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User: latindog: Board Game Collection
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Title Version User
Rating
Geek Rating Status User
Plays
Comment
5
Jul 2011
6.341
Plays: 1
Nothing to write home about -- a cute little mini-expansion for 7 Wonders that gives you a unique starting monument that (on the B side) only has one stage to be built at great cost for great rewards. The fact that you start off the game with money rather than a resource is interesting. The free beer offered as a reward is a pretty lame joke in my opinion.
2011-07-24
6.5
Jan 2008*
7.424
Plays: 1
Excellent game and a true classic that lives up to its reputation. The major drawback for me is the length -- in fact, the length issue is so bad that I will probably only be interested in playing this game once every two years or so. As with many multiplayer strategy games, it is possible to become embroiled in unavoidable conflicts that prevent you from winning if the surrounding players are more aggressive than others.
2008-01-05*
N/A
6.529
Owned
Currently Unplayed (Print and Play)
2011-12-25
8.5
Jun 2013
6.349
Owned
Plays: 1
Western US : An interesting map that plays well with six. Constraining early builds to track contiguous with one's own network is a big change and the continental linkage race adds some tension. Early money infusion is probably necessary because of the build costs in the Rockies and te building constraints.
2013-06-16
8.5
Jun 2014
6.352
Owned
Plays: 1
Korea:

Korea is an interesting map because of the major rule change which requires players to ship cubes to their destinations based on the goods currently in the target cities. A little more chaotic but still rewards both long term strategic planning and short term look ahead.
Very good expansion.
2014-06-14
N/A
6.072
Owned
Currently Unplayed
2011-11-15
7.5
Mar 2009*
5.993
Owned
Plays: 2
I have played both sides of this map. The 1830's Pennsylvania map seems well designed. The coal bonuses are very tempting but it's tough to lay track over the mountains. The cities in the East make the track laid in that region very tight.

The Northern California map has several twists including a mega city in San Jose, the bridge from Oakland to Sanfrancisco and changing demand from Sacramento based on shipping into the coastal port. A map with some added spice but not radically different from standard AOS.
2011-12-18
N/A
5.624
Owned
Currently Unplayed
2011-11-15
7
Jan 2015
N/A
Owned
Plays: 1
African Diamond Mines -- rewards efficient routes contrary to the usual order of business in AOS. MY first play was marred by a misinterpretation of the large white diamond in the center of the board which we used to accept cubes of any color. Obviously, this made the game strategically flat.
2015-01-18
N/A
5.659
Owned
Currently Unplayed
2011-11-15
8.5
Oct 2009*
5.829
Owned
Plays: 1
I have only played the America map from this expansion. I enjoy how the free 6 locomotive makes the game somewhat less tense and allows for a bit more creative goods shipping in the early/middle rounds. A good expansion for those who are looking for something that has the classic Age of Steam feel while simplifying the number of decisions per turn somewhat.
2009-10-11
N/A
N/A
Plays: 1
French Riviera -- I played this once with 6 players. The arrangement of cities in clusters of one color presents some challenges and encourages urbanization while the coastal construction rules incentivize choosing the engineer. Those two roles and, of course, locomotive were all hotly contested each turn.
2016-01-31
8.5
Feb 2011
5.588
Owned
Plays: 2
Atlantis only:

A very tight map in terms of goods production and building is expensive as well (the engineer option eases this a bit for someone each round). When played with three the brutality was softened by the fact that there was some elbow room. When played with 6, it was full-on nasty -- half of the players finished in the negative. An interesting a fun map overall.
2012-01-29
9
May 2011
6.003
Owned
Plays: 2
St.Lucia is an interesting little map that makes for a tight two player game. Rules could use a little more explanation, I needed a trip to BGG in order to decipher exactly how the mechanic of delivering the cubes worked.

Barbados is an interesting experience -- my first solo game of AoS. The game loses much of the tension of real AoS when I am not paranoid about others stealing "my" big deliveries out from under me. That said it is a cute little optimization puzzle. My score for my single play was $53.
2011-05-24
8.5
Oct 2009*
N/A
Plays: 2
I have played both sides of this expansion. The bonuses and penalties on the Brazil map make for interesting end game decisions on shipping goods. The wide open terrain and the cheap early round builds also complicate things. Nice solid map. The Chicago map has some interesting twists. The all important four hex Chicago space draws a lot of competition and the strikes that threaten to cut off shipping options keep you on your toes.
2010-07-25
8
Aug 2008*
5.797
Plays: 1
This refers to the South America map only: One of the tamer Age of Steam expansion maps that I've played on. The major innovation here is the handling of the hub city Buenos Aires. It is the only blue city on the board (and there can be no urbanized blue city either). It also receives an extra cube each turn. The catch is that any delivery involving it requires a payment be made to "El Presidente" who is either the bank or an opponent (who selects it as his role for the turn). The geography keeps things interesting with the Andes on the West Coast and the broad plains to the center and east.
2008-08-31*
N/A
N/A
Owned
Currently Unplayed
2009-07-19
8
Feb 2011
5.568
Plays: 1
Portugal only: Interesting map -- I spent much of the game in the North with one opponent so the special cube generation at Lisboa was not a big part of my experience. A lot of mountains and the board was very crowded by the end of our 4 player game. Not much in terms of new rules here but a decent map.
2011-02-19
8
Jun 2013
N/A
Plays: 1
Should be a tight, tough map but my one three player game had room or everyone to turn a profit relatively early and no shares were taken after round four or five. Would like to play a more tense gem of this with more players
2013-06-16
9
Jan 2012
5.693
Plays: 1
I have only played the Holland side with three players so far. The polders added some interesting decision-making and effected both early game strategy and tactics.Being in the right place once the polders became available was a key to success in our game at least.
2012-01-29
7
Jul 2013
5.744
Owned
Plays: 1
Have only played the two-player Jamaica map so far. Two-player Age of Steam definitely seems to lack something -- perhaps the tension of the competition for role selection. By doing away with the turn order auction in favor of a different mechanism and having only half a goods chart, this map streamlines things further. A decent map with high build costs and competition for entry to cities.
2013-07-30
8.5
May 2014
5.643
Owned
Plays: 1
I have only played the Mexico map. The nationalization action is interesting and adds some negative play options. I like the limit on the one blue city in Mexico City.
2012-08-05
N/A
5.722
Owned
Currently Unplayed
2009-04-04
8
May 2014
5.609
Owned
Played the moon years ago. See my comments on that particular map for specifics.
2014-05-25
N/A
5.551
Owned
Currently Unplayed
2011-11-15
8
Apr 2013
N/A
Owned
Have played South America in a previous expansion but never in this format.
2014-05-25
N/A
5.792
Owned
Currently Unplayed
2009-07-16
N/A
N/A
Owned
Currently unplayed
2013-06-16
8
May 2009*
5.716
Owned
Plays: 1
Very interesting expansion that offers three very different new games (assuming you have access to an extra copy of the board). The rules disallowing parallel routes and using others' track to move goods make the goods moving phase more easily to predict and significantly reduce the cutthroat nature of the game. The requirement of interstate delivery (if you don't choose the "Smuggle" option) makes for an interesting dynamic in the Central New England version. So far, I have only played Central New England (both maps at once with special rules).
2009-05-09
8
Oct 2009*
5.586
Plays: 1
I have only played the Washington D.C. expansion. Washington D.C. is one of those Age of Steam expansions that makes some rather radical changes to the game -- including a "ring-road" highway system that allows for virtual transfer of goods between routes and some unusual build costs. I played this with four players and found it to be a fun, tense map.
2009-10-11
8
Oct 2009*
N/A
Plays: 1
Played the Pittsburgh map only. This was a very tight map for three players with straight track build costs. This essentially forces the construction of odd loopy segments that crowd opponents out of key squares or force them to use complex track. The goods come out in bunches because there is not a light/dark side on the track. Weird but interesting three player map.
2009-10-11
8
Sep 2007*
5.669
Plays: 1
The Moon adds several new twists to the gameplay of Age of Steam. The Light Side / Dark Side flipping, building track off the edges to access the "spherical" surface, and using gravitational pull to commandeer a section of others' tracks all add up to a fresh new take on the game. While not a map that I would play to the exclusion of others, it is a nice variant to have in the mix.
2007-09-02*
N/A
6.156
Owned
Currently Unplayed
2008-12-21*
7
Dec 2011
6.662
Plays: 2
Another solid deck. I played with the deck on its own rather than mixed in with other decks. As always some cards seemed quite powerful while others were less impressive.
2011-12-24
N/A
6.010
Owned
Currently Unplayed
2009-08-07
N/A
5.996
Owned
Currently Unplayed
2015-04-06
N/A
5.840
Owned
Currently Unplayed
2015-04-21
N/A
5.819
Owned
Currently Unplayed
2015-07-04
N/A
6.917
Owned
Currently Unplayed
2015-04-02
N/A
6.913
Owned
Currently unplayed
2013-06-07
N/A
5.850
Owned
Currently Unplayed
2015-11-13
N/A
6.264
Owned
Currently Unplayed
2015-04-06
N/A
6.289
Owned
Currently Unplayed
2015-04-06
N/A
6.041
Owned
Currently Unplayed
2015-04-06
N/A
6.755
Owned
Currently unplayed
2013-06-23
N/A
6.505
Owned
Currently Unplayed
2015-04-02
N/A
6.379
Owned
Currently Unplayed
2015-04-06
N/A
5.771
Owned
Currently Unplayed
2015-11-13
N/A
6.555
Owned
Currently Unplayed
2015-04-06
N/A
6.193
Owned
Currently Unplayed
2015-04-02
N/A
6.438
Owned
Currently Unplayed
2015-04-06
N/A
5.975
Owned
Currently Unplayed
2015-04-06
N/A
6.078
Owned
Currently Unplayed
2015-04-06
N/A
5.779
Owned
Currently Unplayed
2015-07-04
N/A
5.753
Owned
Currently Unplayed
2015-11-13
N/A
5.854
Owned
Currently Unplayed
2015-04-06
N/A
6.925
Owned
Currently unplayed
2013-06-07
N/A
6.380
Owned
Currently Unplayed
2015-04-06
N/A
6.017
Owned
Currently Unplayed
2015-04-06
N/A
6.102
Owned
Currently Unplayed
2015-04-06
N/A
7.015
Owned
currently unplayed
2013-06-05
7
Dec 2015
5.955
Plays: 1
Played with this in my only play of Argent: the Consortium. I liked some of the rooms in this expansion and the extra bell tower cards.
2015-12-21
7
Apr 2013
6.081
Owned
Plays: 1
Interesting little mini expansion but it can be worth a lot to the payer able to kill the king quickly.
2013-04-23
N/A
5.592
Owned
Currently Unplayed
2015-07-04
N/A
5.628
Owned
Currently Unplayed
2015-07-04
N/A
5.636
Owned
Currently Unplayed
2015-07-04
N/A
5.635
Owned
Currently Unplayed
2015-07-04
N/A
5.633
Owned
Currently Unplayed
2015-07-04
5
Dec 2008*
5.600
Plays: 3
I have only tried the triple catapult and the battering ram so far. As might be expected, these additions are constructed fairly poorly and only work intermittently. Still they add some variety to the game and can be fun.
2008-12-30*
5
Jun 2007*
6.592
Plays: 1
My rating for BattleLore is an 8.5. It is difficult to rate this expansion as I enjoy playing it about as much as I enjoy playing the original game. The problem is that it simply doesn't add anything significant to the experience. I will try to rate this expansion on the basis of my desire to play IT rather than simply to play the base game itself. "Take it or leave it" feels about right.
2007-06-23*
N/A
5.882
Owned
Currently Unplayed
2014-12-01
7
Dec 2007*
6.133
Didn't know this had a separate BGG entry when I played a game involving it. I enjoy scenarios that use the creatures and their extra powers.
2007-12-28*
N/A
7.042
Owned
Currently Unplayed
2014-07-31
7
Dec 2011
7.482
Owned
Plays: 1
I have not explored most of the options from this expansion but I did enjoy using Gaeta's insurrection power to take over from the admiral.
2011-12-18
8
Mar 2010
7.406
Owned
Plays: 3
Adds three interesting elements to the base game -- Pegasus, Cylon leaders and New Caprica. I like Pegasus and the Cylon leaders quite a bit; the humans have not yet lasted long enough for me to explore New Caprica yet. I also like the new character choices. Solid expansion.
2010-03-26
7
Apr 2010
6.153
Owned
The new buildings are a good addition to the game. They are by no means necessary but they add a few extra options. I see no reason not to always play with them.
2010-04-11
8.5
Aug 2007*
6.018
Owned
Plays: 1
An expansion that adds two significantly different mechanics to the game -- bluffing and ships. I am not sure that I love the new mechanics but they certainly add variety to the system. There are a few more rules specific to this deck so this is not an ideal introductory deck.
2007-08-18*
6.5
Jan 2007*
5.983
Owned
Plays: 1
I have played using the emissaries and the extra three cards for each race but I have yet to explore deck building and incorporate the inquisitors. The extra ten cards give the game a little more time to develop before someone runs out of cards. I rate this a bit lower than the decks for the different races as I always randomly select different people each game but I will not always use these extra cards.
2007-01-01*
6.5
Jan 2007*
5.973
Owned
Plays: 1
I have played using the emissaries and the extra three cards for each race but I have yet to explore deck building and incorporate the inquisitors. The extra ten cards give the game a little more time to develop before someone runs out of cards. I rate this a bit lower than the decks for the different races as I always randomly select different people each game but I will not always use these extra cards. Also, as I only play individual games and don't count dragons, the presence of the crystal cards is somewhat imbalancing as only some emissaries include them and those cards have no real function in the style of game that I play. How can one easily restore balance to the Phar emissary for instance who has two (useless from my perspective) crystal cards and thus lacks others?
2007-01-01*
8.5
Nov 2005*
6.335
Owned
Plays: 4
This is the last of the eight decks of Blue Moon races. It offers opportunities to shuffle one's discard pile back into the draw deck and to win dragons by means of flood cards.
2005-11-22*
8.5
Sep 2005*
6.338
Owned
Plays: 3
Interesting deck that encourages one to make extensive use of paired boosters and retrievable character cards. This deck has been particularly effective in games that I've played against my wife; I have no idea why others seem to think it is weak.
2005-09-20*
8.5
Sep 2005*
6.368
Owned
This is another unique deck that encourages a different style of play. The cards must be used in gangs to maximize their relatively low earth/fire numbers as individuals. There are a number of cards that can be used to increase one's chances of getting the right cards in combination. I find this a very interesting deck to play.
2005-09-20*
8.5
Sep 2005*
6.353
Owned
Plays: 4
This deck encourages the play of paired character cards and has special cards that offer ways to increase the possibilty of getting a pair in your hand.
2005-09-20*
8.5
Aug 2006*
6.314
Owned
Plays: 2
Interesting deck that encourages the efficient play of boosters. I like the caterpillar/butterfly theme to this deck's artwork. As a classicist, I have to say that I find the mock Latin names to be awful.
2006-08-17*
8.5
Sep 2005*
6.305
Owned
This deck is very high in earth power and relatively weak in fire. As such, it's bascially the inverse of the Vulca deck. I like the 3 Storm support cards which are dangerous if one can get them out in combination. Often the threat of having one on the table can lead an opponent to try to end the battle prematurely.
2005-09-20*
7
Sep 2008*
7.456
Prev. Owned
Plays: 2
This expansion adds some more interesting strategic decisions (which are, in my opinion, welcome) to the base game. The inns make the road scoring a more significant part of the game and I like the depth added by the giant meeple.
2007-07-18*
7
Sep 2008*
7.418
Prev. Owned
Plays: 1
Possibly the best of the Carcassonne expansions. This adds some interesting (and much needed) strategic decisions to the base game.
2007-07-18*
7
Jul 2005*
6.355
Plays: 1
I have played with the king expansion to the main set only. Like several other Carcassonne expansions, I think it presents meaningful (and much needed) strategic decisions to the options available in the base game.
2005-07-24*
7
Nov 2007*
6.771
Owned
For Trade
Plays: 1
I received this expansion for free with the base game. I generally use it in order to minimize the chances that the whole board will turn into one large field.
2007-11-19*
8
Dec 2005*
6.837
Plays: 2
Although I think that the 5-6 player expansion changes the game a bit by allowing players to build on other peoples' turns, the flavor of the original is retained. The extra tiles integrate neatly into the set-up and alleviate the cramped space nicely.
2005-12-10*
N/A
7.291
Owned
Currently Unplayed
2015-07-28
8
May 2010
7.023
Plays: 1
Adds a little spice and variety to the base game without complicating or lengthening the game beyond its welcome. Also adds a bit more chaos to a game that already has a fair share of luck.
2010-05-09
8
May 2010
6.612
I like how the ability to build between other turns makes up for the extra time between turns. If you like Seafarers and want to play with 5 or 6, it's a good choice.
2010-05-09
N/A
6.051
Owned
Currently Unplayed
2012-08-08
7
Oct 2014
6.795
Plays: 1
Some interesting new buildings here. It's nice that the new edition includes this expansion for free.
2014-10-25
7.5
Mar 2006*
6.585
Plays: 1
More territory for Advanced Civilization. I've used this when playing in a seven player game.
2006-03-05*
7
Nov 2011
6.652
Owned
Plays: 1
This is a good example of an expansion that offers "more of the same." These are quality historical scenarios that offer interesting situations on interesting new maps but bring little that's radically different to the system. I do not mean this as a criticism -- it's a solid product -- but it's really only necessary if you want/need more scenarios/options.
2011-11-10
N/A
6.601
Owned
Currently Unplayed
2008-12-22*
N/A
6.426
Owned
Currently Unplayed
2015-07-26
8
Jan 2008*
7.196
Owned
Plays: 2
I give this game the same rating as the base game because the BGG rating is a measure of how much I would like to play it and my desire to play is equally as high as the original. For those looking to buy this game, you should consider how often you're likely to play it. If you play infrequently and are not a completist, CC:E has enough scenarios and variety on its own for quite a lot of play. If you need more scenarios and really want to explore British, Italian and French troops in new scenarios and on new maps, this is for you.
2008-01-03*
9
Jan 2008*
7.068
Owned
Plays: 9
This is a tough one to rate. I enjoy Command and Colors Ancients quite a bit and have found the scenarios here to be just as enjoyable as the original game which I rate a 9. I feel that this expansion, however, ultimately doesn't bring a lot that's new to the table and so it is somewhat disappointing. By a strict BGG rating scale, based solely on my desire to play this, it should probably rate a 9 like the original but I would caution those looking for significantly new mechanics that this expansion doesn't really deliver on that front.
2008-01-03*
9
Jun 2008*
6.846
Owned
Plays: 11
I have thus far only used the mounted board and red Roman units (Marian infantry) and not played any of the included scenarios. My rating reflects my rating for the series as a whole but my impression of the scenarios here is good from having read through the additional rules in the booklet.
2008-06-30*
9
Jun 2008*
6.610
Owned
Plays: 2
Have only played one scenario from this expansion so far but it is of equal quality with its predecessors. The mounted board is excellent. I look forward to trying out the Epic scenarios.
2008-06-30*
8
Nov 2010
6.271
Owned
Plays: 1
I haven't played the scenarios in this set yet but have used the card holders with the base game and earlier expansions.
2010-11-12
8
Nov 2010
6.392
Owned
Plays: 1
Haven't used any of the scenarios yet but have used the card holders with the base game and other expansions.
2010-11-12
N/A
5.963
Owned
Currently Unplayed
2009-03-02
6
Dec 2012
7.545
Plays: 1
I don't love the base game so having more options and races isn't going to improve the experience for me much. I always choose to play orange though so this expansion does have that going for it
2012-12-16
5
Nov 2008*
N/A
Cute idea for an expansion but the components were poorly made -- not a good idea for a game in which the proper functioning of the pieces is essential to gameplay. The Cyclops was superior to the Minotaur (who hardly functioned). Both pieces were fairly useless compared to the base catapults and dragon though they looked cool. At age 11 was it already obvious that I would become a completist who needs every expansion for games.
2008-11-17*
5
Nov 2008*
N/A
Nice addition to the base set. While less thematically evocative than the Trojan Horse or Cyclops, these actually functioned better as components.
2008-11-17*
5
Nov 2008*
5.546
I owned and enjoyed this when the game first came out. The dragon was better than most of the expansion pieces since it actually functioned as advertised.
2008-11-17*
5
Nov 2008*
5.534
Once again, a cute idea for an expansion to the Crossbows and Catapults system that fell a bit short of its intended function because of component problems. The Battle shield was excellent at exploding dramatically when hit but the included crossbow hardly functioned. The Trojan horse also blew up nicely from its vulnerable toe and its tail catapult actually worked decently.
2008-11-17*
8
Jan 2012
5.651
Plays: 2
Good expansion which seems well balanced in comparison to the original card set.
2012-01-21
8
Jan 2012
5.637
Plays: 1
These cards seem to be well integrated into the excellent base game.
2012-01-21
6.5
Dec 2009*
7.091
Plays: 1
I have only used some of the extra character ability cards in a recent game. I rate this the same as the base game as it seems to offer more of the same. Perhaps further experience with the expansion (such as playing a scenario designed for it) will change my opinion.
2009-12-19
8
Jan 2016
6.868
Owned
Plays: 1
Interesting expansion that adds cards that go into one's tavern and can be "called upon" for effects. Also adds cards that level up to other cards and events which are actions that always remain available to buy in addition to the normal array of cards. All of these elements form a nice mix of additions to this deck building classic.
2015-08-07
9
Jul 2011
6.821
Owned
Plays: 1
Interesting expansion that doesn't get much love on this site. I have enjoyed playing with it. I play with Alchemy cards mixed directly into the randomizers -- I might try to mix a few into the deck per game in order to make buying potions more tempting.
2011-07-24
9
Apr 2009*
6.782
Owned
Plays: 1
I like this new card very much. The addition of one of the "non-selected" cards makes for a whole series of interesting choices. This card has been attractive to players drafting for their decks in my limited experience with it.
2009-04-11
9
Jul 2011
7.423
Owned
Plays: 2
Just beginning to integrate my Cornucopia set into my kitchen sink combined Dominion games using all expansions and have been enjoying exploring the new cards.
2011-07-24
8.5
Jun 2013
7.615
Owned
Plays: 1
An interesting expansion that brings ruin and collapse to the world of Dominion. Difficult times call for difficult measures and I like the interaction of the various cards of this set. The more ruins you have, the more you need to rely of scavengers and the other roles that are uniquely suited to that environment.
2013-06-24
8
Apr 2009*
6.847
Owned
Plays: 3
Interesting new set of cards -- similiar to the council house but it costs less and has the penalty of allowing another player to force you to discard the best card of the bunch that you flip. This was not selected much in my limited experience with it on the table.
2009-04-11
9
Jun 2013
6.786
Owned
Plays: 1
Probably my favorite of the promo cards -- like how the central mechanic of Puerto Rico is captured in this card's effects.
2013-06-27
8
Jun 2013
7.225
Owned
Plays: 1
Another quality expansion to a franchise that is becoming a bit unwieldy for those like me who like to play with all the options. The coin tokens offer a different take on the typical Dominion gameplay.
2013-06-24
8
Jun 2013
7.607
Owned
Plays: 1
Interesting mixture of cards. The immediate effects of certain cards adds a new element to the game.
2013-06-27
N/A
6.066
Owned
Currently Unplayed
2014-07-31
9
Dec 2010
8.092
Owned
Plays: 2
Interesting expansion that offers card combinations that allow opportunities to buy some big ticket items such as Platinum and Colonies. A well playtested addition to a great game series.
2010-12-24
9
Feb 2010
7.897
Owned
Plays: 2
Still exploring all the cards but I am impressed with what I've seen so far. Pirate ship makes for a very interesting game and I like the Island card a lot as well. The duration cards add an interesting layer of complexity to the game.
2011-07-24
9
Aug 2010
6.777
Owned
Plays: 1
Cool promo card that is a unique treasure. More valuable in some games depending on the card set available.
2010-08-29
N/A
5.602
Owned
Currently Unplayed
2016-01-07
8
Jun 2013
6.684
Owned
Plays: 1
Interesting promo card that is based on the game Carcassonne.
2013-06-27
7
Dec 2005*
5.719
Owned
Plays: 5
Zicke Zacke Huhnerkacke has been a tremendous hit at my household since I brought a copy home from Europe for my then 6 year old daughter. This expansion has helped breathe a little new life into a beloved classic.
2005-12-25*
7
Jan 2010*
6.239
Owned
Plays: 2
I have only played this in mega-games with all of the expansions. I am not terribly sure which of these elements made it into our game but I appreciate the variety of characters, equipment, scoring tiles etc.
2010-08-21
7
Aug 2010
6.028
Owned
Plays: 2
I have only played this in mega-games with all of the expansions. I appreciate how the various land platters and keys made the terrain options interesting.
2010-08-21
7
Aug 2010
5.911
Owned
Plays: 2
I have only played this in mega-games with all of the expansions. I am not terribly sure which of these elements made it into our game but I appreciate the variety of characters, equipment, scoring tiles etc. I like the adventure key for this expansion.
2010-08-21
7
Aug 2010
5.892
Owned
Plays: 2
I have only played this in mega-games with all of the expansions. I am not terribly sure which of these elements made it into our game but I appreciate the variety of characters, equipment, scoring tiles etc.
2010-08-21
7
Aug 2010
5.854
Owned
Plays: 2
I have only played this in mega-games with all of the expansions. I am not terribly sure which of these elements made it into our game but I appreciate the variety of characters, equipment, scoring tiles etc.
2010-08-21
7
Aug 2010
5.865
Owned
Plays: 2
I have only played this in mega-games with all of the expansions. I am not terribly sure which of these elements made it into our game but I appreciate the variety of characters, equipment, scoring tiles etc.
2010-08-21
7
Aug 2010
6.003
Owned
Plays: 2
The Masters' Addendum rule-set is the way I was taught this game. I have only played this in mega-games with all of the expansions. I am not terribly sure which of these elements made it into our game but I appreciate the variety of characters, equipment, scoring tiles etc.
2010-08-21
7
Aug 2010
5.707
Owned
Plays: 1
I have only played this in mega games with all of the expansions. The variety of characters and equipment is what gives this game a great deal of its appeal. I enjoyed the elf character from this expansion.
2010-08-21
N/A
5.714
Owned
Currently Unplayed
2010-08-21
N/A
5.649
Owned
Currently Unplayed
2015-10-24
N/A
5.594
Owned
Currently Unplayed
2015-10-24
N/A
5.620
Owned
Currently Unplayed
2015-10-24
N/A
N/A
Owned
Currently Unplayed
2015-10-24
N/A
5.623
Owned
Currently Unplayed
2015-10-24
7
Aug 2015
6.173
Plays: 1
Played this as part of the new revised edition. The builder pieces added an interesting dimension to the scoring of the regions and some of the new buildings were interesting but I would probably prefer to play the game without the expansion because the buildings seemed to be better balanced.
2015-08-25
7
Dec 2015
5.738
Owned
Plays: 1
See comments for individual expansions.
2015-12-24
7
Dec 2015
5.614
Owned
Plays: 1
I have only used the traits portion of this expansion which gives the individual nobles some flavor.
2015-12-24
7
Dec 2015
5.636
Owned
Plays: 1
I have used the archers and bombards from this expansion and would probably try the royal guards as well. The mercenaries seemed to add too much extra chrome to consider using in our first play.
2015-12-24
7
Nov 2015
6.219
Owned
Plays: 1
Doesn't add much but I'm glad the manufacturer released this promo ship for a (sort of) reasonable price.
2015-11-27
6
Jan 2015
5.970
Owned
Plays: 2
I bought this as part of the "promo pack." I appreciate it when publishers offer the opportunity to buy promo materials for less than Ebay prices. The cards suggest replacing the cards from the base set with these upgraded versions. I use a variant from the geek that suggests using both but removing the second copy from the game once one card (either the base or upgraded copy) is taken for a specific card. Thus double the chance of getting a specific character from the show but no risk of 2 of the same person in the game.
2015-01-31
7
Nov 2015
6.598
Owned
Plays: 2
Excellent expansion to the base game that incorporates a lot of material from the film Serenity in an appropriate way. The new reaver mechanics make them more of a threat.
2015-01-31
7
Jan 2015
6.638
Owned
Plays: 2
More of the same but with this game (and other thematic games) that's a very good thing in my book.
2015-01-31
7
Nov 2015
5.638
Owned
Plays: 2
I like it when manufacturers release (at a reasonable price) promo cards for those who weren't lucky enough to be at the right convention to procure them.
2015-11-27
7
Nov 2015
5.792
Owned
Plays: 1
Decent new ship -- nothing particularly outstanding.
2015-11-27
N/A
5.807
Owned
Currently Unplayed
2015-10-03
N/A
5.915
Owned
Currently Unplayed
2015-10-03
7
Jan 2015
5.805
Owned
Plays: 2
Bought as part of the card pack. I appreciate it when publishers offer promo cards for sale at less that Ebay prices.
2015-01-31
7
Jan 2015
6.624
Owned
Plays: 2
Adds some player vs. player dynamics to the base game and 2 new ships. I think I like the Bounty aspect more than the piracy jobs. Unlike with most games where I rarely enjoy expansions, I love when they add more detail to the Firefly 'verse.
2015-01-31
7
Jan 2015
5.878
Owned
Plays: 2
Bought as part of the card pack. I appreciate it when publishers offer promo cards for sale at less that Ebay prices.
2015-01-31
7
Nov 2012
6.627
Plays: 1
I have only played the base game with this expansion -- the structural engineer character is interesting.
2012-11-02
N/A
N/A
Owned
currently unplayed
2013-10-29
6
Jun 2006*
5.955
Plays: 1
I have only played Formula De on the Montreal track so my rating here is a general reflection of the degree to which the track seemed interesting and challenging.
2006-06-18*
8
Sep 2010
7.373
Plays: 1
I know that this is the sort of expansion that adds a fifth player and several elements that may or may not be used in a given game. We played with the extra ship tiles and blue aliens but not the fifth player and the harder event deck. I have not played the base game enough to need to explore the expansion material but it seemed well done.
2010-09-19
8
Apr 2008*
7.144
Owned
Plays: 3
I think this is a very strong expansion for the base game. I've only used the port rules so far and the six player map/pieces. I have found the rules to be an excellent solution to the naval problems of the original and I enjoyed my single experienc with a conflict-filled 6 player game. I am excited about the new house cards, fortifications and siege engines. The one time orders look intriguing but I am afraid they will lead to more AP. I am not interested in either of the two printed variant rule sets.
2008-04-06*
N/A
6.300
Owned
Currently Unplayed
2010-10-15
6
Feb 2008*
5.662
Plays: 1
I have only played with the Tamsk potentials once and it was actually with only three of them for each side in game of Ultimate Gipf using all potentials. The Tamsk potential does add a new layer of strategy to a game I already enjoy but doesn't convince me that it makes that game better -- simply different. I would like to acquire 3 more Tamsk potentials for each side if possible but will not purchase the set.
2008-02-03*
7.5
Feb 2008*
5.727
Owned
Plays: 1
A much improved product over the first expansion set as this actually includes two different potentials and offers more rings for Zertz. I have only played using the Zertz and Dvonn potentials in Ultimate Gipf and they are my favorites of the five potentials. They actually improved the game of Gipf as they made it significantly less dry without adding unnecessary complexity.
2008-02-03*
7
Feb 2008*
5.611
Owned
Plays: 1
My experience with this set is limited but I vastly prefer the Yinsh potential to the Punct potentials so far. The Yinsh potential seems to add an interesting tactical twist to Gipf while the Punct potential seems to unnecessarily complicate the elegant base game. The extra Gipf pieces are a nice bonus for both playing Ultimate Gipf and for handicapping the base game.
2008-02-03*
N/A
6.247
Owned
For Trade
Currently Unplayed
2006-09-25*
7
Dec 2006*
6.014
Plays: 7
As has been commented before, once you see felt dice bags included with the miniatures you know that Hasbro has recognized that the hobby gamer is a major part of the target audience for this game in addition to the children to whom it was originally marketed. The units have interested special powers and encourage the creation of armies unified by their allegiance to one of the five generals. At $10 a pop, they are a bit on the expensive side relative to the other units. Perhaps they should have boxed them all together as a large expansion for $20 and only included one set of special dice.
2006-12-17*
7
Jun 2007*
6.144
Plays: 5
Wave six of the expansions continues to add some interesting units. I haven't explored the units exhaustively but the zombies and the Einar Imperium certainly look promising.
2007-06-23*
7
Oct 2008*
6.081
Plays: 2
My experience playing with this set so far is limited to the 10 Regiment soldiers. As a lover of the Massachusettes guard, I'm glad to see some more American Revolutionary figures introduced. Several other sculpts seem attractive and I am intrigued by some of the special powers.
2008-10-16*
7
Oct 2007*
6.119
Plays: 6
This is another solid group of expansion heroes and squads for Heroscape. I like the vampire group and the other inexpensive heroes particularly. the Knights Templar are interesting and well sculpted. I have played against the Ashigari and found their abilities interesting as well.
2007-10-18*
7
Nov 2006*
6.621
Plays: 4
Very nice expansion that allows for adding siege scenarios to Heroscape. The rules for opening and closing the door seem to be simple and intuitive -- in other words in line with the rest of the system. I like to see expansions that offer alternative terrain rather than the straightforward 4 pack squads of new units expansions.
2006-11-05*
7
Aug 2008*
6.270
Prev. Owned
Plays: 22
4-pack wave 3 heroscape expansion. This is a decent but unspectacular bunch of units.
2007-03-29*
7
Aug 2008*
6.487
Prev. Owned
Plays: 15
If you've explored the master set figure options thoroughly, this set offers some new options. The price is a bit high when compared to the price of the master set. As a classicist, my favorite figures are the Romans (although I wish each of the archers was a different sculpt).
2007-03-29*
7.5
Aug 2006*
6.513
Prev. Owned
Plays: 17
This is perhaps the most worthwhile expansion to the base Heroscape game; I especially like the bridge tiles and trees
2006-08-12*
7
Aug 2008*
6.331
Prev. Owned
Plays: 11
Large Figure Heroscape expansion. The two dragons are both excellent but my favorite figure is the giant, Jotund.
2007-02-03*
7
Aug 2008*
6.333
Prev. Owned
Plays: 8
Like "The Road to the Forgotten Forest," this expansion adds some needed "coverage" terrain to Heroscape. The Snow tiles are only one color -- perhaps they should have been white on a light blue background. The ice tiles and glaciers are excellent.
2007-02-03*
7
Jan 2008*
6.143
Prev. Owned
Plays: 19
Some interesting new units in this expansion. I like the new agents and the Soulborg blastatrons & gladiatrons are a potentially lethal combination
2008-01-26*
7.5
Nov 2008*
6.270
Plays: 1
Very cool looking terrain expansion for Heroscape. I like the Jungle cover rules and think the trees and brush are very well designed for the price. One of the best expansions for this game.
2008-11-13*
7
Aug 2008*
6.405
Prev. Owned
Plays: 21
This is similar to Mallidon's prophecy in that it offers 4 new packs of figures. The price is somewhat high when compared to the terrain expansions and the base set. Try to get a hold of copies at the occasional TRU half price boardgame sales, if possible (that's closer to a fair price). I think the fact that you "have to" buy three packs of the Marro Drones to utilize their special power is absurd. Buy one pack and use their power to move other Marro figures in your army as someone has suggested on this site.
2007-03-29*
7
Sep 2008*
6.243
Prev. Owned
Plays: 6
An interesting Heroscape expansion that adds quite a bit of different terrain as well as some new figures for little more than the cost of a new figure pack from one of the four-part figure expansions.
2006-10-02*
7
Aug 2008*
6.178
Prev. Owned
Plays: 19
Comparable in value to the other 4-pack wave Heroscape expansions. As a classicist, I'm happy to see some Greek soldiers included to compliment the Romans from Mallidon's Prohecy.
2007-03-29*
5
Aug 2008*
5.801
Prev. Owned
Plays: 2
A single repainted figure who might see some more table time now that I own the snow/ice terrain set.
2007-04-14*
5
Nov 2008*
5.791
Repainted Vipers with different abilities and a different unit card. These were available through base sets bought at Walmart. Not a bad bonus item but not particularly worth searching out in my opinion.
2008-11-13*
7
Mar 2011
6.751
Owned
I have only played with this piece on Boardspace so far. It seems to have an interesting movement pattern and is very adaptable. A good endgame piece for long range entry into tight spots.
2011-03-13
7
Dec 2008*
6.900
Owned
Plays: 3
Interesting piece that adds a new element to a favorite game of mine. The current prices are a little steep for what it is but I will probably pick this up.
2008-07-02*
N/A
6.465
Owned
Currently Unplayed
2015-07-09
Kaispeicher (2012)
8
Sep 2013
6.334
Plays: 2
Takes a very good game and makes it even better. Love the new options and the way the top drow functions.
2013-09-14
N/A
5.596
Owned
Currently Unplayed
2015-12-13
6
Apr 2009*
5.824
Prev. Owned
Plays: 1
The splitter certainly adds a new level of tactical depth to the game but it can also highlight problems with the beam's inaccuracy after a few bounces. I probably need to play the base game more frequently in order to really appreciate this expansion fully.
2008-06-28*
N/A
7.463
Owned
Currently Unplayed
2014-07-31
7.5
Jul 2008*
7.020
Owned
Plays: 3
This is the classic example of an expansion which adds more but changes little. There are extra characters, locations, scenarios, zombies etc. and a few tweaked rules but there is little here that's going to change the game experience. This would make sense as a purchase for those who've played the hell out of the original and are looking for "more of the same" for variety. .
2008-07-01*
7
Sep 2009*
5.818
Plays: 1
I rate this the same as the base game. The doctor character seems well balanced and the cannibalism card is clever. A good buy if you're looking for variety or want to play with 7.
2009-09-07
N/A
6.885
Owned
Currently Unplayed
2015-12-04
7
Mar 2009*
6.738
Prev. Owned
Plays: 3
The air rules are by no means necessary to enjoying Memoir 44. They are a little extra razzle-dazzle for the Memori fanatic who has everything. I happen to like the way the planes are handled but they do make a VERY simple game somewhat more complex. I am really getting to the point with all of my Memoir stuff where I need some way to keep track of the terrain hexes that is better than having them spread out through 5 different expansion boxes.
2008-04-14*
7
Aug 2012
6.798
Plays: 2
Cool additional scenarios; I have not actually played the campaign mode.
2012-08-05
7.5
Mar 2009*
7.282
Owned
Plays: 1
This is an excellent expansion to the base game that allows one to play Eastern Front battles using Russian troops. The new rules for minefields, blitz wars and the special rules for Russian command programming add some additional depth to the system.
2007-02-18*
6
Nov 2007*
6.142
Plays: 1
I enjoy Memoir 44 as a very light 2 player wargame. The idea of expanding it to become multiplayer is good. Unfortunately, the Overlord rules for the distribution of cards to the field generals means that the few decision points of the game are further subdivided amongst several people. Unfortunately, the game length is actually increased.
2007-11-24*
7.5
Mar 2009*
7.043
Owned
Plays: 4
This is the best of the expansions so far in my opinion. I like how the Japanese rules make the gameplay more filled with decisions. Do you attack the one figure unit that you hope to kill or do you try to crack the four unit infantry and limit its close assault bonus? I like the night rules as well.
2007-02-18*
5
Mar 2009*
6.800
Prev. Owned
Plays: 3
The extra terrain tiles are nice but this is a very high priced expansion with little payoff. The inclusion of only a handful of extra scenarios which don't even make full use of all the terrain tiles is particularly disappointing. This is far inferior to the Eastern Front expansion.
2007-11-24*
5
Mar 2009*
6.649
Owned
Plays: 1
While it is not strictly necessary, this board does add a bit of flavor to desert and snow battles. Unfortunately, it is packaged in a sleeve and is thus completely unprotected on my shelf. It also developed a slight rip along a fold after my first play (and it still doesn't lie flat easily). This should have been packaged with the expansions in a proper box.
2007-11-24*
Mexican Rails (1989)
N/A
N/A
Owned
Currently Unplayed
2013-05-07
9.5
Mar 2011
N/A
Owned
Love this game. This expansion wave adds some more masetai to the mix.
2011-03-04
9.5
Mar 2011
5.639
Owned
Excellent expansion wave for a wonderful game. See my comments on Navia Dratp itself.
2011-03-04
4
Dec 2007*
6.113
Plays: 3
I rate this expansion the same as the original game which I don't really love -- the kind of stories that it encourages seem haphazardly cobbled together and pointless. The cards seem to add some variety to the original so it might appeal more to those who've enjoyed the base game and played it out a bit.
2007-12-02*
N/A
5.686
Owned
Currently Unplayed
2012-08-06
5
Apr 2006*
5.956
Plays: 2
Although I have enjoyed Pitchar Mini greatly as a light game with my family, I will not be buying the expansion for several reasons. While the ramps are fun the chicanes add little to the game in my opinion and require one to cut the railing pieces before play. For nearly $40, this expansion simply doesn't enhance the gameplay enough to justify its purchase in my opinion.
2006-04-22*
N/A
6.333
Owned
Currently Unplayed
2014-01-22
8
Jun 2010
7.504
Owned
Plays: 1
I like Powergrid quite a bit and I find that the alternate boards add some replayability to the system. I appreciate how a few small rules changes can encourage one to explore different strategies without losing the feel of the original game. Benelux was interesting with its fast paced replacement of power plants.
2010-06-23
N/A
6.322
Owned
Currently Unplayed
2012-09-01
5
Sep 2011
6.989
Owned
Plays: 1
I have only played the Spain/Portugal map so far and I was not impressed. The Portugal special rules will almost never be of importance in the game and the extra wind plants actually clogged the power plant market at a key moment of the game and led to a very wonky endgame. Was this playtested?
2011-09-18
8
Jul 2012
7.423
Owned
Plays: 1
I primarily enjoy the different Power Grid maps for the same reason I like the different Age of Steam maps - the alternate rules keep the game fresh after many plays. I have played the China side of this expansion and felt that the "planned economy" of the power plant market was an interesting and kind of cool change.
2012-07-22
8
Nov 2009*
7.441
Owned
Plays: 1
An expansion in the style of Age of Steam additional maps. I don't play Power Grid as frequently as AoS so I have less need of additional maps with extra rules but I appreciate the variety and the subtle changes. I have only played the France portion -- I enjoyed the differences that the additional uranium and the large capital city added.
2009-11-15
8
Oct 2013
6.598
Owned
Plays: 1
UK and Ireland: Tight map with a very tight resource market in my four player game. The opportunity to shift network from one island to the other gave the game a different feel.
2013-10-12
8
Jul 2013
6.289
Owned
Plays: 1
Quebec is a very tight map and the clusters around Montreal and Quebec City make building choices interesting. The ecological plants rules seemed to provide an interesting, though fairly minor, effect as well.
2013-07-14
N/A
6.940
Owned
Currently Unplayed
2012-08-08
N/A
7.352
Owned
Currently Unplayed
2012-09-01
N/A
6.369
Owned
Currently Unplayed
2013-08-14
8.5
Jul 2006*
7.030
In some ways this is the ideal example of what an expansion should be. It's cheap and adds some variety to the gameplay of the original without changing the game so radically that it really becomes another game entirely.
2006-07-21*
3
Jun 2015
5.549
Plays: 1
More odd animal parts. I rate this the same as I rated the base game -- adds variety to the original game.
2015-06-06
3
Jun 2015
5.550
Plays: 1
I rate this the same as I rate the base game. More animal parts add variety.
2015-06-06
8
Mar 2010
7.616
Owned
Plays: 1
Early play with this expansion has seen very little in terms of actual use of the takeover powers. The cards needed have come slowly enough that it has not played a major strategic role for us so far. A little interaction between players is not a bad thing though so hopefully we'll see some more takeovers in the future.
2010-03-28
8
Feb 2009*
7.846
Owned
Plays: 2
I have only played with the additional cards and not with the objectives. The cards seem to be well balanced and mesh nicely with the original set from my limited exposure.
2008-09-21*
8.5
Jun 2009*
7.288
Owned
Plays: 1
New board offers tighter options for five or fewer players of RRT. The bonus cards are different as well. The map thankfully spares us the constant decision regarding the Northeast US corridor -- i.e. whether to try to muscle in there where the points are or be content to develop elsewhere while others face off in that region.
2009-06-14
8
Apr 2015
6.356
Plays: 1
Nice expansion map for the Railroad Tycoon series. The mountainous terrain makes some longer routes very challenging but there are also some noteworthy rewards for those who choose to make the investment. I did not use the special rules regarding fuel depots in my game.
2015-04-05
N/A
N/A
Owned
Currently Unplayed
2014-11-29
8
Mar 2014
6.748
Plays: 1
I have played the "New Society" expansion on Yucata and enjoy the new cards. The expansion does not radically change play but gives a few new tweaks to the gameplay.
2014-03-12
7
Nov 2007*
N/A
Plays: 1
I have only played the game with the gods cards once. It gave the game a different feel, and the new possibilities offered by the cards should help prevent the base game from getting stale. The special powers might also appeal to those who find the base game a little less dry.
2007-11-20*
7
Dec 2014
6.306
Plays: 1
I have not played this game without the additional characters. I like the additional variety of roles -- especially the neutral characters.
2014-12-20
6
Oct 2008*
6.886
Plays: 2
This is an example of an expansion that's really only for diehard fans in my opinion. The travel cards add an element of tension and the Merlin abilities are nice. The additional knights spice things up a bit as well and the opportunity to play with 8 people (and two traitors) seems intriguing. Things do drag a bit in this game (perhaps moreso than the original) and the overall experience feels little or no different to me than the base game.
2008-10-19*
7
Dec 2007*
6.025
Plays: 2
Recently played as Bedivere for the first time. His power seems to be in line with the others and should allow for an eighth player to join the game without being too unbalancing. The fact that he didn't come with a colored die or his own carboard knight card was a little disappointing.
2007-12-02*
Simple GBoH (2000)
N/A
5.893
Owned
Currently Unplayed
2011-11-20
N/A
6.637
Owned
Currently Unplayed
2015-04-06
N/A
7.322
Owned
Currently Unplayed
2014-08-12
N/A
7.248
Owned
Currently Unplayed
2014-08-12
N/A
7.167
Owned
Currently Unplayed
2014-08-12
7
Jun 2008*
N/A
Owned
Plays: 5
Nice addition that makes this game able to be played with children -- too many of the original trivia lists require knowledge of tv shows, sports figures, etc. that are from a different generation.
2008-06-07*
N/A
N/A
Owned
Currently Unplayed
2015-07-28
N/A
N/A
Owned
Currently Unplayed
2015-07-28
N/A
N/A
Owned
Currently Unplayed
2015-07-28
N/A
N/A
Owned
Currently Unplayed
2015-07-28
7
Jun 2015
5.626
Plays: 1
I gave this the same rating I gave the base game. I have only played the base game with these cards -- they seem to add variety.
2015-06-06
8
Jul 2015
5.776
Owned
Plays: 16
I rate these equal to the base game although they are mostly good for variety. Picked them up at a tournament held locally at Brothers Grim Games.
2015-07-27
N/A
6.680
Owned
Currently Unplayed
2015-04-06
N/A
6.355
Owned
Currently Unplayed
2015-04-06
N/A
6.648
Owned
Currently Unplayed
2015-04-06
N/A
6.316
Owned
Currently Unplayed
2015-04-06
5
Jul 2012
6.610
Owned
Plays: 1
Survive simply plays best with four. Sadly, the lower number of turns means that a number of your people may not be killed but simply not have any time to get off the island. Also, risking being in range of a sea monster is one thing for three other turns but it's quite another for 5 other turns. More deadly but not more fun. Also the sticker problem is significant and annoying.
2012-07-04
N/A
N/A
Owned
Currently Unplayed
2011-10-02
8
Nov 2013
6.738
Owned
Plays: 2
Some interesting cards here. Treasures are a very clever touch.
2013-11-23
8
Nov 2013
6.516
Owned
Plays: 2
Some interesting new cards here. I have yet to try the coop option.
2013-11-23
N/A
5.875
Owned
Currently Unplayed
2012-09-01
N/A
5.847
Owned
Got with Promo Pack. Currently Unplayed
2011-02-28
N/A
5.913
Owned
Got as part of Promo Pack. Currently Unplayed
2011-02-28
8
Apr 2011
6.886
Owned
Plays: 2
Adds news cards to the base set -- more options and some interesting cards but basically the same game -- see base set for review.
2011-04-17
7
Aug 2010
6.213
Owned
Plays: 3
Cool character -- I like how he boosts your equipped heroes.
2010-08-22
N/A
6.416
Owned
Currently Unplayed
2011-11-20
N/A
6.140
Owned
Currently Unplayed
2011-02-28
N/A
6.527
Owned
Currently Unplayed
2011-07-24
8
Oct 2010
6.979
Owned
Plays: 15
This expansion makes the game a bit more interactive with some cards that seem to affect one's opponents more than those of the original. I love the card dividers provided here and the smaller box.
2010-10-24
7
Mar 2009*
6.105
Prev. Owned
Plays: 4
I feel that this expansion greatly adds to the main game by making the least chosen turn action siginificantly more attractive. The addition of several bonus cards encourages the drawing of extra tickets -- the aspect of the game that adds the most tension, fun and tactical depth to the gameplay. UPDATE: Further play has shown that the draw of certain expansion tickets may give players too large an advantage -- I will probably use it less frequently.
2006-12-29*
7.5
Apr 2008*
7.167
Owned
Plays: 1
Nice map for a two or three player game. I haven't played TTR;Europe so I enjoyed the differences that the tunnel routes add to the game.
2008-04-17*
N/A
7.749
Owned
Currently Unplayed
2009-04-22
5
May 2012
5.586
Owned
Plays: 4
Pretty much just a second axe I don't play by the new axe rules.
2012-05-25
6.5
May 2012
5.648
Plays: 2
Adds some more valuable bark and core to the base game.
2012-05-24
N/A
6.145
Owned
Currently Unplayed
2010-12-26
Vexation (2007)
7.5
Jun 2008*
6.261
Owned
Plays: 1
A very entertaining minimalist expansion. Very few materials are used efficiently in such a way that the base game is freshened and altered without completely changing its nature. I rate this slightly higher than the base game because I prefer playing the Transamerica game with the expansion, but I still play the traditional version as well.
2008-06-27*
6
Jun 2015
5.566
Plays: 1
More bonus cards in this expansion. I rate this the same as the base game.
2015-06-06
6
Jun 2015
5.563
Plays: 1
Caboose cards give you a goal to build towards as you near the end game. I give this the same rating as the base game.
2015-06-06
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