2 plays. Very nice game. Who can complain about a game that can take 3-7 players that always takes about 30 mins where there is so little downtime because of the simultaneous play. And, it feels like a proper Euro too. Given the play time, there is plenty of interaction for me, even if I can't directly interact with anyone except my neighbours.
It takes a long time to play, but the time flies by. Want to play it more, but don't know if I will get the time to very much. I'm starting to like long games (~2h) mark less as it's getting harder and harder to play them due to mainly playing weeknights. May have to juggle some older ratings of other longer games.
This is a great game and I play this with kids, non-gamers and gamers. It only takes about 10 minutes a game so it's a perfect filler. Can even be played on the side simultaneously with a heavy game during periods of down time.
I enjoyed playing the game and like the mechanics. However, the value of the sets seems unbalanced which leads me to think that the game is broken. Eg, the 3 cost cards give 40VP if you have a set of 5. ie, cost 15 for 40VP. There is a 1 cost card that gives 15 VP for a set of 5. ie, cost 5 for 15VP. The cheaper cards seemed about the same value, but you didn't have to worry so much about the effects of the thieves and the sandstorm as you generally had less cards and lower value cards in your hand.
I played this game a lot a while back, and played it again fairly recently. Back then I liked it, but didn't love it. Looking back I can't see what's not to love about it. After the recent play, I can see why I didn't love it. It just seemed abstract and for me that's a negative even though the theme is fine. Despite that, it's fairly quick and offers plenty of meaningful decisions. Perhaps it was a little abstract. I've upped my rating to remove this prejudice.
Played twice in one sitting. When I read the rules, it seemed complicated. When I played it I was taught the game and it's straight forward. Played each game well under the suggested time on the box - a first. This is a solid 2p game. Right now I want to play it more.
Mindless fun party game played many times in one night. Played it again at a gamer's bucks party and I didn't like it. It's just too slow to be a party game. Plus, anybody getting knocked out of the game early blows. Putting this one up for trade.
Reminiscent if For Sale. Different enough that it is worth having. I think Biblios has more meaningful decisions. It plays quickly and makes an ideal filler. For Sale has the advantage of taking up to 6 players whereas Biblios only takes up to 4.
I like the expansion tiles. It almost feels as though they were left off so as to be made available as promotional offerings. They should have been in the original game, or at least made readily available.
Too few real decisions in this game given the playing time for my liking. It seems to take over an hour to play and for that time, there are plenty of much better games to choose from. If it took 30 minutes to play it'd be a different story.
Played twice. Liked it very much. At first I felt it was gonna be a harsh game, but it worked very well. It's a worker placement game with a twist. Once you've used a worker it goes to the general stock so you can't automatically use it next round. Also, you can have multiple workers placed on the same square and they have to duel to determine who gets to take the action. Talk about interaction. My only complaint is that the game is long, especially with AP players, and I don't get a lot of opportunity to play long games these days.
Played once. All good, except it's hard to get your head around the building requirements. Believe it or not, it feels quite a bit like Puerto Rico. The main difference being that you don't build up an engine.
I love that I can now play the game with 3-6 players but it is a shame that an expansion is required for 5-6 players. The rule changes to suit 5-6 players work very well and the games don't take that much longer.
I prefer the randomness of the dice to the non-randomness of the event cards. The special effect each turn doesn't really add anything to the game IMO. However, if some anti-dice player insists on using this, I'm up for it.
Picked this up at the 2012 Australian Toy & Game Expo specifically to play with my 5 yo son and a couple of his kindergarten friends. Played twice, 2p then 3p. He's played a number of other young kids games so I knew he'd understand the rules well, despite this being the most complicated of the lot (others are for 4+, Catan: Junior is 6+). Although he was busy making up stories and playing with the cool pieces when I was explaining the rules, we got there and he became very excited when the game started. He loved the whole building his engine and getting more resources so he could build faster part of the game. It is Catan at heart, but light enough for young kids. After the first game with me he was so excited that he wanted to play again with his mum too and started explaining the rules to her (wish I'd videoed it). So, far this is a real hit. It definitely has luck, but there's much analysis and thinking (for a young kid) to do in order to work out a good play. For me this sets it apart from most other good kids games that are primarily dexterity or memory games. It's a simple game for seasoned gamers, but even I had to think hard a couple of times.
After two plays, I can say that I'm disappointed in this game. I was expecting Caylus lite, but it's nearly as heavy and takes nearly as long (at least that is the case with the people I play with). Aside from portability, I prefer Caylus to this. However, don't get me wrong, it's still a good game.
Played once. Believe it or not, all four players in the game tied with exactly the same score. Seems fairly quick for an area majority game. However, I've had enough of area majority games and the inevitable analysis paralysis that accompanies them.
I enjoy playing this game, but don't know yet how much control I really have sometimes. If the right tiles don't come up and players just aren't willing to trade them cos' you don't have what they need, I'm not sure if there's a lot you can do about it.
Really liked it all times I've played it. It's one of the few 5 player games that doesn't drag on too long and still has plenty of meaty decisions. The box is too big. Needs some setup sheets to speed up setting up the tea chest tiles.
Played once with 4p. Took about an hour, but game was abandonded after 3 of 4 rounds. I like the game and the twist with the suits, but as people did too much thinking it played too slow for my liking. I'd like it a lot if there wasn't so much counting and calculating involved. Keen to play it again.
Played many times now. I still find it addictive. A shame that it doesn't take 30 mins to play yet as my game group thinks too much. However, the quickest way to play this game is just with the Dominion base game and no expansions.
Over a dozen plays. Great addition to the base game. With so many more combos of Kingdom cards, I don't feel like I'll be getting tired of it any time soon. Each game takes a little longer in general when playing with Intrigue.
Several plays. I like Prosperity a lot as it made the game feel fresh. It changes the game a fair bit when played with the Platinum and Colony cards. Have only played Prosperity with a smattering of base cards so far.
Played about 10 times with between 2 and 4 players, and once solo. At this point I rate it an 8. Definitely more fun with 3 or more players. My 7 year old loves this game and the fact that you can setup, and play a game within 15 minutes is a bonus when he wants to play a game and it's nearly bedtime. His grandparents have played once and refuse to play it again. We always play with more gems than the setup rules indicate or else it is too easy. Not sure what the longevity of the game will be. It's probably a game that really needs expansions to keep it interesting. Just as long as they are good expansions.
I think this game is underrated. Sure, it's not particularly new or innovative, but it plays great. My only criticism is that the poinst scored at the first scoring round are effectively doubled. So, for example, if you are 4 points behind after the first scoring round you have to get 8 points just to catch up.
The first few turns are essential to get right to prepare for the challenges ahead. If you make a mistake here it can ruin your changes of being competitive in the game (it is a problem for new players when playing with experienced players). It seems hard to find time to earn more VP than the other guys, let alone make sure you don't lose too many persons and fall behind.
I don't get this game. 2 player solitaire is an apt description. First play is just learning the cards and later plays are better, but not much. I feel that it needs more interaction. Disappointing, as I have really liked all of Rüdiger Dorn's other games that I have played.
This game requires more skill than most of the 2 player games I've been playing. I love the way you can really swing the game when you take down other players bridges to an island when you gain a majority on that island.
I prefer to play using intuition instead of detailed analysis and calculation. If my opponent plays intuitively I reckon it's a great game. If my opponent becomes the human calculator the game bogs down, plays slow and does not entertain me.
Played once as a character in a 4p game. I felt it had too much downtime for the 3 players and as the game went over 4 hours (from memory) this meant this game wasn't the winner I'd hoped for. Some players' turns were over in a minute and when a round takes in the order of 20-30 mins that sux. I'm sure the Sauron player had a good time given he had a lot more to do. Not sure when I'd get the time to play this again, let alone get a chance to be the Sauron player, which I'd like to do before I rate this game.
See my comments for Scarab Lords. Minotaur Lords and Scarab Lords together gives you 4 pre-constructed decks to choose from, giving the game heaps more replayability. It would be great to see the planned, but never published, 3rd "Lords" game in the series to give it even greater depth and replayability.
It's a bit like a gamers version of Citadels from a gameplay point of view. Love the theme and artwork. Terrible component quality. Being primarily area majority/influence it takes longer to play than I like - 90+ mins in our group
I think this game can suffer from analysis paralysis. But if you don't think through your turn properly a simple mistake can cost you the game. So, it plays longer than I expected and wanted it to. Aside from that, it is an excellent 2 player game.
I've rated this as a game for kids. This is a proper strategy game for kids. ie, it's not dexterity, memory or mostly luck based game as many kids' games are. Sure there is luck, but strategy is there.
This game is really good if people play quickly. Much of it can be done simultaneously and the game can really shove along when people play simultaneously. It's only the car movement that causes turn order issues. If played purely in turn order the game moves to slowly for my liking.
Played once with 5p. A very nice expansion. I liked everything about it, except that the last 1 or 2 (of 15) master builders to get placed often had nowhere useful to go. Perhaps that's just part of the design. Whoever places the first master builder also plays the very last one.
Many plays. Heaps of fun. Party nd kid friendly too. It'd get a 10 if the track joins didn't cause cars to launch into the air and if the rails didn't fall out. These problems could be fixed, but shouldn't have to be.
Multiple plays. Least favourite and least necessary expansion. The ramps are quite tricky to get up and some players can fail to get up the ramps to the top level. Having another level is actually a bit gimmicky and doesn't add much to the experience. Using the ramps simply to make a mega jump is pretty cool.
I think it's better than San Juan, has longer playability, but still has limited playability. It feels like there is a best strategy for each world and if you get the right cards you will win. Sounds bad, but I haven't played it enough to get to that point and still want to play it more.
Picked this up directly from the Z-man at the Australian Games Expo 2007. Initially the saboteurs struggled to thwart the golddiggers. Nowadays the saboteurs are regulary succeeding. Much more fun playing a saboteur than a golddigger.
Played handful of times. Short play time, plenty of meaningful decisions, yet simple rules. Can be hard to judge who's winning which keeps it interesting until the end. What's not to like about this game? Why isn't this game rated higher? It's a bit heavier than Ticket to Ride and you have more to do than simply draw cards most of the time. It's a good game to satisfy players who want more of a game than T2R whilst still being accessible to non-gamers. Why didn't this game get SDJ the year it was released? Who's responsible?
Fantastic quick filler game with enough depth to keep me coming back for more. Update: with more plays playing time increases and the game becomes more analytical. That's not my style so I avoid playing this with sloths.
Played once. I reckon that if you took out the Popular Places and Righteous Relics, I think the game is a little simpler and cleaner than the original. I found the board a bit easier to grasp. I like the mechanics of the river. With the PP and RR in the game is a bit more complicated, but no more so than Ticket to Ride Europe is than the original T2R.
Played twice. A surprisingly good game. Works surprisingly well, in my opinion, with 2 players. Games with more than 2p are lengthier than I'd like and I reckon the base game could have come with more than 8 factions - which are all used in a 4p game, to give it more variety. Sure there are expansions, but these are relatively expensive. Even more so than the base game. Quite pricey as far as non collectible card games go.
Played twice. Once with 6 at the AGE, once with 4. I liked it enough to buy it at the Expo. Games that play 6p and don't take an age are hard to come by, and this one fits the bill perfectly. Worked fine with 4 too.
This game has some great mechanics. I love the turn order mechanism. However, the games I've played so far have been around the 2 hour mark. I didn't mind the random factor, but not for games that take that long. There's more calculation in this game than it appears at first glance. If people don't think during other player's turns then the game is too slow.
This expansion makes play more gamer oriented than the original alone. However, it does increase game time noticeably, but it's still about 1 hour play which is excellent. I'm just as happy to play vanilla or with this expansion.
Not better and not worse than the original Ticket to Ride. Just different. Perhaps less suited for introducing to new gamers and more suited to experienced gamers with the additional rules and some added depth.
Played once. Not bad - quite enjoyed it. Better than I expected after hearing about it from people who'd played it. Problem is that if played seriously (ie, making an effort to remember cards), it might actually be slower than a game of the original Ticket to Ride. The best thing going for it is portability and setup/tear down times.
The direct confrontation element in this game causes me play quite defensively. It seems to work very well for me. It seems that everybody, but me, has trouble grasping that your symbol identifies you, not colour. Perhaps it's because I am colourblind.
After 3 plays I like this game very much. I like it more with 3 players than 4p, which is unsual. Theme is very artificial. However, in my last game I felt as though I had no control. I'm leaning towards thinking last player is at a disadvantage.