I'll admit this rating is a little harsh. It is a good game, but I just don't like it. I want more depth. Haven't tried the Cities & Knights expansion, but I have a feeling I might like it better with that.
What to say about chess? I hardly ever play this any more, but I used to be quite serious. I guess the fact that I played this competitively for ten years shows that I'm the type of person who would rather play the same games over and over (and get good at them) than play a wide spread of different games. Unfortunately, I am out of practice and so my willingness to play is lowered. In the back of my head every once in a while, I think that I should start to get good again, but the allure of tournaments has kind of faded for me. Maybe I'll pick it up again in 30 years or so.
The worst part about not being able to get the Red Rockers song out of your head is that it's not a very good song. You can't even get it stuck in other people's heads because no one seems to know it. Ah. I am the king of the obscure 80s pop music. Oh.. and I like this game better than Web of Power. So there.
Like Dungeon Lords, this is a strategy game disguised as a thematic game. It's a lot more complicated than you'd think, but once you learn the rules, everything makes sense and works together. The artwork is fantastic.
I really like the innovation of the worker placement mechanic here, where taking a more powerful space means that you may have to forgo other spaces. However, are the Sphinx cards too powerful? I would have to play more to figure that out.
Enjoyed this game on my first play, though it went a little long for what it is. I think that might have had more to do with a couple players at the table than the game itself, so I would happily play this again.
Nice game with a lot of options. I haven't played enough to know, but it seems like an experienced player can really manipulate the system. I normally don't like games which force the player to increment small advantages, but it really works here.
My only issue is that this game seems to have a lot of down time, especially with five players (which is how I played it). But it really feels different than anything else I've played, and I applaud that.
Perfect light worker placement game. Easy to teach and I think the theme will appeal to a lot of people.
UPDATE: Still a light worker placement game. I still enjoy playing it and it's accessible to new players. I am starting to be slightly bothered by the potential Kingmaker scenarios where players who have no hope of winning can potentially play mandatory quests on players in the lead on the last turn, just as they are about to finish a quest.
Surprisingly fun. At first, I didn't think I would like it because the deduction element seemed simplistic. But, although the deduction element is not brain burning by any means, it's not really the main point of the game.
It took a few plays, but I eventually turned around on this game. I am more of a Werewolf purist for longer games. I don't like a ton of special roles. But for this, the chaos helps the game immensely. The short play time is a huge boost too.
NOTE ON PLAYS: I find it really hard to lose track of the number of plays I have for this. I generally only record one "play" for each separate occasion where I play.
I had to lower my rating for Puerto Rico in order to be consistent. If the rating is based on my willingness to play (and not on objective criteria), then the game is a 7. This would be a 10 if I were rating games based on how good they are, but I'm not. My issue is that so many people have analyzed this game to death that it's not always fun. I enjoy it most with people who are in the same boat as I am: played a decent number of times - know the basic strategies, but don't know enough to have everything completely laid out.
Fun airship racing game. I probably don't need to say more, but I will.
It plays fast - and it's got interesting decision points. This is not a deep strategy game, but it's not trying to be. Yes, you can get screwed by the cards and the dice but it seems surprisingly balanced for a game with so much randomness.
High learning curve as it is. I'm worried the expansions might make it insane. Very similar to San Juan, but better. What I like is that San Juan feels like certain cards are definitely better than others and there are a couple winning strategies. What I like about this game is that there seem to be many paths to victory. Not all cards are good for all players.
UPDATE: Got kind of tired of this game, and I think I was right that the expansions add a little too much to the game. If Dominion had never been invented, would this still be a top game for me? Perhaps, but considering that this game started as a 9, it does not bode well.
Great game that is similar to Werewolf, but solves many of the problems that some people have with Werewolf. There is no player elimination, no need for a moderator and it can be played with a much smaller group. This was a huge hit when we played it. I don't know if it will replace Werewolf for me - the lack of variation will probably make me less likely to want to play it in the future. But, for RIGHT NOW, this game is a 9.
One play. Enjoyed it. There is a lot more depth here than I originally thought when the rules were explained to me. The game I played was with three players, which was fine, but I'd like to try it with more. Looking forward to trying this again.
I used to say that I liked the TtR series as gateway games, but now I think that's unfair to the game. It's really a lovely experience - not necessarily deep or complicated, but always fun, with gamers and non-gamers alike.
I still like this game, but it’s my least favorite in the TTR series (well, unless you count the card game, which I don’t). I don’t think it’s an accident that this game is rated lower than TTR and TTR: Europe. I guess my main issue is that it’s not light enough to be a gateway game, but the extra strategic options don’t do enough for me. Prefer Thurn and Taxis to this.
Finally got to play this! I'm not sure if it's a game I'd like normally - it seems to be a game of incremental advantages and much more strategic than tactical. But the visual appeal of the game and the gears, which I don't feel are a gimmick, push this over the edge for me. Can't think of a more clever way to implement the mechanic of workers becoming more powerful the longer you leave them out there.
Great game. This is one of those games that is more and more fun every time I play. I wish there was some way to deal with the player elimination problem (in smaller gatherings), but I can't imagine ever getting sick of this game. (P.S. I am NOT a werewolf.)