My one play of this left me unsatisfied. It felt like night one of a werewolf game every round with nothing to base one's decisions on aside from gut feelings and trying to read one's opponents' faces. Werewolf just does the same sort of thing so much better.
I genuinely enjoy short, light combat games that involve a certain amount of luck. This particular game though was sooo random and short that I cannot recommend it. The pieces are quite nice and the city exploration mechanic is well handled but the event cards, tile flipping, combat die rolls, loot card draws etc. just make the game way too random for anyone to care about the outcome.
This rating is for the specific set mentioned. I discuss the actual parlor game under the entry "Charades." The original party game certainly never needed a board or a box of prescribed topics (not to mention the obnoxious timer).
I have only played the Wendy's Kids' Meal version of this game which was a free giveaway. Having read about the gameplay here, it seems as if the basic mechanics are similar although the version I played was a bit scaled down. The kids' meal version is 99% luck of the die roll but it was vaguely amusing for my 4 year old son (who legitimately won). The theme is very kid friendly of course.
This is, of course, not a game so much as a gambling mechanism. I have played and enjoyed poker and even blackjack tournaments with no money involved (as long as the participants play as if winning is important) but there would be absolutely no purpose in playing craps without money on the line.
I owned this as a kid. I remember the ET piece and its costume quite well; I don't remember the gameplay at all which likely reflects the fact that it probably wasn't interesting. I remember that you had to construct a puzzle in the middle of the board and that allowed you to place the large cardboard ship onto the board.
I played a single five player game of this. I find the idea of having your empire subsumed into another player's force in order to share victory as a junior partner to be a very poor rule that can lead to a very unsatisfactory end game. In my one play, no attacks were conducted over the Great Wall as no one with a possibility of attacking over that barrier in either direction ever drew the appropriate Yang card. Other cards to permit combat also failed to come out for the people who needed them as well. I think the green agricultural tokens are also far too powerful.
Pretty awful card game that turns into a popularity contest in which players try to avoid having their mobsters chosen for assasination. "Pick on the loser," "screw the leader," " and "tit for tat" seem to be the operating principles of the game. Mercifully, the game is short. Unfortunately, life is also too short for repeated play of duds like this. Playing the game with the right sense of humor among the right group probably knocks up the rating a point or two.
This is a children's card game of no meaningful decisions in the manner of the more popular game War. It does teach young children number recognition skills and gaming etiquette. All of my children enjoy it and I have to admit that there is something satisfying about the way in which each victory in a round makes the overall goal of the game easier to achieve,
Tedious card play that is ultimately pointless as the end result is determined by the capture of the snitch (I know there is a variant that reduces the importance of the snitch and I don't really blame the designer for making the snitch worth 150 points as he had to make a game that corresponds thematically with the snitch's inflated importance in Rowling's novels). Even my daughter, a huge Potter fan, didn't enjoy this one.
This is (like Bingo, Chutes & Ladders and Candyland) a game that requires not a single decision to play. It is strictly a prolonged coin flip in terms of determining a winner. These games have their place, however as they teach young children very basic counting concepts, the idea that they don't always win, and the patience required to play a game according to the rules. This particular game can be a bit frustrating for the little ones (and you who are certain to want it to end) because of the three spaces that constantly pull you back from your goal. It has cuter bits than the others, however.
Awful game but I have some fond memories of it from my childhood. I owned this game when I was 6, long before I read the books. I wonder if my familiarity with the game led me to pick up the books years later. If so, I'd have to say I owe this otherwise mediocre game quite a bit.
This game reminds me of Munchkin with its "take that" mechanics and humorous theme. Unfortunately, I hate Munckkin. Even though the one game I played of Killer Bunnies took less than an hour, it felt too long for what it is.
Sadly another roll and move game that almost completely lacks decisions. The only redeeming qualities are its short length and the fact that the pet pieces themselves are toys which can be used outside the game.
Highly random game that is is just FAR too long for what it is. This could be a cute filler but if you play to block the leader from winning, it cna easily take two hours. Even though the cards are cute and mildly funny, they can't sustain interest for that long.
I've only played this once and my experience was not good. We played with siz players and nearly all were new. We wound up calling the game after almost two hours with one side tripling the point value of the other and nearly winning anyway. Far too long for a game with so few meaningful decisions. If it played in the time advertised, it would be a decent "take-that" card game with a cool theme.
This simply ran too long for the relatively mindless filler game that it is. There is some scope for tactical play but it involves too much cycling through cards for my taste. I can't really see where the fun that everyone else seems to see is.
Fortunately my kids have grown out of their fondness for this children's game. There is far too much mindless spinning of the dial and hoping for the right piece. There are much better choices -- even for very young children.
This is, of course, not a game so much as a gambling activity. That said, it is the house table game that I enjoy playing most in casinos. It is obviously pure luck and the odds are stacked against you but it plays relatively slowly (because of all the time placing bets and spinning the wheel) and allows for relatively big payoffs on small wagers so I enjoy it as a way to make my bankroll last a bit longer while sipping some complimentary drinks and getting the occasional mild gambling rush on vacation. I always wonder who follows the pay-out numbers on those electronic boards near the tables. Do these people think they will be able to discern meaningful patterns?
Kids should be encouraged to move onto the blank side quickly. Of course, they are better served by using the wooden tiles of a regular scrabble board rather than the cardboard of this version. If the math is the obstacle, consider playing regular scrabble with no bonus squares (avoids multiplication for the very young) and, if necessary, only scoring one point per letter used (to simplify the addition).
This is a poor take-that card game that is redeemed somewhat by an amusing theme. These sort of games cease to be amusing for me about 15 minutes in to them though. The storytelling aspect could be clever with the right group -- with gamers it can fall flat.
Although this game bills itself as a combination of luck and strategy, the decisions seem obvious and 98% of the game comes down to the luck of the die roll. I have played with my daughter and she seems to enjoy it but I don't get the appeal myself.
This game may well have been quite good in its day but it is dated now. It reminds me very much of the "kitchen sink" design style of the 70's (in fact it recalls the 1970's D&D DMG in its attempts to include a whole bunch of fairly clever ideas into a system that begins to topple under its own weight if anyone really attempts to play it nowadays). I wonder how many ratings here are based on nostalagia and would be revised if the game was actually played today. Leadership values in combat far outweigh the value of actual tactical manuevers and attempting to achieve numerical superiority. My only play was mulitplayer where downtime was a major issue so that may have soured my opinion somewhat.
Classic old school children's party game. People would be spun around blindfolded, walk dizzily towards a picture of a donkey and try to place the tail in the right place. Not one of the better games for its type or age group.
My son received this as a gift and he enjoys the unusual questions and attempting to predict people's responses. The actual game mechanic is tedious and seems grafted on so we have dispensed with it and just ask one another the odd questions.
This is a good game to teach some basic gaming concepts to very young children. The box gets the ages range correct(ages 3-6) -- good choice for the lower end of that range but hopefully they will want to move on themselves by the time they reach 6.