Little two-player games like this aren't always big favorites with me, and this one didn't seem too promising, especially since the rules were very poorly written and it was entirely unclear how the final two cartouches worked.
However, it turned out to be rather interesting. I tend to like games where players can compete in multiple arenas at the same time, winning some and losing others. Plus, it's one of those strangest of all creatures, a two-player area control game.
There are so many different ways to win that in the first game, my opponent didn't pay attention to all of them and lost because of it--so that felt a little unfair, but unlikely to happen with experienced players. In other situations, it just creates a lot of fires that must be attended to immediately. Kind of like tic-tac-toe in that respect, but, you know, with a game attached to it. (2 plays)
I like trivia, and I enjoyed the rules of this trivia game--random categories, the possibility of switching, stealing questions and so forth. However, the difficulty level of the questions varied wildly; most of them were either everyone-knows-it easy or too difficult for us. I also think it would be nice if, as a party game, it could go above four players without requiring teams. (1 play)
A pure blind bidding game where ties go to the second place player. I like the complex, changing conditions. There's more here than the lightness and the very silly theme would suggest--and there is certainly some strategy to knowing what your opponents will bid. Tracking the beads is useful. The fact that the winner can be determined before the game is over keeps this from being a 7 for me. (2 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)
An interesting variant on Dots & Boxes, wherein each player has a number of hidden (and randomly determined) goals. A lot depends on the luck of the draw--I think the cards are much more random than the dice here--and it's very helpful if the other players happen to draw goals that are compatible with yours. A decent filler, but it can be a little frustrating to have so much depend on whether others are willing to help you out.
The board and components are very pretty. (1 play)
This is a very strange little game. It's an area control game of sorts, except that you can decided yourself where the valuable territory will be, and you can guarantee yourself the ones that you play. This sounds kind of interesting, but in practice it means that you NEED to guarantee that you control the ones you put down, so that's what successful players do. Does not reward creative play. (1 play)
This is a pretty weird little stock game, but I like it. It moves quickly and the values of the tulips can be very volatile. There is certainly opportunity for manipulation of the market, but you have to be careful about when and how you do it, because it's very expensive and the tulips are pretty scarce. I'd like to play this more; it's not as easy to find opponents as I'd like. (2 plays)