Like its ancestor 6 Nimmt, this is a filler card game in which one is trying not to take points. There are decisions to be made as the game progresses but they are not terribly engaging. Still I think this plays better than 6 Nimmt with a larger group.
This is a decent light football game. The cards are an elegant way of getting the same results as an old fashioned results matrix and they also handle the question of timing nicely. My main problem with this and other football simulations is that they encourage you to play counter to conventional football strategy. Is third and twelve. If your opponent calls a pass defense you are almost completely sunk, you are probably better off calling a run. Yes, that does occur in real football but it is very rare. Often the defense expects play, the offense calls play and the play comes off perfectly anyway. This thus becomes an elaborate name of rock paper scissors rather than the amusing light simulation of football that it wants to be.
Above average card game that can be played in a large group (up to 10). The game seems a bit overly luck-based to me but this might be a result of my lack of experience with it. Further play has shown me that it clearly becomes more strategic with fewer gamers but, unfortunately, not more fun.
This is a preliminary rating based on a partial solo play of one game. I appreciate how the game allows for speedy resolution of play but I miss the enhanced detail and customization of Strat-o-Matic -- especially in regards to fielding and pitching.
I have only played this online at Yucata. I am not sure I fully understand all of the movement rules and the strategies remain opaque as a consequence. I am intrigued though and will hopefully revise my rating upward with more play.
A disappointment considering its heritage in the family of Hive. I have only played this against a single bot on Board Space though so my rating is provisional until I play it face to face with more than one opponent. It actually seems to distill the "freezing a piece" mechanism of Hive into an entire game. That was an interesting element of Hive but it might be a bit strained to carry an entire game.
Decent expansion that offers additional options but does not seem to radically alter the base game. The difference in the card backs from the original set is a negative (I don't want to have to sleeve cards) but not a complete deal-breaker. The fate mechanism is a nice addition.
Like its older brother EE, this game sits just beyond the upper limit of complexity for me. The gameplay itself often seems to flow nicely and suggests that with further play I may be able to forgive the dense 24 page rule book. I enjoy the modifications to the naval and air rules in this game and I liked the way in which the oil, supply and building limitations constrain the Japanese options each turn. I have only played the Tipping Point scenario so far but my enthusiasm for a longer scenario is seriously restrained by the fact that my opponent and I spend a good deal of time with our noses in the rulebook each session.
Decent Hex variant (oddly the description here calls Hex "a special case of Atoll" since the rules of Atoll allow one to play on a board with any multiple of 4 starting areas. Since the game of Hex far predates Atoll and Atoll would likely have never been imagined if Hex did not exist, it seems odd to list Hex as some sort of subordinated variant of it.
Axis and Allies was a game that I played often soon after its release when I was young. My rating, therefore, represents my sense of it as a classic. Although the gameplay was heavily unbalanced in favor of the allies, somehow it never seemed boring.
I am not a great lover of race games and have never thought this game worth the effort to really play competively but it plays fast, presents enough decisions to be interesting, and is very non-threatening to non-gamers.
Intriguing two-player card game. Turns typically offer a number of interesting decisions with a good balance between tactics and the luck of the draw. UPDATE: I only play a modified form of the designer's original version now, forcing one to play all the cards of a color on one's own side of the hop before trying to screw the opponent and without the 3 for one trade rule (which leads to far too many "if I win this trophy, then I lose" scenarios).
Tricky dexterity game that challenges you to anticipate which piece will not affect the overall balance of the plate much upon removal. As much a perception challenge as a dexterity challenge I suppose. More difficult than most games of this type.
Excellent use of theme in a game that can be fun with the right group but runs the risk of being a bit boring with the wrong group. Decisions are a bit too obvious and the game is therefore a bit too light for my tastes. It also can run a good deal too long. Nevertheless, it can offer a diverting experience that is accessible to non-gamers.
Cute components help this clever little abstract with a pasted on fantasy theme. Oddly enough, the basic game actually seems more strategic than the advanced which introduces a lot of luck to the tile draws and power chits.
This is a preliminary rating for this stock game. I have only played on Yucata and my understanding of the market mechanism is imperfect. I will need to play this game live to get a better feel for how the market manipulation actually takes place in real time.
Fiddly pirate game that might very well play better on subsequent plays when everyone's heads are not in the rulebook constantly. I fear that the gameplay might be a little repetitive though -- attack a merchant ship, attack a port, rinse repeat. An interesting game about which I will hold off final judgement until I play it again.
We used to play this regularly as part of dealer's choice poker nights as a gambling game. It is of course more similar to knock rummy and blackjack than poker but it fit the spirit of the night as an opportunity to play a light card game over conversation for a few bucks.
My rating here is provisional and based only on a single play online at SBW. I feel that I would have a better overall feel for the game if I had played face-to-face first. Hopefully, I will have the opportunity to play over the board with an experienced teacher. My rating may well improve.
Played late at night at a bar at a con and this game was good for some laughs at how the events unfolded. Problem is the game basically plays itself and the players are largely along for the random ride. In its defense, it never claims or pretends to be a game of deep strategy but there are other highly thematic games out there where you feel that your decisions are more meaningful.
Decent network building game. One must upgrade resources into other more advanced resources in order to buy and produce films, Can be a little bit of a grind but the game basically works. Graphics detract from the whole.
Decent worker placement game with a bit too much unplanned player interaction for my taste which can lead to chaos and inadvertent kingmaking. The master builder cards and various reward spaces in the castle force people to choose whether to give players points or deny them and forgo their own plans. Although there is some art to predicting others' plays and playing your pieces accordingly, there also seems to be a fairly significant amount of randomness.
This is a fairly abstract path building game in which players try to maximize their forward progress toward delivry points based on their hands of cards. There are some interesting twists that allow players to target the leader with obstacles and alter the path by a die roll. Overall, a fairly bland Euro game in my opinion with a minimal integration of theme and mediocre components.
This is my rating of the parlor game charades. I have rated one of the boxed sets "The Charade Game" under that entry. It is best played without regard for score by two groups with each group choosing the topics for the other group and putting the words into a hat. This can be a lot of laughs with the right group but it can also drag.
Collectible Tile game based on Chinese Zodiac animals. The mechanics seemed unfinished in the one 2 player game that I played. There might be an interesting game in there somewhere but I felt like I was unduly rewarded for drawing the right tiles at the right time rather than for making particularly clever plays.
I have very vague memories of playing this as a kid. I don't think I owned it myself but must have played other people's copies. My rating is obviously an estimate based on recollections from 20 years ago.
Above-average children's game (that adults won't mind playing with the kids) -- it would be nice if double the number of cards were included so you wouldn't have to shell out more $ for a booster box after only a handful of games.
I've always felt that Cranium Whoonu tried to capitalize on the core idea of Apples to Apples (take a huge variety of cards and have people judge their suitability as connections) in a way that was rather close to stealing the idea completely. Well, the folks at Cranium have outdone themselves by "inventing" the same basic game again. The twist cards add a little something to the concept (and here there is the expectation that people will argue for their own favorite choices. A cute diversion which can be fun to play with the kids but not a game in the usual sense.
Decent Party/Family game that (fortunately) plays very quickly. Replay value after one has gone through the (300) cards in the deck will almost certainly not be high but this is not the kind of game one would expect to play repeatedly with the same group anyway.
Cute kids' dexterity game that consists of bouncing or throwing a ping pong ball into a cup (which is sometimes outfitted with a funnel attachment). Cards direct you to the various challenges and specify how many attempts you are entitled to make. Kind of like the basketball game HORSE. Obviously one could simulate this very easily with a ping pong ball and a regular plastic cup but the game is fun to play with kids nevertheless.
I am rating this as a children's game. This is an excellent variation on the typical "memory" game that is so popular with children(probably because it is one of the few non-dexterity games in which kids can routinely beat their parents). We play with only 2 or 3 rats in the game as the information gained from "rat plagues" is so significant that I feel the events should come more infrequently. The garlic provides an interesting hint of "screw your neighbor" to the game (although it nicely avoids direct conflict because you never know who will spring your trap -- indeed it might be yourself on a subsequent turn.
Amusing dice game with an appealing theme. It's a bit long for what it is but not terribly so. There is just enough strategy for the game to be enjoyable even if the humor of the roles and cards loses its appeal. I personally keep my acting status relatively low to retain off-card options.
Unique voting game that offers some very light strategy and a few laughs with the right group. This is a fun game to play with my nongaming extended family -- the kids can play too with as much chance of winning in this chaotic game as anyone else.
Very abstract and unique take on the area majority genre. It really is a 20-30 minute multiplayer abstract with some unique methods for scoring majorities. Ultimately, it was quick, brain-burning fun but not something I'd pick often from a crowd of other games.
Decent game mechanics but it left me a bit cold. More than a little repetitive and I didn't really feel much tension in the decisions (despite the fact that there seems to be some room for strategic gameplay).
I like the basic mechanics of this game quite a bit. The length is going to prevent it from hitting the table as often as it should. Also the rules are exception-ridden and probably a bit too complicated for my taste. If the basic system itself weren't so elegant I would have a harder time swallowing many of the more fiddly parts.
Interesting race game with a nicely integrated theme. Played quickly it can be a fairly enjoyable, light game with some interesting tactical decisions, but played with careful calculation, it bogs down significantly.
Decent resource gathering Euro. Build your territory with an eye toward producing resources, buying military units and earning victory points from a number of sources. A bit longer than it needs to be.
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.
Frantic scrambling card game played in real time. Although there are many real tactical decisions to be made, the game tests the players speed of recognition more than their strategic insight as it's tough to think things through in minute long rounds. The four decks only differ in a small handful of special cards.
This was a stocking stuffer for my daughter to find out if she would like the full game. It obviously doesn't have many cards so replay value is limited but it offers the exact same experience as the full game for a limited number of rounds.
This is an amusing twist on the typical Password/Taboo sort of game. Each team chooses a player who has one minute to get the other members of his or her team to say a series of six words based on verbal clues. Without the help of the clue giver, the team must then recall the six words and insert them into a Mad-Libs style nonsense story. The timed nature of the game makes this a fun, somewhat frantic game to play with kids or a mixed group of adults and children. Unfortunately some of the the celebrities chosen are unknown to the kids and the game would probably be a bit simple to play with adults only. Replay value is severely limited by the small number of cards as well.
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.
Best children's card game. Essentially a memory game with some light strategy (I've already asked one person for 4's, do I ask for that card again with less chance of finding a match or do I reveal more about my hand by asking for something different?). Not completely luck-based (like war) but yet simple enough for a 4 year old to play.
One of my daughters is very interested in US history and the lives of the presidents. This trivia game works well as it not only asks questions on those subjects but it also has questions on four different levels which means that people of various levels of knowledge can each compete in the game (a nice touch for a game in which children face adults). The game itself also teaches as the outer track is conducted along the faces of the presidents and the inner track depicts the state capitals and their electoral point values. There is even some light strategy as players can split their die rolls when trying to reach state capitals on exact die rolls.
Somewhat enjoyable Super-Hero themed game. The good points are a short playing time and fairly clever, streamlined mechanics. The negatives are a VERY light theme given the abstract nature of the mechanics and a little too much luck and "take that" gameplay for my taste. There's also a bit of a thematic problem with the idea of outdoing another hero's resolved crime. What am I supposed to imagine as happening when I have exceed my opponent's die roll after he has reached the required number to resolve the crime in a region? Has my opponent disarmed and restrained the purse snatcher, and then I swoop in afterwards and behead the poor sap? Thematically (and theme is supposed to be a big selling point for a game of this type), I also find it a bit dissatisying to imagine myself as a costumed super-hero competing against other costumed super-heroes to see who can fight crime the most efficiently.
The most fun for me in Heroscape is using the squad figures and this version of course focuses on superheroes. The characters are so powerful that it tends to flatten the strategy a bit in my view. The quicker set-up for a Marvel only battle makes it an easier choice to play with the kids though.
Rating only based on the basic game. Decent but somewhat dull abstract strategy game with attractively designed components. Perhaps the advanced game or the variants would make it more interesting for me.
Bland set collection with a cute theme that appeals to kids. Most decisions seemed trivial in my play but I could imagine meaningful decisions are possible. I would rather play Coloretto for this sort of game.
This is a decent, rather abstract, card game about building an empire through playing influence cards to acquire, attack or develop territories throughout the globe. Despite the abstract mechanics, the game gains a bit in theme by having the different ideologies each begin with different advantages and disadvantages. On fatal flaw for me with this game is the potential for players to "bash the leader" and use all their resources to bring down an opponent. Although I haven't seen this happen in my limited play, it has the potential to make a fairly long game (for what it is) even longer.
4 in a row game that shares some similarities with Just4Fun but I think I prefer the original because one can plan ahead more effectively in that one by holding certain combinations of cards each turn. Taking over squares is more dynamic here as it happens all at once but there is less control in waiting for the right combinations to appear.
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.
A version of Balderdash that uses the first lines of books instead of bizarre definitions. Good party game with the right crowd. The added "Liebrary cards" add nothing but randomness but they are not really detrimental either. The Discovery Bay Games version is nicely produced.
Cute light real time strategy game. Very chatoic and fun though I'm sure that experienced players could probably dominate in this game. the scoring rounds really do take much longer than the gameplay itself.
Although many people have said they've enjoyed how well the theme has been integrated into this game, it seems very abstract to me after my first play. There are some tense decisions regarding how to allocate one's action point and hand cards and this might be a game in which the rating will improve with further play.
Ok, this is a simplistic electronic device from another era (although the box advertises "my brain is a microcomputer"). That said, it's four stage challenge process which requires players to respond more accurately with each success is very clever. The 25 point scoring system allows for some dramatic comebacks. This is quite clearly not a game I'd like to play much but it can be somewhat amusing in small, infrequent doses.
Marbles seem to be more of a gaming tool or system than a game per se to me as there are many variants. My parents played this as kids very seriously. They were not as big in suburban Long Island of the 1970's 80's as they were in Brooklyn and Queens in the 30's and 40's apparently so I am not the best judge but I have played a bit and enjoyed it as a kid.
Light and quick but rather generic sports simulation that fizzled for me. Cards offer some opportunities for making interesting choices but the frequent timing die rolls are repetitive and did not lend tension to the game for me. Not enough actual simulation to be interesting to me as a sports game and there a many generic strategy games that I would prefer to play.
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.
This is not a "good" strategic game in the sense that I rank most games but it is a fun, diverting activity for a social gathering with non-gaming family members and children. My rating reflects the fact that I am happy to play it under those circumstances but I would not play it with someone who likes or has experience with strategic games.
Interesting abstract which I will need to play more in order to arrive at an accurate rating. I like the tension of choosing to allocate a marker to a set of micropul. The acquisition of supply tiles is cleverly done as well.
This is essentially the same game as Scarab Lords but with two different card decks representing different factions at war. The blue deck's Horde card misprint is sufficiently annoying to detract a full point from the game's rating.
Race game with clever movement mechanics that still ultimately fell a little flat for me. Easy to admire as an elegant design but not particularly fun. I am not a race game fan in general though so perhaps that lowers my rating a bit.
Decent block game with some density of blocks on the map problem. For a game this simple, I would prefer lower density of blocks. The beginning of the game seemed clunky until we arrived at a point of attrition and the game situation could be surveyed more clearly.
Mildly interesting abstract game in which you form three in a row combinations in order to remove your opponents' pieces from the board. Forming patterns that repeat (and continually remove your opponents' pieces) seems to be the goal. I am apparently incapable of playing this game well.
The rating applies to the book itself more than the games which would vary widely in their ratings. This book has always seemed to me to be an excellent resource. It has been superceded by rules compilations on the web. Still a good book to own as one doesn't always have access to the web in places where one wants to play a new card game or check a rule on a forgotten classic.
Nice abstract that strikes me as a bit too passive in that one often plays so as to avoid yielding an advantage rather than gaining one. This problem is probably the result of my own modest skill level and may not be a flaw of the game itself.
This is a very odd duck on this sight as it is not a game or even primarily a collection of rules for games (although it does serve that purpose). It is, as the title implies, a history of board games and has a lot of interesting material about the development of common types of games (and variants thereof) in various cultures. I only read the parts about games that were of interest to me and found some of the material a bit dry.
Cute word game that I recall from my 1970's youth. I think my family would still enjoy this game today but would probably enjoy Taboo as much if not more so it's not particulary worthwhile for me to hunt an old copy down.
This was one of the games I remember wanting to play with my older siblings, cousins and parents as a very young child despite the fact that I was probably not old enough to be able to compete.
I don't really enjoy solitaire games -- an occasional hand of Klondike or Free Cell can be diverting. Odd note -- I once played Klondike obsessively for about a week when I was sick as a kid on a tray in bed with tiny cards from the circus.
Above average chidlren's game with an excellent implementation of the "Series of Unfortunate Events' theme. The gameplay is a bit repetitive for my tastes but my children absolutely love it. It also scales well for parent vs. children as Olaf's victory conditions seem a bit more difficult to achieve (and, needless to say my daughters have no interest in playing the villain of their beloved series of books).
It is difficult to rate this game as one is really rating a hypothetical reconstruction of the ruleset for this ancient Roman game. The ruleset I used (which is basically the same as that used on the iphone application) is an engaging abstract. Having researched the game a bit, I am not completely persuaded that the pieces were originally moved using the rook's move (the Laus Pisonis makes the single move more likely in my opinion). I think the Romans likely played a less dynamic version of the game that would seem a bit more flat than the version I've played.
Very reminiscent of RoboRally with even more chaos. Skullduggery makes planning near impossible especially in the final stretch to the treasure. Cute idea but seemed less as if I were planning and more like I was along for the ride.
Although I enjoy the quick grabbing action of Factory Fun and Galaxy Trucker, I am not generally a fan of real time strategy games. This gameplay was solid enough but seems like it would feel repetitive rather quickly.
Decent word game. The time tension is one of the best parts of the game but the rules as written penalize challenges but don't provide a disincentive for nonsense words which could lead some to develop gamey tactics.
Cute little abstract. I have to explore it more as it seems now that the best strategy is simply to avoid being cornered by being forced to give a winning piece to your opponent (and try not to blunder, of course). I like the incredibly quick playing time.
Mediocre implementation of the RA mechanics in a dice format. I much prefer the original tile pulling and more interesting scoring mechanism in Ra itself. In fact, I really can't understand the purpose of this game as it is significantly less rich and doesn't even play much more quickly than the original game.
Light game in which one must try to either avoid taking points for playing the highest/lowest cards in a trick or try to balance the number of points in both high and low tricks that one takes. I tend to dislike "Hearts"-like card games in which one avoids taking points. This has much of the feel of 6 Nimmt to me in that you're trying to deduce what other people might play but there is a large element of chaos because it's difficult to know what cards they have in their hand at a given time. Ultimately, I would say that I like this slightly more than that game as the cards are not played simultaneously (in the standard version).
Decent implementation of a fantasy quest RPG style board game. The main problem is that the endgame simply drags on too long. I could also see replay value being limited. It has some promise however. I would like it more if it really played in and hour and a half. There should perhaps be more opportunities to gain gold.
This is an example of a game that has the potential to be quite interesting but simply has too much downtime to be enjoyable with a large number of players. I realize that player vs. player combat is possible but most turns are played basically solitaire. I have played with 6 and with 3. With three players the game probably rates as a 6.5 with six players it is a 3 for me.
Decent Euro-style trading/set acquistion game that must have been quite unique in its day. Euro games have come a long way since 1980 though and most do it better than this nowadays. Still, a decent game that is short and doesn't outlast its welcome,.
Light party game in the Apples to Apples tradition of trying to come up with answers to appeal to the judge. As with all games of this sort, it can be a lot of laughs with the right crowd. In terms of game design though, this is no Wits and Wagers.
Mediocre simultaneous action selection game. Could have been a cute filler game but it's just too long and a bit too repetitive for that. Could be a good children's game if shortened but the choice of band names etc. makes that a little problematic.
Cute little game -- I have only played the solo version. I dislike the fact that many of the words are the sort of "Scrabble dictionary" words that no one typically uses in real life. Becoming adept at this would require studying 3, 4 and 5 letter word lists to master the uncommon words accepted. I suppose it would be a good training tool for a competitive Scrabble player.
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.
Light card game which allows players to build hockey teams which are really hands for a series of games of war. The cartoony humor on the Avalon Hill cards is a little dated and politically incorrect (not to mention goofy). This can be a fun game with a large group when no one wants to think too much, but I will generally prefer a number of other light games to this.
Very good party game to play with a mixed group of adults/children. Gameplay itself is nothing to write home about (it's basically a verbal form of Jungle Speed) but the game can induce riotous laughter.
Sports simulations are not my favorite type of game and this is not even my favorite baseball simulation (memories of years of Strat-o-Matic has forever enshrined that classic as the ulitmate in that category). That said, this plays quickly and offers a good deal of baseball flavor with just the right degree of chart lookups so that the game has some depth without becoming a chore.
Very clever postcard wargame. Thanks to the company for sending this for free!!! I enjoy the short playing time and straightforward rules but the gameplay ultimately wasn't very tense as it seems that there's little incentive for the allied player to do much but sit on the hills and wait for the Germans to attempt to roll through. At that point the allies will open fire and decimate the Germans unless they receive a lucky string of sequential activations.
Somewhat disappointing game that loses points for some gamey/fiddly rules though the basic engine of the game is decent. I like the idea of the varied missions and secret missions. There seems to be just enough combat without it devolving into a free for all. The resetting of the clicks on the highly fragile and hard-to-handle pieces is tedious and the presence of a stack of modifiers cuts into what should be a more elegant resolution system. To be fair, I've only played once so perhaps it would low more smoothly with further play.
I vaguely remember playing this as a young child. I don't recall the mechanics well enough to give a truly accurate rating but I have better impressions of it than several other games that I dimly remember from this period.
Interesting tactical game with a thin roadbuilding theme. It offers a series of quick puzzles in which one tries to maximize one's options per turn and (as much as it's possible)leave oneself well set-up for subsequent turns. End game play can suffer from over-analysis as all points are visible on the board but are not easy to see while the game is still in progress. It could bog down if people insisted on making precise calculations before the final moves.
This is an incredibly detailed statistical football game that simulates the NFL as accurately as is reasonably possible and has taught me (a lifelong casual football fan) a great deal about the game. I truly admire it. Unfortunately, in the hyper-super-duper Advanced version that we play in my league the constant consultation of 30 or more charts beyond the detailed player cards themselves begins to drain the life out of the system for me. I would enjoy this game a good deal more if it played in an hour or so, but after a number of plays I'm still lucky to finish in three hours.
Interesting abstract that requires clever tactical play and a recongition of when it is best to block your enemy or maximize one's own score. I like the way the scoring works by multiplication which forces the participants to balance scoring on each side of the board.
Less a game than a social activity -- at least it is a genuinely amusing activity with the right crowd. I have never kept score and the rules seem to imply that you don't need to. The published version is cheap enough and offers a convenient organization system that I would recommend it even for those who, like me, have played the traditional game "EPYC."
Interesting tactical game using an action point system. I have yet to wrap my head around this game fully. I have only played it once face to face with a major rules error botching the whole game and online where it has been difficult to note how strong players manage to build their networks effectively. Perhaps my rating will rise if I ever manage to grok this a bit more.
Cute little abstract with a memory component. The flipping magnets are fun to watch as well. One of the more interesting n-in-a-row games with a little strategy, a little chaos and a little memory challenge.
Weird mathematical equation dice game. I like the idea that calling out your number of blocks in your equation starts the timer ticking while others struggle to beat your equation in length. Interesting idea that seems like it would get dry and repetitive though.
This is an interesting variant on the typical trivia game in that all answers must be identified on a map with various degrees of specificity. This is not really a "geography game" but a general trivia game that requires a small bit of geographical knowledge (i.e. one must be able to find, say San Francisco or Berlin, on a map of the world). As a Latin teacher (Latin student when the game came out), I enjoy the corny "ubi" questions and the Caesar's ghost pseudo-theme.
This is a rich game with a lot of interesting card interactions. The main knock on the game is that the players are often at the mercy of fairly random card draws that can seriously impact their success in the game. I do have to say that my first play did give me that feeling of only having very limited control over my own destiny. Perhaps a bigger knock for me is that there is little to do on other people's turns as the cards available will often shift radically by the time your turn arrives. This leads to a pretty long, random game with a lot of downtime. Perhaps it is a testament to what the game does get right that I still rate it fairly highly.
This is not a rating for the marketed version depicted here but rather for the general parlor game of putting a name on each person's head and using yes or no questions to determine the name on your own head before your opponents. My family likes this and I think it is a fun way to teach the kids some logical deduction techniques.
I've recently begun playing Yahtzee again as it's a fun, quick game that my kids and wife enjoy. The luck element makes it a particularly suitable family game as anyone can win but there is still some thought required in assembling one's 13 sets. Also, my three year old can participate by rolling the dice and there's no danger of him causing trouble by knocking over the board, etc.
Interesting variant on the traditional trivia game that gives a slight Werewolf feel to the gameplay. I have only played once with gamers and the game can break down slightly if people don't play within the spirit of the game and try to avoid getting the correct answer when they are not the idiot because they can earn more by enticing others to accuse them..
Cute little chaotic card game. There are decisions to be made each turn, you just have to realize that any plans you may have are ultimately not all that important. I have never played the original Fluxx but I found this to be quick, mildly interesting and can see how it could provide a few laughs.