Pretty cool sci-fi race game. Rather chaotic. Has some teething problems with the rule book and components. Board is too large for convenient play. Game length is rather long but it stays fun throughout. (It's all fun until someone loses an eyestalk!). Hopefully, Kenzer & Co will be able to publish a second edition and fix up the rules and components issues.
A very good 'dungeon-crawl' game. And thankfully it isn't roll-and-move like Talisman. One of the worst-written rule books I've ever encountered. I'd expect that kind of chatty, game-characters-teaching-players style from a kid's game, not something of this level.
Very good Risk version. Many play mechanics from Risk: 2210 reused here and adapted for the mythological theme. Gods instead of Commanders, Underworld/Moon, Temples/Stations, Faith chits /Energy chits (used to bid for turn order, buy cards, buy Gods, buy Temples.)
Excellent Settlers stand-alone variant. One of my top 3 favorites. I like the way the game design succesfully evokes the spread of early Human Civilization across the continents of the world. Also the multiple ways available to score victory points.
Certainly not as good as the original Settlers and it's 2 expansions. And it definitely has it's play balance problems. Still, since this was not only an SF game but an SF Trading game, it was a must buy for me when it was released.
Like many other reviewers here, reminded me of Metro. But much, simpler, lighter, shorter, and more fun to play. Some confusion involved with the Dragon tile rules. Also, the board's grid lines are way too faint, making it a bit difficult to place the tiles early in the game. I guess they didn't want to mess up the board's artwork.