. We were playing with Cluzzle rules, so I don't know what it is like with the official rules. (1 play)
Very silly game based almost entirely on dice rolling, with a little spite mixed in. The press-your-luck element doesn't feel too meaningful because the rungs of the ladder only allow one person and sort of force you to go in a particular position anyway. (1 play)
The theme--robots being chased by a hungry shark-- should make anyone smile, me included. The game itself is simultaneous action selection--cards let you move ahead of other players in descending order, but ties let neither player move. It seems pretty random since I didn't see any way to figure out what other players would play. It would probably be a great game to play with kids, though.
An information game with what I almost want to call a simultaneous action selection component--the game is all about figuring out what other people have played, kind of like Felix, the Cat in the Sack. Not my favorite kind of information game. (1 play)
The take-that card game in its pure form. The theme is awesome and there are some good ideas here, particularly regarding the different cards that do a million different unpredictable things when passing around this hot potato. However, there are a couple real problems with the game--the gang-up-on-the-loser mechanic and the very high degree of randomness inherent in being forced to play all your cards. (1 play)
Light card came with ridiculous art. I didn't like the rarity of the really useful cards, which means that it's quite likely some players won't see any of them, and if they do they are quite likely to lose them anyway. (1 play)
The idea is a good one, and I love the theme, but there is very little here to sink your teeth into. It is possible to have fun playing with the right group, but the game simply does not process in a very game-like way... most of the information you can acquire is unreliable and ambiguous at best, and once bad information is introduced into the game, it is very difficult for the experience to recover. (2 plays)
Abstract spatial filler. You need to grab cards that other people have, so it does introduce a certain risk of injury. I don't mind that too much, but instantly assessing how things will fit in a space is not exactly something at which I'm going to be proficient. (1 play)
Well. Okay. So hidden traitor games don't appeal to me that much to begin with, so that was a strike against it, and the first time I tried to play, something was wrong with the rules and we all got stuck next to the door, so that wasn't great either. But there's more to evaluate the game on than that. I think the idea of passing around traitor status by secretly trading cards is kind of brilliant, but the execution isn't so great. There's a lot of potential for confusion, mostly stemming from the gas can exception (Oh! This is a virus! Am I infected? Did I trade a gas can away? Gah! Let me see!), and at the end of the game it's possible to create a situation where it's more or less mathematically impossible for one side to win and all the identities are already out. Meh. Disappointing. (1.5 plays)
Party game about predicting how people will answer questions concerning their behavior in the face of everyday moral dilemmas. The idea is a very interesting one and I'd very much like to see another treatment of it. There are a couple of problems here: The questions are somewhat dated, and the replay value with the same group is low once you've memorized a few of the answers.
There's a lot wrong with this game. It's essentially impossible to do anything unless you draw the right cards, and most of the cards are the same, so that doesn't help. The game is basically over about halfway through, but it still takes a couple more hours to play it through after the winner has already been determined. A lot of the other stuff you do is pretty random, too. Besides, the game is just boring. Maybe it seemed better back when it was first designed. (1 play)
This didn't really work for me. I guess it's fine to have a bunch of different letters to work with, but the weird vague categories don't give you much to work with, and the way they spell out phrases is just kind of cutesy and irritating. I'd prefer normal Scattergories, of which I'm not even really a fan. (1 play)
A ridiculous guessing game. It's fairly simple but it's really all about outguessing your opponent while preserving your resources at the same time. It's tagged "chaotic" which seems to about sum it up--except it's chaotic and *two-player,* so whatever that tells you...
Okay, so this is basically Things I'm Bad At: The Game. My spatial reasoning skills aren't too good. Figuring out where things are going to be after I move them is certainly not a skill of mine, understanding which way things point and the difference between left and right when you turn things around is a constant hindrance for me in real life, and size estimation isn't very easy for me either. So it's really not a game that I can even play with other people; I just can't keep up. Maybe if it were a computer game and I could play it solo to try to develop these skills? But it isn't really what I look for in a game experience. (1 play)
Imagine Dominion with no action cards, just money and points, but with different currencies available for getting money and points. If you think this sounds tedious, well, I agree. And that's pretty much exactly what Thunderstone is. The cards' powers don't let you manipulate your deck or draw cards or do other things of substance. They are just more or less powerful for getting the monsters (victory points) or for getting other cards that allow you to do so. (3 plays)
Earlier comments: I'm not sure who decided that Dominion needed a theme, but I certainly don't think that the theme is worth the cost in the smooth gameplay that is Dominion's greatest asset. The problems are probably just a function of the way the theme is implemented. It's clunky and counter-intuitive, with lots of adding and the potential for things to very easily get blocked. No need to play again.
I really didn't like the increased importance of the locomotive tickets. I found that at a certain point of the game, all I could do was sit there forever and wait for locomotives to come up--and they had to come up randomly because there's no way they wouldn't be taken if they showed in the display.
The board is very pretty, though. And my friend's city is on it (Norrkoping)!
It's a clever game. It's sort of out of my genre and I'm so bad at it that it's hard for me to participate much... I like trivia, but numerical trivia just isn't as much fun, and there are only seven questions in the whole thing and as for betting, well, I'm a conservative bettor at best, so there isn't much I can do with this.
Unimpressed. Theoretically, this is a light press-your-luck game about rolling dice with brains (points) on some sides and shotgun blasts (three of which nullify the brains and end your turn) on other sides. This already doesn't sound too promising, but in the game we played, we rolled so many dice that rolling a shotgun blast on your first or perhaps your second roll was nearly inevitable, causing the game to last much too long, maybe forever. (1 play)