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.
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.
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'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.
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 like this game quite a lot. Some good bluffing and second guessing. The one problem is that it's a bit like playing poker without real money at stake. On the last round, everyone just goes all in. I suppose knowing that now helps play better, but those who think they are behind will have nothing to lose so will still try a big haul. Usualy, whoever is Sheriff gets lots of bribes final round and has an advantage.
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.
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.