A decent little card game. The run of play is not difficult, and the only thing you need to remember is what your opponents still have in their hands. Works well as a kids game, light starter to a gaming night, or something to finish off your gaming night.
I like this much better than the original Blokus - in part it's because it's harder to analyze the board position, and unlike the original, flipping a piece over or twisting it this way and that trying to figure out where it can go is a lot harder. I like abstract games in general, but I don't like pure abstraction - I like an element of "luck".
Update 26 Feb 2012: I think that my days of playing Citadels are over. I spent most of the last game I played hoping it would end soon. I'm actually sorry to say that as it's a game that I've had a lot of fun with over the years. Oh well.
Update 28 May 2012: I thought maybe it would still be ok 2-player, but I think the magic is gone.
A solid game - lots of tactical decisions to make each turn of the political phase, and a need to keep an overall stratgey going. The requirement to produce enough farm resources to maintain your citizen level (and thus not incur a penalty) is a nice added touch. Definitely a keeper in my collection.
This is a gem of a light card game. It's mostly unpredictable and drives the analysis-paralysis crowd apopleptic - worth getting if only for that! As a friend of mine put it "It's like hitting your fingers with a hammer while you're on morphine - you know it hurts, yet somehow it doesn't."
Stole this great quote from user sobriquet - "Yeah, so I don't think Monopoly is very good any more... so what? It was a huge part of my game playing childhood, and I'm sure I owe my enjoyment of the hobby to it, at least to some extent. So bugger those who slag Monopoly -- rate it poorly, sure, according to your enjoyment, but why slag it?"
I really like this game - the cards add just a light element of luck because you never know what you'll draw. But that aside, hand management is key, as is managing your hero cards. Nice blend of strategy and tactics.
This game lacks any player interaction - there is no negotiation or trading, it's strictly a roll and move system, and anything that happens to you is a result of the game (through spaces on the board or cards) doing it to you. The other element is that selling wool is always profitable, so really you want to min/max your sheep buying/wool selling anytime you have the chance. Nevertheless, it's a great souvenir from Australia.
Many have compared Tikal and Java. In short, they're both different enough to warrant playing on their own, but both similar enough that if you can play one, you can easily learn the other. Tikal is less strategically challenging than Java, but on the other hand, Tikal is more accessible to the casual gamer.