This is a decent game with some very interesting mechanisms. It is balanced to remain tense and engaging throughout the whole game and requires interesting decisions. It's somewhat low rating lead me to write my very first review here at BGG. Then again, it is not without a few flaws. My rating has dropped to a 7 over time.
A good game that is not without flaws and can stretch a bit long. Still, with players who know the rules and enjoy playing without always trying to figure out the best move this one is great entertainment. Needs expansion to be fully enjoyable, though.
Often mentioned as an essential expansion for the base game. I agree. The new Dunwich locations are pretty neat, the Dunwich Horror (if it shows up) is a tough nut to crack and very thematic and the additions to the base game (new investigators, etc and especially the injury/madness deck) are excellent.
Tried a 5 player game, was less than impressed. Endless downtime. Overall, not much more depth than risk but with added chrome that only makes downtime much worse. It might work better for 2 players but I am not interested in trying.
This game puzzles me each time we play. Great idea, great theme (esp. if you know and enjoy the tv show). But sometimes the game just does not work - at least not for me and my group. I stongly hope that Pegasus exp. will fix this...
It pulled a lot of people into boardgaming -- which is good. It sometimes just bores me to death -- which is not so good. Too many expansions don't make it necessarily a better game and even though I will occasionally play it I hope those occasions won't be too numerous.
This game might be ok for fans of the original Settlers who want a 2-player experience. In comparison to other card games, say RftG, Dominion or Glory to Rome, this one fares badly. Too long for what it is, little interaction and a bland theme.
A unique game that thrilled my group right away. Don't expect a pure combat game - it is not. Lots of interaction and a fair amount of luck-driven events (still leaving plenty of room for strategy) make this game great fun.
Everything I detest put in one single game: modeling, imitating, and more "fun" of this kind is something I find very hard to stand without a healthy dose of alcohol.
A German friend of mine who loved this game -- and is employed in the field of special education -- called it "Ganzheitlich" - that's what it is and that's why I hate it. Needless to say that if games like Goa, Steam or Starcraft would hit the table she would run away screaming.
A game I always hope to like but never really manage to. Choices are limited, there is basically always an obvious action to take and lots of stupid alternatives. Clearly improved by Road to Legend Expansion but still doesn't excite me.
The best way to lose friends and destroy social relationships. Good mechanisms on paper but overall this game is probably best played over internet or with people who don't know each other and have no interest in socializing beyond playing this game.
Yes, I can see the uniqueness of the game. Yes, I can see strategy. Yes, I know many people love it. It still is an ok game for me and the imbalance between the cards is something I struggle hard getting used to.
Good on paper and the rules are hillarious. The depth of the game is visible but the end always seems to come to soon and it is hard to develop a plan and then execute it over the course of the game. Not my favorite worker-placement game and of all of Vlaada's games the one I like the least.
each time I play this my dislike grows. A potential 8 after the first game, it is now down to a 5.5 Eclipse encourages exploration. It also encourages defensive play and the whole VP-system is just annoying.
Preliminary rating after one game (short version). Similar to Agricola in many regards and while some have made valid comments on the differences between the two, for me I see it primarily as a matter of taste: do I prefer the port or the peasant setting? Not sure at this point.
Excellent impression after first play. Seems to improve the original game quite a bit esp. by opening up space for more conquest and thus making the whole game much more dynamic. Tentative rating right now would be something like a 8.5
Quality of the gaming-experience really depends very much on the case you put on the board. Some are quite clever - and some just stupid. It has an interesting design, though. Some of my sweetest memories of gaming with my family when I still was a around 13-15 years old are linked to this game.
An interesting expansion that adds to the game on all levels. The different strategies now feel somewhat more balanced and the game rounds more flexible. The new homeworlds do not win a prize for me, though.
Actually quite fun. Works very well in order to introduce non-gamers to area control games which might come in handy if you plan to pull out Chaos in the Old World or Dominant Species later. There is luck, some strategy and it plays rather quickly.
It is a good game and many aspects of it feel well designed. The heroes are important and can win you the day but for me the hero aspect feels a little like a second layer of game pasted on the base. Strangely, I don't mind this while playing but when I think about the game afterwards it strikes me as a not so smooth kind of integration. Combat is tense and fun and the 4 races are interesting and play differently. Unfortunately, some races are just better (or rather: more interesting?) than others. It might not hugley affect your chances of winning but it does to some degree and it also affects the fun you get out of the game. The order cards combined with the season mechanism is very good design and makes for interesting decisions.
Well produced, cute design and the different boards for different numbers of players are a terrific idea. While I CAN see a game here, conflict is so light that I can't think of any mood in which I would actively consider putting this on the table of my group.
A decent game which brings some new ideas to the racing genre. I can the design effort but could not pull enough fun out of this one to give it a higher ranking. If it has to be a racing game, I'd rather play Formula D and enjoy the chaos of collisions and failing breaks.
A fun game if played with the right bunch of people. Had fun the other night with 6 players where one player would manage the CD, the threats and act as a sort of game master. Since each game lasts just about 30 minutes everyone had a great time. Caveat: it is not the type of game you will want to play with die-hard strategists. Just embrace the chaos and have two or three beers with it!
Still not sure about my rating after 3 games. I like the idea and the mechanics A LOT. Game length in anything but a 2-player game can be pretty bad, though, and the early turns lack direct confrontation and interaction. At this point it is probably a 7.5 or maybe an 8 for me.
All GW fuzz aside: it just is not that good of a game. Sure, components are great and the underlying theme could work if supported by a decent game. Truth is, the game is not broken but not working very well either. Two dice rolls can doom you and I wonder who decided that corridors necessarily have to be that narrow. Tactics don't win you the day and are usually so obvious that it is rather pointless to try different approaches.
THE big game of galactic conquest. The gaming experience is VERY much dependent on the group you play with. Players who tend to ignore the logic of a game and instead ally with their best mate in order to then start bashing their other opponents can ruin the fun quite a bit. Games can last up to 9 hours but you'll usually know within the first 120 minutes whether you will enjoy the session or not.
A generally very useful expansion of the game but I notice over and over again that TI3 can never guarantee to deliver. Much depends on external factors to make this game an awesome experience. The few time where this happens, however, are games to remember. I strongly suggest to play with a preset map, the aggressive goals and all goals uncovered from the beginning.