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User: latindog: Board Game Collection
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Title Version User
Rating
Geek Rating Status User
Plays
Comment
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
6.070
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
5.656
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
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
N/A
N/A
Owned
Currently Unplayed
2009-07-19
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
5.719
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
5.550
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*
5.710
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
N/A
6.156
Owned
Currently Unplayed
2008-12-21*
N/A
6.010
Owned
Currently Unplayed
2009-08-07
N/A
6.754
Owned
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
6.916
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
6.503
Owned
Currently Unplayed
2015-04-02
N/A
6.758
Owned
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
5.750
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
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
5.625
Owned
Currently Unplayed
2015-07-04
N/A
5.633
Owned
Currently Unplayed
2015-07-04
N/A
5.632
Owned
Currently Unplayed
2015-07-04
N/A
5.630
Owned
Currently Unplayed
2015-07-04
N/A
5.882
Owned
Currently Unplayed
2014-12-01
N/A
7.042
Owned
Currently Unplayed
2014-07-31
7
Dec 2011
7.480
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*
N/A
5.554
Owned
For Trade
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
Nov 2007*
6.772
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*
N/A
7.291
Owned
Currently Unplayed
2015-07-28
N/A
6.049
Owned
Currently Unplayed
2012-08-08
7
Nov 2011
6.653
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
6.605
Owned
Currently Unplayed
2008-12-22*
N/A
6.428
Owned
Currently Unplayed
2015-07-26
8
Jan 2008*
7.198
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*
7.067
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*
6.847
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*
6.612
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
5.964
Owned
Currently Unplayed
2009-03-02
8
Jan 2016
6.856
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
6.822
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
7.422
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
7.613
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
6.784
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
7.221
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
7.605
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
6.064
Owned
Currently Unplayed
2014-07-31
9
Dec 2010
8.091
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
6.776
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
5.599
Owned
Currently Unplayed
2016-01-07
8
Jun 2013
6.683
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
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
6.217
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
5.969
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
6.595
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
6.636
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
5.636
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
5.785
Owned
Plays: 1
Decent new ship -- nothing particularly outstanding.
2015-11-27
N/A
5.800
Owned
Currently Unplayed
2015-10-03
N/A
5.910
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
6.623
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
N/A
N/A
Owned
currently unplayed
2013-10-29
8
Apr 2008*
7.143
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
6.304
Owned
Currently Unplayed
2010-10-15
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
Mar 2011
6.752
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*
6.899
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
6.463
Owned
Currently Unplayed
2015-07-09
N/A
5.591
Owned
Currently Unplayed
2015-12-13
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*
N/A
6.419
Owned
N/A
6.586
Owned
N/A
6.883
Owned
Currently Unplayed
2015-12-04
7.5
Mar 2009*
7.280
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*
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*
6.648
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
N/A
5.686
Owned
Currently Unplayed
2012-08-06
N/A
6.332
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
6.320
Owned
Currently Unplayed
2012-09-01
5
Sep 2011
6.988
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
7.422
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*
7.439
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
6.599
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
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
N/A
N/A
Owned
Currently Unplayed
2014-11-29
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
7.168
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
8
Jul 2015
5.772
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
6.678
Owned
Currently Unplayed
2015-04-06
N/A
6.355
Owned
Currently Unplayed
2015-04-06
N/A
6.646
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
6.737
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
5.878
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
6.139
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
7.5
Apr 2008*
7.168
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
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*
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