Geeklist s for 20th Century Limited

1 , 2 , 3 , 4  Next »   | 
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Wayne Walker
United States
Chuluota
Florida
flag msg tools
mbmbmbmbmb
Wishlist/Radar

In theory I would love TransAmerica with some pickup and deliver. Some of the reviews make me worry that they missed the mark. Low price point may push me over the edge, although I may wait to see if the upcoming Orient Express is a better option (or the same thing on a different map).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Panda Z
Australia
Canberra
ACT
flag msg tools
mbmbmbmbmb

Game for 2 to 5 players about building train routes and networks over USA.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Adam Daulton
United States
Indianapolis
Indiana
flag msg tools
designer
mbmbmbmbmb
Condition New in Shrink

Edition 2015 edition

Language English

Comments Though it is in shrink, a sticker was removed from the front of the box where the shrink was cut away. This left some of the cover with some paper pulled off in a 2x3 inch area.

Attending Wednesday - Sunday
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
John Wong
Canada
Markham
Ontario
flag msg tools
mbmbmbmbmb
Excellent condition
English 1st Edition
Rio Grande Games
Attending all 4 days
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Eduard Florea
United States
California
flag msg tools
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Doug Faust
United States
Malverne
New York
flag msg tools
mbmbmbmbmb
On Saturday, I was down in NJ for my sister's birthday.

_6_ Takenoko - This was with me, Anni, Lauren, and Jon; Lauren was new, and I'm not sure if Jon had played. This was a birthday present for Lauren from Jon, and since we had four players, we decided to give it a go. From my previous game, I remembered that the farmer and land goal cards were much harder than the panda ones, so I focused more on those. Fortunately, I kept drawing high-value cards that weren't that difficult, incluing two 6-point eat one of each color cards. I didn't roll that well (lots of wind), but the good card luck seemed to more than make up for that. I ended up being the one to get all my cards down, and won by a fair bit.


On Saturday night, we drove down to the outer banks of North Carolina for John Kerr's annual "Beach Week" gaming retreat. I'm still there now, and will be recapping a lot more games next week. Here's Sunday's games, though...

_8_ 20th Century Limited - This was with me, Anni, Tucker, and Molly; only I had played before. I had played this a couple of weeks ago and was anxious to play it again and teach Anni; fortunately Joe had brought his copy. I began by completing a whole bunch of regional rails, leaving the companies for later. When I did start doing companies, I opted for medium-sized ones, eschewing the tiny ones. About halfway through the game, I picked up a 56-point company card, thinking it might be nice to have that option. I didn't end up getting any of the bonuses--Tucker picked up the balanced bonus, Anni stole the Canada bonus out from Tucker's nose, and I don't think anyone claimed the South bonus. Toward the end of the game, I came up with a plan to complete my 56-point card, working my 6- and 7-regionals into the process. Unfortunately Tucker ended the game a few turns before I could finish that plan, and with that won the game.


_8_ Hansa - This was with me, Anni, Rob, and Ben; everyone had played before. Ben shot to an early lead by dropping 3-stacks of market stalls in some key cities to take the majorities. It turns out things work pretty well when your barrels are free and everyone else has to pay you money. I worked mostly on getting my market stalls on the board, but it was difficult to get majorities in anyplace important. I did get a majority in Riga, which though it's one of the least important cities on the map, wound out paying out a few times. We were able to catch up to Ben a bit, and when the game ended the scores were closer than we expected, but Ben still won.


_8_ Grand Austria Hotel - This was with me, Anni, and Molly; Molly was new. We played the night sides with the pre-set staff sets. The bonuses in this game were 6 staff cards, 2 rows, and 3 color sets. I started out by getting my 3-yellow block completed in time for the emperor bonus. This propelled me along, and I felt like I was actually having a very good game. Unfortunately for me, Anni was also having a good game, and managed to get into two of the three bonus cards right before I was able to. I had played a end-game staff card that gave me points for my emperor tracks, but it turned out I got focused on other stuff toward the end of the game, and didn't even get the emperor bonus in the last round. My other two end-game bonus cards were pretty good, though. On the last turn, Anni managed to use the bonuses from one customer to fill another customer to ensure that she got her last customer fulfilled, a plus when she thought she would have to take the penalty. That worked out to be the difference in the game, as she beat me by a few points.


_9_ AquaSphere - This was with me, Anni, and Molly; everyone was new. I picked up a card early on that gave me a crystal whenever I killed octopods, which meant I would actually spend effort doing that this turn (and I fortunately could avoid having to harvest crystals). I wasn't able to get a wedge piece that let me kill extra octopods though, which was a bummer. The extra octopod focus came at the expense of subs--I was only able to get a single sub out early, and didn't get my third sub until the last turn. I still focused on wedges though--winning without that massive point source seems very difficult. As it turned out though, all three of us had all the wedge letters except 'D' on the last turn of the game, and there were no D's flipped. There were a couple D's buried one deep, and the programming space was in a spot where it was possible to take two wedge pieces, but if anyone uncovered a D one of the other players would immediately swoop in and take it. So we all had to scrap that plan and do other things. When we tallied the scores, Anni and I ended up with the exact same number, and we were tied on the first tiebreaker (control of the station). I ended up winning on the second tiebreaker, number of crystals left.



_6_ Rolling Freight (new!) - This was with me, Anni, and Joe; only Joe had played before. We played on the western map. I had expressed interest in learning this one, and Joe volunteered to bring it so that he could teach me, so big thanks to Joe! Anyway, I focused early on building routes that were next to each other, so that I could eventually have a nice network. I did look for red and yellow deliveries that would give me some nice bonuses, but the cities that actually wanted those color goods all seemed to be very far away. So I mostly ignored goods early, while Joe did the opposite and delivered a lot of goods early for the early-round bonus. Since I wasn't delivering early, I invested in a lot of switching stations so I could make long deliveries late with the long-distance blue and gray goods. As the late game rolled around, I got a little frustrated that the long-distance goods would get delivered only one or two hops away, before I could use my then-impressive network or get the long-distance bonus. I ended up filling in some of those spots just so I could send other goods through those cities. I did have a few nice deliveries at the end, maxing out at a distance of 8. That wasn't quite enough to catch Joe though, who won by a handful of points.



THOUGHTS ON NEW-TO-ME GAMES

Rolling Freight takes the pick-up-and-deliver mechanism from Age of Steam and puts it into a train game with no economics, pre-printed routes that can be built, and an action system where your actions are determined by dice you roll. On the surface, this would seem to be a less involved experience, but while it's definitely easier, I wouldn't say it's shorter. Routes are available to be built in a random order, which makes it harder for players to build a giant network in one area, and encourages players to use each other's tracks. I didn't really care for the action dice system, as it felt like I was always wasting efficiency when my dice didn't work out. There were also special-power technologies that could be purchased, which were pretty good at differentiating people's strategies. The board was laid out so as to prevent easy deliveries of the goods that give bonuses for short runs, and also prevent long deliveries of goods that give bonuses for long runs. I was a little frustrated by that, but I guess learning the map better would yield insight as to where the workable parts of the map are. My bigger concerns were with graphic design--the cities were ringed with their demand color, which theoretically could be seen with the available good sitting in the middle. Practically though, with some cities having multiple demand rings right next to them, lots of stuff placed on the board, and two of the colors being very similar, I found it very difficult to read the board. The game also had some of the smallest cards that I've ever seen, which added to the fiddliness. On the whole, I like a lot of these game mechanics, but found the game to be a bit frustrating and long.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Michael
Canada
Neepawa
Manitoba
flag msg tools
designer
mbmbmbmbmb
Condition: Box & Components Very Good (Well taken care of).

Publisher: Rio Grande Games

Edition: First Edition

Language: English
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Doug Faust
United States
Malverne
New York
flag msg tools
mbmbmbmbmb
This weekend I drove down to Game Days, a small convention in Maryland. Anni was off at a librarian conference, so I was on my own.

FRIDAY

_7_ World's Fair 1893 (new!) - This was with me, Marvin, and two others; only Marvin had played before. Marvin gathered a few people who were milling around, including me, and offered to teach this. I didn't have much of a coherent strategy in this one, but I mostly tried to get majorities in regions where I my starting cubes were in the beginning, and majorities where I needed the colors to get sets late. As a result, I did fairly well on the set collection part of the game, but I didn't do as well getting tickets or even winning majorities. I don't remember exactly how I finished, but Marvin was well ahead of everyone, and I was bunched in with the other players.


_7_ 7 Wonders: Duel (new!) - Marvin said Dan had promised to teach him Grand Austria Hotel, so I decided to join him since I like that game. However, Dan was busy, so Marvin taught me 7 Wonders: Duel in the meantime. I was new. I took the typical 7 Wonders strategy of getting resources early, and since the wonders I ended up with had some military on them, I pretty much avoided science and took military cards where it seemed useful. Well, Marvin focused on science since I wasn't, be he seemed to be having a lot of trouble getting two of the same symbol. He also didn't concern himself with resources at all, only grabbing a gray resource that I somehow managed to destroy in the course of the game. It turns out not having resources isn't a particularly effective way of playing this game. As a result, I built all four of my wonders while he built none, and while he managed to avoid the military insta-win, I more than doubled his score at the end.


_8_ Grand Austria Hotel - Somehow, while we were playing 7 Wonders: Duel, Dan got himself involved in a game of The Gallerist and loaned out his copy of Grand Austria Hotel to some other folks. Fortunately, the people who had borrowed Grand Austria only numbered two and hadn't started yet, and they were more than happy to have us join. Unfortunately, the guy who was explaning the game had already started doing so, and wasn't too keen on bringing Marvin up to speed, so I had to give him some pointers without stepping on the other guy's toes. He also got some setup rules wrong, but not big-deal ones, and I didn't feel like digging through rules to contradict him. Anyway, I and the other guy explaining had played before, Marvin and the other other guy had not. We played with 6 random staff cards. Halfway through the game, the other explainer said he didn't realize what time it was, and had to quit the game. Fortunately, we were able to re-jigger the game for 3 players on the fly. I don't recall having any particularly juicy combos set up during the game, but I ended up doing particularly well. I fulfilled all three bonus cards first for the 15 spots, while the other players never really got off the ground. However, they both seemed to enjoy the game, at least.


_8_ Above and Below - Scott had just bought a bunch of games, including Grand Austria Hotel, Quadropolis, and Above and Below, and was reading through rules and punching stuff. I mentioned that I could teach Above and Below, so we did that. This was with me, Scott, and Gretchen; only I had played before. I focused early on resource-gathering, while Gretchen and Scott were more interested in recruiting and adventuring. As a result, I was able to build up my income earlier on. However, things started equalizing as the game progressed, and I did more adventuring trying to find different goods types. Scott grabbed the building that gave points for buildings right before I was going to, but I was able to take another end-game building that was of about equal value. I did end up winning in the end, but it was actually a lot closer than any of us suspected.


_6_ Splendor - Scott and Gretchen were going to join John and Sheila for dinner, and invited me along, but weren't meeting up for another 40 minutes, so we broke out this filler. Everyone had played before. I kept steering myself in the general direction of the bonus tiles, but as usual, I didn't end up achieving any of them before they were taken. However, in this play I did focus a little more on getting cards that were worth points. That ended up serving me pretty well, as I wound up ending the game before anyone else was really close. This is the first time I've actually won this game.


_7_ Codenames - We got back from dinner fairly late, and I really only had the wherewithal for Codenames. John, Sheila, and I were on one team, while Scott, Gretchen, and Dan were on the other; everyone had played before. I went first to give clues, but was doing fairly awful because my team kept guessing innocent bystanders (to be fair, I wasn't going out of my way to make sure my clues didn't involve said bystanders). However, I was saved at the last minute when the opponent's team, who was far ahead, picked the assassin. The third round of the game, with John and Gretchen giving clues, was completely ridiculous, as "platypus" was one of the clues, and the other team decided to guess it just because they liked the word. Turns out, it was theirs! This strategy worked well enough that they ended up guessing another word out of the blue, which turned out to be theirs as well. Well, they obviously won that round.


SATURDAY

_8_ Mombasa - This was with me, Don, and Jay; only Don was new. Don really wanted to learn this one, and I was more than happy to teach. We decided to use the standard rules, and randomly ended up with three companies on the 2 side. One of my start tiles got me a free diamond, so I decided to focus on diamonds. This went pretty well for me in the early going, as the others didn't go after the diamond merchant cards. I ended up opening up the fourth card slot about halfway through the game. I actually maxed out the diamond track in this game, a personal first. Unfortunately, I didn't have much going in other parts of the game, as Don scored 63 for Cairo and Jay scored 70 for Mombasa. They both outscored me on the book track as well. It ended up being a close game though, with Jay winning 154-149-135. I was in last.


_6_ Evolution: Flight (new!) - This was with me, Don, Jay, and Cody; everyone but me had played both Evolution and Flight before, while I was rusty on Evolution and completely new to Flight. On the very first turn, everybody ended up starting with an animal with a Hard Shell (Don actually had 2 such animals), which was pretty funny. It also served to strongly discourage early-game carnivores. From there, Cody and Jay started investing in birds, which was annoying for my land-based animals. Of course, the birds didn't invest in much protection aside from flight, so I decided to make a flying carnivore. It was tough going early on because of the body size constraints, but soon I got pack hunting, which made body size less relevant. My flying carnivore pretty much set the tenor of the game, as it became a race to see who could do the best to protect themselves from it. The only other carnivore that showed up in the game was a land-based one from Don, but that too fell victim to my flying carnivore. Unfortunately for me, Jay did a really good job of protecting his four species from me, mainly through camouflage. Because of that, Jay ended up running away with the game.


_8_ Viticulture - This was with me, Don, Jay, Laura, and Leslie; only Laura was new. I got a start card that gave me an extra worker, which seemed like a no-brainer. I focused on blue cards over yellow cards early because I remembered that there were a bunch of ways to get extra workers in that deck. I wasn't disappointed, either, as I ended up getting all my workers out with cards in the game. The other parts of the game just didn't work out for me though, as my early vine cards dictated that I get both vine improvements early, and then my contract cards didn't match with the vines that I happened to draw. I think I was the last player to build my medium cellar, which isn't very conducive to completing contracts. As a result, I was trailing all game, but toward the end of the game I did manage to get my engine going. Of course, then the game ended and I found myself in fourth place. Jay won, though Leslie also crossed the 20-point barrier.


_8_ Grand Austria Hotel - This was with me, Scott, John, and Sheila; everyone had played before. In fact, Scott, John, and Sheila just got finished learning the game from Marvin (who, in turn, learned the game in the play above), and liked it enough to want to play a second straight time. They invited me in because Marvin had to leave. Unfortunately, some (but not all) of the poor rules teaching propagated itself to this game, but I was able to fix this so we played with the actual rules. We still played with the staff card sets, but we did play on the day sides of our boards (which I haven't done before). On the first roll, we got like seven 4's, and since I was going first, I was happy to take all those emperor points. Actually, the emperor track proved to be no problem for any of us this game, I think we all achieved the bonus in each round with points to spare. One of the goal cards required that I close all the rooms in a single color, and I decided early on that I would close my 7 blue rooms. I made good progress toward this through the first half of the game, but in the second half green cards stopped coming out, and the blue cards that came out all seemed to require black cubes, which were very difficult for me to make. So it worked out that my plan was a bit too ambitious, and I even ended up taking a -5 penalty for a blue card I couldn't complete. Despite that, it was very close in the end between myself and John, but he ended up winning by a few points.


(At this point, my phone died, so no more pictures.)

_8_ Steampunk Rally - This was with me, John, and Sheila; only I had played before. Sheila got off to an early lead, but had to deal with a lot of damage in the process, where I took it slowly trying not to lose my machine pieces. I was able to build my machine up early on, and I got the ability to golden wheel by the time I hit the shortcut, which I took to gain the lead. My machine kept growing and growing, and through the timely use of the card that lets me remove all dice with 3 pips or less, I kept being able to reuse my cards. By the time I got near the finish line, I was pretty unstoppable, as I could just keep chaining my abilities. I won pretty easily.

_6_ This Town Ain't Big Enough for the 2-4 of Us (new!) - This was with me, Scott, John, and Sheila; everyone was new. I was thinking I'd go to bed, but the others talked me into this one last filler. I didn't really have much control over how the board played out; I just tried to score points for myself wherever I could. The silver bar tiles turned out to be less exciting than advertised, as it seemed like there were rarely any tiles that could legally be moved. In any case, John and I tied for the most points at the end, and I somehow won the tiebreaker.

SUNDAY

_8_ 20th Century Limited (new!) - This was with me, Pierre, and Peter; only Pierre had played before. As one might expect, we all worked on completing the low-numbered regional routes early on. The three bonuses available were regional and company both at level 4, 4 Canada companies, and 4 Red companies, so I was trying to keep that in mind as I planned out my companies, but Pierre claimed the level 4 one and Peter claimed the Canada one. I ended up being a little bit behind as I was getting a feel for the game and firming up my plans. I ended up grabbing a 62-point cross-country route from the display, hoping that I'd be able to hang my hat on that. My early companies all involved the red region, so once I completed 3 of those, I began to work on the big one (which also happened to involve red). Of course, working on the giant route put me even further behind the others in number of both regional and company routes completed, but I managed to finish it a good three turns before the game ended. I spend the last few turns getting my fifth regional out, and then Peter ended the game. After tallying the points, Peter won and I had come in second.



THOUGHTS ON NEW-TO-ME GAMES

World's Fair 1893 is one of those games that's played on a giant rondel. Each turn, a player places his influence cube in one of the five areas of the board, both to try to win a majority in that area as well as claim the cards that are there. The cards are then refilled clockwise around the board. There are three types of cards that can be won--"influential figures" that allow you to place more or move cubes next round, midway tickets that are worth points, and colored exhibits that correspond with the board areas. Players that have the most or second-most cubes in a region at the end of each round can turn in the colored exhibit cards for chits of the appropriate colors, and at the end of the game players score for having diversely colored chits. I did like how everything in the game seemed very well integrated. However, I found it a little difficult to exert much control over what happened, especially as it was a little difficult to predict when the rounds would end. On the whole, I thought this was a decent light game, but nothing special.

7 Wonders: Duel is a two-player game based on the award-winning drafting game 7 Wonders. Instead of passing a hand of cards around to draft them, cards are arranged in a central display such that the corners of some cards are on top of other cards. Cards cannot be taken unless they have no other cards on top of them. Actually, the similarities to 7 Wonders are mostly thematic, as the mechanics of most of the card types has changed. The military cards work as a tug-of-war which provides various bonuses as the marker advanced on the track. The science cards can be turned in for a special ability if you can play two with the same symbols (and there are many more different symbols). In any case, the thing I enjoyed most about this game was taking cards such that my opponent didn't have access to the cards I'd need later on. I thought the game was pretty good.

Evolution: Flight is an expansion for Evolution that allows players to create flying animals. To do so, players must discard two cards, but are given the "Flight" trait for free--such animals cannot be attacked by non-flying animals, and certain defensive traits such as Warning Call can be nullified by discarding a card. Additionally, creatures with flight must eat for their body weight as well as their population (such food doesn't become points), but have access to a special food source that ground creatures can't reach. The expansion provides some nice additions to the base game, and those that like the base game will probably enjoy this too.

This Town Ain't Big Enough for the 2-4 of Us is a microgame consisting of a small pile of tiles, as well as some extra chits for keeping score. Each tile has some fences partitioning the tile, and a number of symbols belonging to each player in the various areas of a tile. On a player's turn, that player draws a random tile and places it. When a fenced-in area is complete, whichever player has the most symbols in it gets points equal to the number of symbols of the second-place player, and second place gets points for the third-place symbols, and so on. The game plays in about 15-20 minutes. While it's not a bad game, there's really not anything to draw players in. The high luck factor prevents any real strategy. Think Carcassonne, but not as good.

20th Century Limited is a connection game in which players place tracks of their color to complete regional and company cards in their hand. Regional cards involve connecting three cities in one region, and must be completed in order--northeast first, then midwest, then south, etc. Scoring for regional cards depends only on the number completed. Company cards involve cities in different regions, and the point value of the card is determined by its difficulty, from under 10 to over 60 points. The trick with the company cards is that your track used to complete them is removed from the board, which is good (you have more track in supply for new routes) and bad (you can't reuse the placed track for other routes). I really enjoyed the balancing of the two types of tickets, and how you really wanted to make your regional and company cards work together, since both regional and company cards can't work with themselves. The game really involved some nice planning elements trying to use your track as efficiently as possible. It definitely worked for me.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Jon Bauer
Australia
Cockatoo
VIC
flag msg tools
mbmbmbmbmb
Excellent condition

Pickup: EGF or Bordercon via mule.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Cyril Sneer
United States
St. Louis
Missouri
flag msg tools
mbmbmbmbmb
Title: 20th Century Limited
Publisher: Rio Grande Games
Language(s): English

Condition: like new - 3-5 times used (for review purposes), complete
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Brice Chidester
United States
Hilliard
Ohio
flag msg tools
mb
Condition: Like New

Edition: English first edition (2015)

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
John Wong
Canada
Markham
Ontario
flag msg tools
mbmbmbmbmb
Excellent Condition
Smoke/Pet free home
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Drew
United States
Wisconsin
flag msg tools
Living rent-free in your head!
badge
It's entirely possible that I have you plonked.
mbmbmbmbmb
20th Century (1934)




I believe this is the first movie I've seen with either John Barrymore or Carole Lombard. As such, I have no way of knowing whether this is representative of their talents, but . . . John Barrymore is hilarious, and Carole Lombard is an annoyance.

In fact, both the characters they play are supposed to be supremely annoying, but Barrymore makes it funny, and Lombard never really rises beyond annoying.

So here's the scoop. Barrymore plays Oscar Jaffe, a Broadway producer and director who has discovered a young actress named Mildred Plotka, who he renames Lily Garland in his effort to turn her into a big star.

Soon they have a string of hit plays together. But, Lily Garland becomes such a big star, she ditches Jaffe and heads to Hollywood to break into movies.

Here he is, flipping out because Garland has left him. This is the kind of scenery-chewing that fills the movie.



Skip ahead three years, and Jaffe's plays begin to flop. We find him in Chicago having gotten himself deep into debt after his latest flop. Slipping out of town aboard the 20th Century (we have a title!) he's heading back to New York. But it turns out Lily Garland is on the train, too. She's heading to New York to work with a rival producer. Jaffe sees this as his chance to convince her to work with him again.

Billed as a screwball comedy, . . . it is, but there are points early in the movie where I wondered where the comedy part was, and if it wasn't for John Barrymore being over-the-top hammy (as befits his character) I would have thought it was supposed to be serious. But the moment the action switches to the train, the silliness begins.

Barrymore's and Lombard's characters are both supposed to be melodramatic hams, and there's even a line or two referencing the fact that they're always acting even when they're off-stage. There's a heckuva lot of shouting at each other, and the pop culture references of 1934 are flying left and right. (So bring a notebook.)

Enjoyable, but I have to admit that all the shouting was a bit of a hurdle. As mentioned above, Lombard's character is just awful, and while Barrymore's character is supposed to be equally awful, he brings a charm to it that prevents you from completely hating him.

I had no idea that Barrymore was a comic actor. I always thought he was kind of a romantic lead. But he's hilarious here. Makes me think I need to check out some more Barrymore movies.

Enjoy this gif:





3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Curt Collins
United States
Pittsburgh
Pennsylvania
flag msg tools
mbmbmbmbmb
So close to scoring a huge mega company, but the game ended a turn short...
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Curt Collins
United States
Pittsburgh
Pennsylvania
flag msg tools
mbmbmbmbmb
Played a 3 player of this. One player misunderstood the scoring and ended up losing because of it.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
GeekList: February Gaming
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Andrew Bucholtz
United States
Visalia
California
flag msg tools
mbmb
Played Thursday with Tony. I like this one a lot; interesting decisions on when to establish regional routes (which stay on the board) and companies (which give you your track back). I won pretty narrowly.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
GeekList: Auction CLOSED
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Larry Rice
United States
Irvine
California
flag msg tools
mbmbmbmbmb
As with all games, there are two shades of green for the green player. Game is in very good condition.

Soft Reserve: $10
BIN: $15
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Christopher M
United States
Coralville
IA
flag msg tools
mb
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Larry Rice
United States
Irvine
California
flag msg tools
mbmbmbmbmb
Game is in very good condition. Please note that the green components come in two different shades (all games are like this I believe).

SWEETENER:

California Gold - Game is in like new condition.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Bryce Journey
United States
Omaha
Nebraska
flag msg tools
designer
mbmbmbmbmb


20th Century Limited - My wife really wanted to try this one at GenCon but it wasn't in the cards for us. Every time we dropped by the Rio Grande room, it was being played. So when it went on sale as a CSI daily deal, I snapped it up as a Christmas present for her. It was one of the first Christmas games we played after the holiday and got in a few more plays of it before the end of the month. We were both very impressed with it and enjoyed it immensely. I've always enjoyed route-building and the combination of Ticket to Ride/Transamerica-style route building is very engaging. The use of the Entry Waivers is a nice strategic addition too. d10-8

7 Wonders: Duel - I love 7 Wonders and was hoping this game would be different enough to warrant its existence. Turns out it is. It feels like a completely different game. After playing it with a friend at Spielbound, it goes on my wishlist. d10-7

The Voyages of Marco Polo - I had a fun time with this game. The characters really make this game and I can see them influencing how different each play would be. I've heard that some say this game is broken because supposedly people can win without traveling. I haven't played the game enough to make a completely informed judgment about that. But based upon my limited play experience, I think this accusation entirely depends on one or maybe two characters that might be able to pull this off, it depends on the dice rolls, and it depends on which contracts come out and when. All together, it seems like a very risky proposition to me. In my first game, I traveled a lot and beat a player who only traveled once or twice, so I'm far from convinced this is a broken game. d10-7

Rome: City of Marble - The game is pretty abstract, which might influence its long-term replayability for me, but so far I'm having a good time with this one and think highly of it. Every game I've played has been very intense, come down to the wire, and ended in close scores, which I always like to see in a game like this. I really dig the whole concept of an area control / tile laying game too. d10-7

Dice City - I traded an extra copy of The Game for this one and am having a great time with it. I even got it as a Christmas present for a friend, who I think will enjoy it with his family a lot. There are clearly some cards that are better than others and I was concerned this might influence how the game plays, but the frequency they appear in the purchasable display has made each game feel very different. Most of our games have been very close in this one, including a couple that went to tie-breaker. d10-7

Saint Petersburg (second edition) - There's a guy who frequents the local board cafe who loves the first edition of this game. He might love it too much, because he's turned a lot of people off of it by teaching it to them and then clobbering them at it because he plays it so much. But I liked it enough after learning it from him that I started playing it on Yucata and picked up a copy of the new second edition for Christmas when it was on sale at CSI earlier in the year. I'm glad I waited for the second edition, because the expansion and modules seem to add a lot to the game. So far I've tried out the Market expansion and enjoyed that thoroughly. The wife also enjoys the game, so I think this will see continued and regular play for us. So far, however, I have yet to win a single game, wither first or second edition. It joins Power Grid as one of the few games that have that dubious distinction for me. Fortunately, I like both of those games and am always up for a game of them. One of these days I might even figure out a worthwhile strategy for them and be able to be successful. d10-7

Ghostbusters: The Board Game - There's a lot of negativity about this game, but after playing it myself, I'm convinced most of the negativity is just coming from Cryptozoic haters, people who haven't actually played the game yet, and over-reacting angry Kickstarter backers. Some of the negativity is also coming from people who were expecting something completely different from what this game turned out to be. This is a light dungeon crawl game. As such, it hits a sweet spot for me as an engaging dungeon crawl I can play with my family. Each scenario is fast-paced and doesn't drag on too long, there are interesting decisions to make, and the story doesn't try to compensate for a lack of mechanics. In short, it's everything I wanted Mice and Mystics to be but wasn't. d10-6

Java - I've owned the Mask Trilogy games for a couple of years now but have so far only gotten Tikal to the table. I changed that this previous month by scheduling a demo of the completely trilogy for a recent Saturday afternoon at Spielbound. I was expecting a group of dedicated players to play all three games, but wound up having a different group for all three games, which actually wound up working out really well. I really liked how the board looked in this one when we were all done. Real nice production really made the engaging mechanics shine. d10-6

Mexica - I'd probably rate all of the Mask Trilogy similarly despite their differences, but all my plays of Tikal have felt like they dragged on just a little too long. Mexica, on the other hand, felt more fast-paced to me, though perhaps not as deep as Tikal or Java. Still, I also like how this one looks at the end of the game. d10-6

Carcassonne: Star Wars - It's pretty much a simplified re-theme of regular Carcassonne. Sure, the combat element is different, but it doesn't come up all that often and the die-roll resolution of it is kind of anti-climactic. The guys at Spielbound were thoroughly unimpressed with it and rightfully disappointed at the lack of a farmer-equivalent in this spin-off. So I house-ruled "asteroid farmers" when I taught my family, and it worked better. If I feel like regular Carcassonne, this is a fine alternative. If I feel like expansions, I'll go with regular Carcassonne. With that in mind, I think there's a place in my collection for both. Plus, the idea of these weird Euro-game Star Wars re-themes is still attractive to me. I'm really looking forward to acquiring Star Wars Ubongo and Star Wars Timeline in the near future. d10-6

Crosscheck - I thrifted a copy of this a couple of years ago and finally got it to the table this last month. Our epic 4P game lasted four hours, which is way longer than a word game should last, but was surprisingly engaging and intense the whole time. The mechanics are really cool and we all had a great time with the crossword element of the game. I think if I play it again, I'll either modify or remove the whole blocking rule. That's what made it drag on too long. d10-5

Master Fox - Reminds me of a more straight-forward and less complicated Dr Shark. Like that game, this one is okay. I played it at Spielbound with my son and we had a good time with it. It's not something I'll likely add to the collection, but if he wants to play it again at the board game cafe, I won't talk him out of it. d10-4

Expansions:
Istanbul: Mocha & Baksheesh - I really like everything about this expansion. Especially the new coffee tiles. I love moving multiple spaces in a straight line. Wheeee! d10-7

Abyss: Kraken - I'm not sure what to make of this expansion after one play. Most of the new elements don't seem very necessary, like the Kraken themselves, the new Lords, and the Nebulis. The new Locations, however, are lots of fun. I love that treasure deck. On the other hand, I'm concerned that what was once a tight, close game, might turn into games that are not very close any more. That was the case in the one game I've played with the treasure deck so far, anyway. Getting a treasure location seemed to be a huge advantage for the eventual winner. d10-5
16 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Larry Rice
United States
Irvine
California
flag msg tools
mbmbmbmbmb
Opened and played once. Very good condition. Green components are in two shades of green (as are all copies I believe).

Soft Reserve: $15
BIN: $25
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Larry Rice
United States
Irvine
California
flag msg tools
mbmbmbmbmb
Game is in very good condition. Please note that the green color comes in two shades and the publisher is not replacing pieces - apparently the supplier ran out of green.

Soft Reserve: $15
BIN: $20

Will easily fit in a USPS Priority Medium Flat Rate Box.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Board Game: 20th Century Limited [Average Rating:6.99 Overall Rank:3776]
Larry Rice
United States
Irvine
California
flag msg tools
mbmbmbmbmb
Game is in good condition. Please note that like most all games of this title, the green components come in two different shades.

$17

Sorry, no longer available at EsCon due to a family emergency as I will be returning to Pennsylvania during this time.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Larry Rice
United States
Irvine
California
flag msg tools
mbmbmbmbmb
Please note that the green components are in two different shades of green. All copies of first printing are allegedly affected by this.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
BigBrother IsScary
msg tools
Sending the prototype art to the printer...
8 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2 , 3 , 4  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.