This is a very accessible game and definily provided a starting point for many now veteran wargamers.
The game is pretty straightforward: devise a strategy, build units, move units, throw dice.
That's it, but although the design is lacking when compared to other games, it still provides a good basis for an entertaining evening (as a multiplayer game). And this is what most games promoted on this site are lacking IMHO.
The base game is pretty bland. You're really just placing tiles, and trying to sneak some meeples into other player's cities. The game is VERY luck based and is usually decided by a few lucky draws. Other expansions add more options and also "fun", but really makes counting points and checking who controls what very complex. BSW could do that for you, but of course player interaction is equal to 0 there. (As if Carcassonne had any to begin with...)
This was my second ("gateway") war game. It's simple and fast-paced. Depends heavily on luck with dice and cards. One of my friends loves it, although he's usually not keen on playing board- or even war games.
Finally I sold this whole Memoir game packet off to a friend, although I liked it. But in the end it is much too simple and doesn't really comprise WW2 in a way (tension, realism, thought) my other games do.
Here are my thoughts on the expansions: - Eastern: The best expansion to M'44 in my opinion. The Russo-Finnish War scenario is great. But the sniper rules are strange and unrealistic. - Pacific: Unplayed. - Terrain: An average expansion to M'44, with many new rules, which almost all aren't used. Is best suited for people, who like to build their own scenarios. - Map: Is only required for aesthetic reasons. You might want to use the desert side for C&C Ancients though. Doesn't work.
Desperatly uninnovative game, which fails on all its promises: It's said to be a political game, but there is no player interaction or arguing. Political satire is reduced to what is printed on the cards. Strategy is almost non-existant, all choices you make are inherent, i.e. it's very easy to figure out what to do throughout the whole game.
The game mechanism is blind-bidding without any major twists. Highest bid wins, Lowest bid pays a penalty. You bid with cards and what cards you get is completly random.
To sum it up: This game provides no opportunity for clever play.
Gave it away as a christmas present to my uncle's family. Hope his young children might like it. It is definitly no strategy game. (In retrospect this was pretty evil.)
I have to admit though, when you get this for less 10$ you won't be too disappointed and might give it a try.
This is a game where lots of random stuff (like 1500 different things) can happen to you. I like it, but seeing Puerto Rico as #1 on this site I don't understand how people here can honestly appreciate it that much. I prophesy that once it's not that "uh-so-rare" anymore bad ratings will start pouring in.
A friend asked if he could borrow it, and I sold it to him instead (for a super fair price). I can still play it whenever I want.
I have an additional Fokker Dr.1 and Rickenbacker (Spad XIII), so it can be played with up to 6 people. A friend of mine has yet another two planes, and we enjoy playing it with 4 people 2 planes each.
Sold. It was fun while it lasted. Moved on to more complex games.