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.
A mediocre "dud" of an action point / engine building game with some tension added by the ability to mess with the plans of your militarily unprepared opponents. Kind of longish and boring for what it offers. Attractive components though.
Average kids' dexterity game as I recall from my own youth in the 1970's. I haven't played this with my kids so my rating is somewhat inaccurate compared to other children's games that I've had the opportunity to judge as a parent.
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.
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.
I remember that one of my sisters owned this game when I was very young (preschool). I definitely remember enjoying using the cloud to eat up the ships but I have very little memory of the actual gameplay so my rating is an educated guess based on impressions that are over two decades old.
Interesting concept for an abstract connection game. I find the identification of perimeters and their owners cumbersome on a crowded board and the "touching or not" issue to be an impediment. There may be a great and very original game in there but I'm not entirely convinced the rule set is fully cooked just yet.
I have only played this online at Yucata and I struggled with the rules for the first few turns before getting the hang of it. An interesting little abstract game but it has little to recommend it over so many other worthy modern abstracts.
I used to own this game in my youth. It remember it being quite different from every other game I'e ever played becaused of the way in which it requires you to pay close attention to the events transpiring during the scenes. I haven't seen this in almost 20 years so I don't know what I would think of this today.
Cute kids game that basically asks the players to move to little mats of various colors, shapes and designs. My four year old likes it and the game length (less than 5 minutes) is great for the age group (he usually wants to play several rounds consecutively). The game does a bunch of things right but is by its nature more than a bit repetitive, and I think that even my son (in the target age group) can sense that.
I played this children's game quite a bit back in the day. Another kid from the neighborhood and I began experimenting with "super-powered" crossbows with strong rubberbands wrapped around multiple times and quickly discovered that one could easily cut through any defences destroy the opponents tower with a single well-placed shot.
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.
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.
This is an example of a game that I am only likely to play once because it was kind of a drag. When laying tiles I typically played defensively since I didn't want to offer opportunities for circuits to others and the shipping element feels slow and lacks tension despite the press your luck element.
Never actually owned this but I remember other friends having it when I was a kid and into the D&D RPG. Old school maze game with periodic encounters. I don't remember the details but I enjoyed Dark Tower more for this sort of thing.
For what it is, a children's game made explicitly for young girls with a shopping theme that is somewhat patronizing in its assumptions about the tastes of its audience, this manages to be a halfway decent game. The game is basically a race to purchase six items that requires some money management as trips to the ATM to get more money tend to put you out of the race. The game reminds me of the old game of LIFE. Young children are able to do things that appear to them as "adult" -- shop in a mall, use ATM and credit cards, shop for sales, and spend money while moving around an overproduced three dimensional board.
Very random car racing game with a highly pronounced "take-that" component to it. The person going last has an enormous advantage. Its major virtue is its quick playing time -- which also fits its racing theme.
This is one of those Avalon Hill titles that reminds me of how far game design has come in the past twenty-five years. There is a good game in here somewhere but the dice rolling and CRT consultation becomes more than a bit tedious. I made the mistake of playing a four person game which resulted in more than a bit of downtime as the various battles were conducted and the endless charts were consulted. I actually like the basic idea behind the movement and combat mechanisms but the structure of one chart sending the players to subsequent charts which might require further dice rolls after that becomes draining.
Played this recently with my kids. Questions were pitched at a bit of a higher level than most kids games today. Some interesting historical flavor unintentionally provided by our garage-sale 1957 edition(state with the lowest population = Nevada).
This is an interesting Tic-Tac-Toe style abstract. I'm sure it's deeper than it appears, and I might enjoy it if I played it more but at my current level of play, the win is typically the result of an error or oversight. I have a similar problem with the game Quarto and I find them both a bit dissatisfying. I should note that I have only played this on boardspace.net and not with the physical game itself.
Light game that involves guessing which moves your opponents are likely to make and trying to avoid making the obvious move yourself. The auctions for Blackjack make the game more interesting and add a bit of strategy. I have no great desire to play again.
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.
Interesting connection game that I cannot seem to play competently. In this genre, I slightly prefer Twixt. I am sure that my low rating is partially the result of not having explored it sufficiently but there are other abstract games that I find more appealing.
Not impressed with this upcoming first installment in a series of BGG microgames. Special powers are cool and the games can be close but it's so light that it ultimately feels a bit pointless (and I can enjoy a light party-style game).
This is a pretty decent game for very young children and would even be playable as a very occasional filler for adults. Basically everyone has their own board which is filled with a jumble of small images, a card is flipped up with an image from each of the board, people hunt for the images and ring a bell if they are the first to see one. A three year old can play this game and will occasionally win a round (if s/he gets lucky). The action is completely repetitive (albeit lightning quick) and I can't imagine the replay value is high; nevertheless, this game is at least playable, and that can't always be taken for granted when it comes to mass market children's games.
An interesting building game that relies on tactical play to prepare clever combinations of effects that net the most additional card draws and end game points. Some of the interactions between the buildings were problematic in our first play which suggested that there might be other combinations that would completely break the gameplay. The method of keeping score is cumbersome -- just use poker chips or a pad and pencil.
Decent word search game that I have used in my Latin classroom. The game rewards cannibalizing on the letters used by those who go before you and you often wind up setting up others by making a clever word.
I was just reminded of this game by a posting in a forum and the pictures here brought back a bunch of childhood memories. My rating reflects the fact that I remember playing this and enjoying it as a kid but I think we had more fun with the components (shooting down ships, etc.)than with the game itself according to the rules. Finding bizarre games like this after almost thirty years and being flooded with memories is one of the pleasures of BGG.
Marginally better than Yahtzee as it allows for the formation of other "hands." I remember using the multicolored dice from this game as a kid for a host of other games -- in fact, I probably didn't realize that dice didn't generally come with colored pips.
Very light, luck driven "take that" card game with a little hand management involved. I actually like the components (the artwork is pleasantly understated for a game/theme that is not exactly subtle). This can be fun with the right group. My kids enjoy hitting me with huge combinations. (Prize table pick-up)
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.
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.
The classic roll and move game. Long playing time and player elimination remove whatever simple charms this game might have had. Although this game has been around forever -- how many complete games have you played? One day I will try the variant with all properties landed on being auctioned in a once-around format with the person who landed on it bidding last -- under those circumstances, I could imagine this being a decent game.
Decent adaptation of Monopoly for children. The significantly shorter playing time makes the game a great improvement over the original for children. We allow property trades to give the game a bit more decision-making and to encourage the formation of monopolies which speeds the game up.
One of the few "Junior" games that actually works becuase the topics are more attuned to kids' interests than the standard version. It still has the problems of the parent game -- namely the topics and responses become dated over time.
Kind of repetitive and boring game of locating pictures in the vein of the "I Spy" books with less attractive artwork. The rules regarding the red die roll are also broken as written but we house rule it.
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.
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?
I have tried many boardgames that attempt to simulate an RPG with Fantasy themed characters killing monsters, gaining/buying items and levelling up and they have all disappointed me. This was one of the better of the lot when we played the short version (two artifacts only needed). It is a bit multiplayer solitaire but the turns are quick with three or fewer players. Just not my style of game I guess.
I have only played the "party" version without the board with my daughters. The questions are an interesting mix of HP trivia, word scrambles/fill ins, and memory challenges from short movie clips. The game itself seems like a simply roll and move mechanism to gauge people's abilities at answering the questions. Overall, an interesting twist on a trivia game.
I played this in an education class that was showing ways to teach kids about other cultures (in this case Ancient Egypt) more effectively. The class was mediocre but the game seemed clever. This backgammon style game is more of a curiosity that I would play more for historical interest than for fun.
This could be a cute little dexterity game but the parts are so cheaply made that it really detracts from the simple gameplay. The "shooter" is a cheap piece of plastic that's hard to control and the "nets" are tough to set-up (way too tough for the intended age group to set up themselves) and tend to fall apart mid-game. Nice idea that plays decently but poor execution leads to a subpar product.
Amusing party game that can be played with a standard deck and a handful of items (usually spoons but can be anything durable that one has handy). If you feel like playing something as wild as pit but don't have a copy at hand, this is a good alternative. Kids tend to like this game a bit too much which can result in a few too many hands being played.
Odd little abstract game with a gimmicky sort of mechanism for moving the marbles. I play with my son so I have yet to actually play this while actively trying to make moves that interfere with my opponent's plans.
A bit hard to rate as I enjoy Sudoku puzzles but this ultimately fails as a game because you're basically just racing to complete a puzzle before your opponent. Photocopying the puzzles from another source and trying to solve them simultaneously would achieve the same effect.
I remember playing this as a kid at lunchtime in school in the 1980's. I think we only had photocopies of the relevant charts and not the game itself in the box. We used to make our own cards for wrestlers who were popular at the time with their typical moves.
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.
Very different story-telling game. Not a lot of strategy here but it can yield and interesting tale. I bought it to play with my daughter who is a big Betrayal on the House of the Hill fan and it shares some RPG-lite and exploration elements with that game.
Seems to bog down into repeated sequence of the same moves often - a circumstance which is it addressed in my one sheet copy of the rules. There might be a clever game of manuever in here but it seems a little slow and clunky to me. There are simply more gripping abstracts to explore.
Cute kids game that can be mildly amusing for the very young. Unfortunately, by the time the kids have enough skill to aim their shots even semi-competently, they will no longer have any interest in this.