Sleuth of a Seuthe: An Investigative Review on Games

As a long time avid game player, and lover, I come before you to tell you my complete honest and forward opinion on games. I will bring out the things I like in the game. Point out the things I dislike. And consider who this game would be best targeted at. All of this while also assigning a completely random biased number on a scale of 1-8. Why 8? Because I can!

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Review of "Rasputin"

Eric Bryan Seuthe II
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Not this last con, but a couple back we got the chance to meet Bob West and talk about his amazing game Rasputin. Then, before the convention was out, he put a copy in my hand and asked me to review it.

It shames me that it took this long to review this game.

So without further ado, and apologizes, let's get into it.

Rasputin is a card and board game, where up to four players can attempt to defeat Rasputin. However, to be able to do it, your going to have to deftly avoid guards, Rasputin seeing you coming, and defeat his dangerous magic.

Players can build their deck from a pool of cards, up to a specific amount. There is a benefit and a disadvantage to cards, some cards that help you the most when played have a low card number value. Cards that don't help you as much will have a higher card number value. I'll get into why card value number matters later.

At the beginning of the turn, a card is drawn from Rasputin's deck. The number value on the card does not matter, but the sign on the card does, there are four different types, each correlating with a mark on the board. Now Rasputin moves toward this space. Then all the guards move on the board. There are a lot, and they move in order. Guards have this priority. First fires, second players, third Rasputin, and fourth the sign. However they must be within 4 spaces of anything to give it priority. If the guard is not within four of anything it just moves toward the sign on the card. Now it's the players turn.

Players have a first player token that cycles through the game, so no one goes first two turns in a row. We like that. On a players turn, they can play as many cards as they can from their hand, and move two spaces. If they enter the space of Rasputin, without being in his line of sight at the beginning of their turn, then they can attack him.

Players when attacking Rasputin must draw 7 cards off of Rasputin's deck one at a time. Each time matching the value of the sign card with the top card off their deck, and cards from their hands. This is where the card number values come into play. So if you choose only good action cards, you'll have low numbers and likely wont win the game. If a player is successful against a sign, regardless of the win or loss at the end of the turn they gain that sign card to their character (only one per sign type). For future combats with Rasputin they are now invulnerable to those sign cards.

You will not defeat Rasputin on your first try, but good luck!

At the end of every players turn, players can draw two cards off their deck, or one of their choice from their discard pile. Which is awesome. Then the first player token passes, and it all starts again.

WHAT DID I LIKE ABOUT THE GAME:

I love the assassin aspect of this game. The sneaking around, and moving about without getting caught. The cards you can choose to play the game with is pretty cool to that aspect. Also, it's important to note that the game does give a quick set up for your decks for your first time, so you can get a feeling for the game.

The feel of the play is paramount for me. I start thinking like an assassin, how can I trick the guards, hide, and sneak my way to my target.

WHAT DID I DISLIKE ABOUT THE GAME:

In the game that I played the decks were all the same colors. This supposedly has been solved in the new version of the game.

Additionally I am slightly colorblind, so differentiating between the player tokens can be a bit taxing for me.

Besides that, I love the quality, and content of the game!

WHO IS THIS GAME DESIGNED FOR?

This is a strategy game, that has a bit of luck to help players find balance. I've played this game with a myriad of gamers, and frankly this isn't a game you'd play with your child, but a fun game to play with your teenage and adult friends!

RATING!
7.0 out of 8. The game was great, the board set up and deck building eats up a little time, so it's not always the first decision when it comes to games to play, but we definitely show the game off to friends when ever we can!



Now for something entirely different, for anyone who loves party games, keep in mind our reviewer, and amazing game designer has created an awesome game called Rough: The Card Game that is currently available for free print and play within this site! Check it out.

If you are interested in what is going to happen with this game feel free to email us at Info(at)MonkeyFingerGames(dot)com and we will let you know as anything happens!

Keep gaming!
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Mon Sep 8, 2014 6:02 pm
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Strategicon Wrap Up: Ars Victor

Eric Bryan Seuthe II
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Ars Victor is a great game, you get to have a different board, or a different load out each time, but.... you can only have a total of 80 points of glory to spend and what ever you don't spend is how much points the opponent has to lower you by to win the game.

When you place your initial four troops on the board, you pick the boards that go under them. You have two different colors, and two logos per color. if you don't choose wisely you could drastically reduce the effectiveness of your cards.

Your cards effect how much actions you do per turn, in the form of order points, only one order per troop per turn. You can use only matching colors to order a troop, but if it is not the matching icon, it will cost one more additional point.

To put an additional troop on the board it costs one point, but the troop will be assigned to that icon's board if you place it with that card.

Troops on the board, have range attacks, melee attack, move icons, run icons, and abilities.

The range and melee attacks show you what dice you roll when you are attacking. These have varying faces, and abilities. The move icons are what you can move when just simply moving, or moving and attacking. Run icons are moves you can make, only when you are moving. If you attack, you can not run. Abilities effect how the troop is attacked or attacks.

When you move/run it costs one order point, and when you move/attack it costs two order points.

When a troop is reduced to or below it's health, the troop is destroyed and the player controlling it is reduced by the number of glory required to purchase it in the beginning.

Also at the beginning of your turn, you can make the opponent lower it's glory, by having a HQ on the board when the opponent does not, or by holding control points.

All in all the game is fast paced, and to help it be specifically an hour, it is over when there are no more cards available to the players.

WHAT DID I LIKE ABOUT THE GAME:

The game has a lot in the box. Every piece or part that you might need is in there. The double sided troops to allow multiple options is awesome, and you really feel like you got what you paid for.
Past the value, the game has a ton of versatility. You can really feel it out. Play the game with many different strategies, and try out different troop selections every time.

For people who might be daunted with that, or less likely to want to do such a thing, you have the rule book with many different selections of of scenarios so they don't have to think to much.

WHAT DID I DISLIKE ABOUT THE GAME:

I want to start by saying I appreciate the quick reference sheet. I would have liked a better quick start guide. the game suggest, and appropriately so, that players start with scenario one, which would have been a great place to maybe put a quick set up reference, or maybe a better one in the beginning of the book.

I felt like I had to jump around to see what pieces were for, and it added to a huge hold up to get up and go playing.

Many people these days point to youtube and outside guides, but when you are at a convention in a basement trying to play a game with no wifi, no reception, you need the box to be clear with what you need to know ASAP.

(However, for people who want a youtube video to help you see how it works, I got it for you right here from the company themselves.)

That being said I was able to limp forward, and it only bothered my initial set up, once I got the hang of it, nothing held me back from liking the game.

WHO IS THIS GAME DESIGNED FOR?

This game is great for people who love a game like Ogre, but might want a simpler design. People who love risk, but want more luck and strategy. People who want a two player game that allows strategy, but at the same time less likely to cause skull crushing depression from game play.

RATING!
7.1 out of 8. I'm really wondering why I even have a rating system here anymore, since I usually give the games a range of 6.5 to 7.5.

Missed picking up the game on Kickstarter? Don't fret, pick it up here!



Now for something entirely different, for anyone who loves party games, keep in mind our reviewer, and amazing game designer has created an awesome game called Rough: The Card Game that is currently available for free print and play within this site! Check it out.

If you are interested in what is going to happen with this game feel free to email us at Info(at)MonkeyFingerGames(dot)com and we will let you know as anything happens!

Keep gaming!
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Fri Sep 5, 2014 6:00 am
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Review of "The Red Dragon Inn 3"

Eric Bryan Seuthe II
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So I was very happy to pick up The Red Dragon Inn 3, after being sent several copies of the expansions, I couldn't help but check out the third expansion, especially since Uncle Phrenk was in it, after all I had gotten to know his niece so well.

What I played, was nothing like I had seen in the first version. This game was very different.

We had pixies, wolves, paladins, tinkerers and a brew master. Yikes.

Now must of the game play is exactly like the other sets but the characters are the difference. So if you want a game play break down, here it is from my prior review:

Players set up their play space, take their gold, and draw seven cards from their personal deck. All players start at 0 alcohol, and 20 fortitude. Place a drink on every body's board.

Players, on their turn, can choose to discard any cards from their hand, and then draw up to their hand limit. Then players play an action card, and then players buy another player a drink.

All the drinks in the deck are free, in so much that in theory you paid for them before the game started. If the drink deck runs out, you have to pay one gold from all players for another round (reshuffling the deck) before you get anymore drinks.

Players then at the end of their turn drink their next drink, which can effect both your fortitude, or your alcohol level.

Action cards is where the meat of the game lies, and each player has their own balance of cards in their deck. You can gamble, you can buy more drinks for more people, or you can effect players money and fortitude.

When you surpass your fortitude in alcohol, or run out of money, you are out of the game. Win by surviving the longest!


Now to the players. Each of these character's have special abiities.

The Paladin has a piaty chart, that is effected by the cards she plays, and sometimes effects the cards (a lot more then sometimes).

The Brewmaster has potions, and brews one each turn, he can hold one of those potions at a time, use them, or sell them to other players, if they want them. Also the Brewmaster has a lot of fun with the drinks.

The Pixie, besides being awesome and tricky, comes with a companion a wolf. Every turn the wolf's personality changes and the Pixie is either benefited, or hindered by it.

The Tinkerer has some super powerful cards, but because she tinkers, not all of them work. So she has a second deck that could increase, decrease or deactivate the cards that she plays.

Sounds cool you say, well there is more. In the game there are some awesome and even more interesting drinks to increase the fun of your game.

That being said this is worth your time and attention.

WHAT DID I LIKE ABOUT THE GAME:

I love the new characters, but I love Phrenk. His potions, and tossing of drinks made this game a lot of fun for me. I've played a lot of Red Dragon Inn recently, but Phrenk make the game feel like it was fresh and new!

WHAT DID I DISLIKE ABOUT THE GAME:

I felt that when the Tinkerer's cards were doubled by the gear deck, they became monsterous! But I guess it is very rare that it would occur, but it still hurt... a lot.

WHO IS THIS GAME DESIGNED FOR?

This is a fun game for almost any gamer, it's calm card management, and in game decisions entertain without polarizing. Unfortunately, due to the alcohol consumption though, I can not support this game for use with young children, but you can probably play it with your Tweens, if you have a serious talk before and after. You know, your job as a parent anyway...

RATING!
7.6 out of 8. When I played this game, I played it with 6 players, and added in two of the set one characters. It played awesomely, and was well balanced and fun. In the end it came down to Wizard Zot, and Wizgille the Tinkerer. Tinkerer though got lucky with her gear cards haha.



Now for something entirely different, for anyone who loves party games, keep in mind our reviewer, and amazing game designer has created an awesome game called Rough: The Card Game that is currently available for free print and play within this site! Check it out.

If you are interested in what is going to happen with this game feel free to email us at Info(at)MonkeyFingerGames(dot)com and we will let you know as anything happens!

Keep gaming!
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Wed Jul 30, 2014 6:00 am
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Review of "Flash Point"

Eric Bryan Seuthe II
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Woodland Hills
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I've been dragging my feet with Flash Point, unfairly, for several months. I didn't think a game about firefighting would be engaging or fun for group play.

I hate being wrong. The people behind this game made an amazing and engaging design.

Game starts with randomly assigned fire, smoke, hot spots, chemicals, and victim possibilities.

You on your turn, based on your character can move put out fires, dispose of chemicals break and secure walls, while rescuing people! If you want to, you can even save actions for your next turn.

However not all spots are people, and if the fire gets to them first they die.

You win the game if you rescue 7, but lose the game if four die, or the building collapses.

WHAT DID I LIKE ABOUT THE GAME:

You have to put out fires, handle dangerous chemicals, save people and put out fires. What's not to like?

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike how easy the walls get destroyed, and how quick the game can end if you don't keep an eye on it, but that's half the point of the game.

WHO IS THIS GAME DESIGNED FOR?

Anyone who likes Forbidden Desert or Forbidden Island should get this game ASAP.

RATING!
7.5 out of 8. I lost, and hard but I have a strong desire to play again and again!


Now for something entirely different, for anyone who loves party games, keep in mind our reviewer, and amazing game designer has created an awesome game called Rough: The Card Game that is currently available for free print and play within this site! Check it out.

If you are interested in what is going to happen with this game feel free to email us at Info(at)MonkeyFingerGames(dot)com and we will let you know as anything happens!

Keep gaming!
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Fri Jul 18, 2014 6:00 am
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Review of "The South Shall Rise Again"

Eric Bryan Seuthe II
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When I first heard about The South Shall Rise Again, I thought this game was a bit racist, well come on the name seems like something you'd see on the bumper of a car who would also sport a confederate window flag.

After being assured by a friend that the game was not, and looking at the cover I recognized that this wasn't what I thought it was.

The game is a solid tongue and cheek joke at a zombie twist on the South. After I realized that, I understood how hilarious the name of the game was.

The game is pretty solid. Your concept is a war like hex board game where you must perform certain tasks, and work together to slaughter some zombies, or fall to their undead ways.

Play has a team play aspect, while at the same time invoking a "Kill as many as you can to be the best" aspect. If it's not competitive, they do have a competitive modification you can invoke. There are scenarios that control setup, and win conditions. The point of the game is to kill as many zombies as possible, while at the same time not being killed. And if you die, you become a detriment to your friends, as you come back as zombies.

WHAT DID I LIKE ABOUT THE GAME:

The die rolls were pretty nice and fluid. Modifiers made a lot of sense, and the guide was very helpful for all players.

The terrain didn't really bother me much, but it did help to make me be more strategic with the Zombies. Well if they weren't already upon me.

WHAT DID I DISLIKE ABOUT THE GAME:

I actually wish there were more scenarios. While the game comes with a set number of scenarios, and how you roll can make the feeling a bit different, a lot more scenarios would give this game a much larger edge.

I also feel like there aren't enough constant feeding zombies on the map. It might have been the scenarios I played, but I would have liked the feel that you play until the zombie pool is gone, or you are dead.

WHO IS THIS GAME DESIGNED FOR?

This isn't specifically a zombie game, this is more like a hex board war themed game with a zombie flair. Don't think you're playing Last Night on Earth, but if you like war games, this game will give you a breath of fresh (or rotting) air to the genre.

RATING!
6.4 out of 8. I would have given this game more, but to be honest this isn't my favorite game style. I am not really a huge fan of hex board games. I think they are to easy to design, board-wise. That being said I would play this game again, and have no hate for it what so ever. But you guys need to make a cheap expansion with a bunch of extra scenarios.
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Fri May 23, 2014 6:00 am
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Review of "Red Dragon Inn Allies Cormac the Mighty"

Eric Bryan Seuthe II
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The designers of The The Red Dragon Inn sent me another one of the the mini-expansion for their awesome game, this time it's Cormac the Mighty.

This expansion can extend the game by one player, and comes with a micro game board. So adventurers like before it's important to keep in mind that this comes with a complete set of player deck, and board, but you will still need the core set for the drink deck, and well.... a competitor.

From the review of the main game, the game-play is summarized as follows:

Players take their gold, draw seven cards, place a drink on their board, and start at 0 alcohol, and 20 fortitude. On their turn, Players can discard any cards from their hand, and then draw up to their hand limit, players then play an action card, buy another player a drink, and drink their drink. When you surpass your fortitude in alcohol, or run out of money, you are out of the game. Win by surviving the longest!

Like our prior review of Erin the Ever-Changing and Witchdoctor Natyli, our new Allie to review has his own cards, while causing the normal ruckus of actions, also though Cormac is not your average adventurer, he is a barbarian. That comes with all the pluses and minuses that attach to that lifestyle .. er breeding?

Cormac has levels of rage that he uses while challenging his... Friends? to drinking contests. The rage markers are organized by their levels, and you walk through them in a very specific order.

In addition, Cormac has special cards in his deck that allow him to effect his "Rage Pool". Certain cards when used automatically go into the rage pool, others allow you to place another card on top of the mandatory card. Once you have met the markers requirements you flip over that level of unbridled RAGE!

The levels of rage give you bonuses, and some negatives, but it's worth it. Be careful though, some cards when used can clear out your rage pool. So it's up to you if it's worth it to play the card.

WHAT DID I LIKE ABOUT THE GAME:

I like the change to the basic game-play. I realized there was more searching for rage in my deck, more playing the game to hurt players with fortitude loss, then any of the other players. Also, while my fiance hates my Gerki impression, she really hates my Cormac persona when I play.

WHAT DID I DISLIKE ABOUT THE GAME:

Again I dislike the size of the board. Which is nitpicking since as said before I actually am very impressed that they included it with the game. If anyone else fells that way again, just put Cormac on the Core set boards.

This character did feel more powerful then the others (when it came to attacking fortitude only). I highly recommend this expansion for a ton of fun.

WHO IS THIS GAME DESIGNED FOR?

Just like before this game reaches a wide and varied group of people but make sure to have a core set, for the drink cards at least. Playing with this deck alone isn't much fun. We tried.

RATING!
7.1 out of 8. This Mini-Expansion, like the last ones we have reviewed, truly delivers. (This one even more so in my opinion.) It changes the game play, creates fun new strategies, and forces you to get a little more aggressive, CORMAC SMASH! While trying not to be repetitive, I must repeat that if you like this expansion you should also pick up the other three Mini-Expansions.
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Wed May 14, 2014 6:00 am
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Preview of "12 Realms: Ancestors Legacy"

Eric Bryan Seuthe II
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We've been in talks with the great people at MAGE Company about their new Kickstarter for 12 Realms: Ancestors Legacy.

And while I haven't yet got a chance to play it, I can honestly say that it looks awesome!

If you might remember, these guys were nice enough to allow us a preview of Höyük before it released.

Looking over the game, and it's components, much like Hoyuk, you wont be disappointed.

So what is 12 Realms Ancestors Legacy? Well lets hear it from them:

"...12 Realms returns with an expansion entitled Ancestors Legacy! Four exciting new Realms lie hidden in the Fairy world and you must prepare yourself to explore them so as to defeat all of their enemies."

New lands are in the game to explore: Kievan Empire, Golden Caliphate, Olympia, and Nile Valley.

You will be able to ally with Ruslan, Prince Ivan, Sinbad, Andromeda, and the rest of the heroes against Marid, Sobek, Anubis and the rest of the Dark Lords.

One of the big differences with Ancestors Legacy, as opposed to the Realms games that have come before, is that Legacy will provide a much different game through its new designed game mechanic, "Plots".

There are now three different Plots for both the first edition and the new one, which will include a background story and will significantly increase the difficulty and excitement of the game.

This change will allow the player more decisions then existed in the prior games.

As the designers put it, Ancestors Legacy "...will take you to another world where your actions will determine the future of the Fairy lands and all the known Heroes."

This Kickstarter will not only publish the next edition of 12 Realms but also reprint the basic game with some changes and improvements.

So, I know I am excited, and I hope you guys are too.

Check out their Kickstarter here:
https://www.kickstarter.com/projects/magecompany/12-realms-a...
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Mon May 12, 2014 8:00 am
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Review of "Ticket to Ride"

Eric Bryan Seuthe II
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I haven't played Ticket to Ride as much as I should. When I first played it I fell in love with the game.

Players take into their hand route cards, and pick from the cards which ones they would like to hold onto. Discarding the additional choice. Players then collect colored train cards to build their route.

Seems pretty simple, when in a vacuum. However you aren't in a vacuum, you are playing against the most evil, psychotic robber barons of all time, your friends. They will take claim to roads you need box in your routes, and cut off your destinations. Partly in spite, and partly to win.

WHAT DID I LIKE ABOUT THE GAME:

There is something satisfying about reaching your goal. Especially at the costs of your friends. Taking the small routes away as soon as possible, and can I say, I love the little trains. Seriously. Awesome.

Also, if you make a route that goes across the board you might be able to get the longest route bonus. VICTORY!

WHAT DID I DISLIKE ABOUT THE GAME:

There are a couple cities, you know who you are, which become very hard to get a route to. If you get a goal with those end games, it becomes a race to who is the bigger jerk.

WHO IS THIS GAME DESIGNED FOR?

People who like a pretty simple card game, but also like a solid strategy game.

RATING!
6.9 out of 8. There is some luck, and some strategy. It's a solid low impact mechanic, with a heavy strategic aspect. It's hard to balance both, but it is successful in this game.
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Wed Apr 30, 2014 6:00 am
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Review of "Slasher: The Final Cut"

Eric Bryan Seuthe II
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When I first played Slasher: The Final Cut, I was very excited to jump into the dynamics.

The game works very simply. You have a rooms, players and a slasher. Your goal is to survive, or kill the Slasher. You have clues to defeating the slasher, or health. You play cards as if it was a scene. Cards allow you to move, make the slasher move, or force the slasher to attack other players.

The whole goal being total destruction of the competition, while trying to defeat the slasher.

On your turn, you play a scene card, and players can play plot twists to your scene. It's always best to describe your scene as it unfolds.

WHAT DID I LIKE ABOUT THE GAME:

I loved the theme of the game, every turn feels like a scene from the movie, it's designed that way. Think about Gloom, with the story design, but in a horror movie feel. That's the perfect way to play this game!

WHAT DID I DISLIKE ABOUT THE GAME:

To be honest, I only wish this game could be re-drafted today. It could stand a little polish, but it was a great game. The art of the time (pictures of their friends) was ridiculously campy. Which in some ways are good and bad, but it could be better.

Also, the rules need a lot of polish. There have been to many fights about to many wordings of the cards within this game.

WHO IS THIS GAME DESIGNED FOR?

People who love horror movies. It's hard to find, but if you can snag a copy, I highly suggest you pick it up!

RATING!
5.9 out of 8. The rules kills the rating. It would be so much higher, even with the art as it is, if the rules didn't defeat itself.
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Mon Apr 28, 2014 6:00 am
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Review of "Carcassonne"

Eric Bryan Seuthe II
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Carcassonne, the hard to pronounce game of tile playing.

Each round a tile is placed by the active player.

Player chooses how the tile is placed, and where it is placed as long as they actually can place it in it's location.

Players then at that moment have the ability to place one follower on the board in support of a specific item. You are building castles, monasteries, farms, and roads. You get your follower back when you complete your items, scoring your points. Your followers are limited though so if you don't complete your structures, then the followers will be tied up.

You can also choose your tile placement for the sole purpose of screwing over other players.

You still get points at the end of the game for unfinished following structures, but you will be tied up, and prevented from gaining additional support.

WHAT DID I LIKE ABOUT THE GAME:

I actually like this game a lot. The river expansion is also a lot fun, but forces the game play in the beginning.

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike when players take a unattached portion, plot a follower in it and coop your structures. THIEVES!

WHO IS THIS GAME DESIGNED FOR?

People who are fans of table top tile laying strategy games.

RATING!
6.3 out of 8. It's fun, but I prefer to play it on the Xbox 360 then the physical copy, because you have less things to unpack, and put away afterwards.
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Mon Apr 21, 2014 6:00 am
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