Showing posts with label eurogame. Show all posts
Showing posts with label eurogame. Show all posts

Carcassonne Review

Carcassonne
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Most people come to this game after they have already been introduced to the European Designer Games by Settlers of Catan. This is a different kind of game than Settlers but in some senses it shares a lot of commonalities.
The game is easy to learn for a wide audience, it is reasonably quick to play (30 - 40 minutes) and is a very "immersive" game i.e. there aren't long periods of boredom. There are elements of strategy and luck, which makes for a "fun" game experience.
This game is fun for children and adults. For children the "farmers" are a little too complex, but the game works very well without that element.
The game consists of laying tiles to build cities, roads and monasteries in the South of France. Points are gained by creating long roads, building large cities or farming multiple farms. It draws elements of building jigsaw puzzles together with a strategy game of competing for territory.
I have played this game with family members who aren't really into board games and they enjoyed it just as much as gamers.
There are many expansions to this game which add a few more dimensions as you get more advanced. There is a very high replay-ability.
I would high recommend this game to people who are bored with standard Monopoly or Cranium type board games that are popular in the US.
If you loved Settler's of Catan this a "must"!
Summary:
General
o 2 - 5 Players
o 30 - 40 minutes Playing time
Audience -
o Children & Adults
o Serious and Casual Gamers
Format
o Tile Laying
o Combines Strategy & Luck
Longevity
o High Replay-ability
o Quality Components

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Dominion Alchemy Review

Dominion Alchemy
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Dominion: Alchemy is an expansion to the Dominion card game series. You will need Dominion or Dominion Intrigue in order to play Alchemy.
Dominion: Alchemy is the smallest expansion to date, bringing 12 new kingdom cards and a new treasure card to the table. Alchemy brings a new theme and some very interesting cards to the table, but it can feel awkward to integrate Alchemy cards into a "normal" game without a keen understanding of the cards and a sound strategy. Specifically, the "Potions" resource is implemented, the crux of this expansion. The Potion is a treasure card, costing 4, necessary to purchase most Alchemy cards. Whenever a Potion appears in hand, it nearly forces players to purchase an Alchemy card, and, without extra buys, players often waste treasure purchasing them, as they cost very little but require a potion in addition to the treasure cost. Since Potions have no other benefits, they can easily become worthless cards cycling through the deck.
On a positive note, the majority of the artwork for the Alchemy cards is beautiful. Having been disappointed with many of the illustrations in Seaside, particularly, Alchemy brings some redemption to the aesthetic appeal of Dominion. For those who may be concerned with the content of this specific Dominion theme, it should be known that a few of the cards, whether the art or indicated by the card name, are dark in nature. The cards in question can be, in my opinion, easily avoided (in gameplay with children, for example) or discarded, if you so desire.
In my experience, playing with Alchemy cards makes for a longer game, especially if you are playing with those new to Alchemy. Alchemy lends itself to advanced players and should be avoided in play with newcomers to Dominion. Beware; an Alchemy game may conclude and you might feel as though you only pursued bunny trails the entire time. Is it any surprise though, since the art of alchemy lead to a lot of nothing? Though intriguing, Alchemy is probably the most superfluous of the Dominion series. My opinion is that many will buy this expansion more out of excitement or for a sense of completion for their collection.


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Looking for a way to turn lead into gold, the clever chemists in your basement laboratories keep sending up requests for strange ingredients like barrels of quicksilver and even locks of your hair. They are also working on a universal solvent. If they manage to create the substance and a container to hold it, you will be able to build a castle that can't be dissolved!
Please note: Dominion: Alchemy expands both Dominion, and Dominion: Intrigue and as such, it does not contain material for a complete game. Treasure, Victory, Curse, and Trash cards are not included, so you will need Dominion or Dominion: Intrigue to play. Dominion: Alchemy is also designed to be played with any future expansions that may be published.

Contents of Dominion: Alchemy Expansion:
150 Cards
Box Liner
Inlay
Rule Booklet



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Small World Review

Small World
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My husband and I bought this on a whim - we'd gone to our local game store to pick up Settler's Of Catan because we'd played that recently with friends and liked it. However, this caught our eye, and we bought it instead! I was drawn the cover art, I'll admit!
We brought it to a friend's place to play after dinner. It took a while to get a hang of the way the game is supposed to work and the dynamics of each round, but after a few turns, we were able to get it all figured out.
I really liked all aspects of this game - the 'Risk' aspect of trying to take over the map, the fantasy aspect of the characters, and the unique way the game's races are developed. Every game you play will be different due to how things are set up!
My only complaint is with the tray the Race Tokens are stored in... it was pretty hard for me (who has small fingers, even) to get the tokens in and out of the little squares they are supposed to go in. Especially when some were in use and the remaining ones would fall forward.
Overall, I'm really happy that we got this game, I'm looking forward to sharing it with other people!

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Small World " is a zany, light-hearted civilization game in which 2-5 players vie for conquest and control of a board that is simply too small to accommodate them all! Picking the right combination of fantasy races and unique special powers, players must rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory.Designed by Philippe Keyaerts, as the fantasy follow-up to his award-winning Vinci, Small World is inhabited by a cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.Small World marks the return of the Days of Wonder line of heavily-themed, big-box sized games featuring evocative illustrations, high-quality European components and a compelling, fun theme.Game Contents: * Two double-sided game boards (One for each of four possible player configurations) * 14 Fantasy Races with matching banners & tokens * 20 Special Power badges * A variety of Troll Lairs * Mountains * Fortresses * Encampments * Holes-in-the-ground * 2 Heroes * A Dragon * Along with Victory Coins * 6 Player Summary Sheets * A Reinforcement Die * Rules Booklet * A Days of Wonder Online Access Number

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Pandemic Review

Pandemic
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Pandemic is the sort of rare game that appeals both to geeks and to people who like party games. It's relatively lightweight as boardgames go--each player has four moves, and the rules for them are relatively simple. Yet there is a lot of probabilistic strategizing to be done by the folks of that nature.
The game itself is relatively tough. The diseases -- the board -- wins about half the time in my group, and often in very mean and surprising ways. This makes it all the more fun when we win.

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Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out.Players must work together, playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks.A truly cooperative game where you all win or you all lose.

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Rio Grande Games Dominion: Seaside Review

Rio Grande Games Dominion: Seaside
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Dominion: Seaside is the second expansion (but first strictly-expansion expansion) to the award-winning uncollectible collectible card game Dominion. The first expansion, Dominion: Intrigue, was an expansion, but could also be played on its own.
Seaside, on the other hand, is a strict expansion- it lacks the Land and Money cards that Dominion and Dominion:Intrigue come with, and can only be played when on also has a copy of one of those two (or both, if you have all three!).
Dominion (the original) had 25 different stacks of Kingdom cards, from which you chose ten stacks to use in any given game (about three million possible scenarios). Intrigue added another 25, for a total of 50 stacks from which you chose 10 (for something like 10 billion possible starting scenarios). Seaside adds 26 more Kingdom cards, for a total of 76 from which one chooses ten (pushing the possible start scenarios up towards the trillions).
Like the other two games, the game starts with each player having a fixed deck of ten cards, and using those cards to purchase more cards from a central pool of Land Cards, Money Cards, and Stuff Cards. One recycles this ever-growing deck back onto itself, simulating a small dominion's cycling economy, and competing against the other player's kingdoms in a race of efficiency and resource-wealth.
Intrigue, as the name belies, introduced many "sneaky" or "mean" cards into the game- attacks that pulled cards from other peoples hands and decks, or cards that punished other players who were getting ahead. Rather than rehashing the original game's mechanics, it pushed them in new, interesting directions, typically by forcing competing players to choose the lesser of two evils when presented with certain card-actions.
Seaside continues this trend, adding an overall theme of "your next turn". Many of the cards in this expansion let you sacrifice a not-so-great hand for a nearly-guaranteed amazing hand next turn, or squirrel cards from your deck away, to be drawn back into your hand later. Other cards let you pirate treasure from other players, embargo goods and services, or move cards from the bottom of your deck to the top.
This theme gives games played with these new 26 cards a much different feel from playing just the original or Intrigue- there are more elements of chance, whimsy, and, after sufficient quiet building momentum, the heady exercise of much-restrained power. It is a nice companion to the smash-and-grab routines introduced by Intrigue.
Like the Intrigue expansion, the 26 Seaside expansion stacks can be used on their own, or combined with the other 50 stacks from the original and Intrigue.
Seaside has some game mechanics that are a little more complicated than the other two games, but this complication is mitigated by the excellent reminder mats and (real metal) tokens that come with the game specifically to make those mechanics easier.
It does not, though, take too long to get up to speed. (All three games share that quality- it takes a couple of turns to learn how to play, a couple of playthroughs to learn how to win, and then has more possible game-states than atoms in the universe- you can always come back for more).
The only downside to Seaside as compared to Intrigue is that it is a strict expansion- it cannot actually be played without the Land and Money cards that come with the Original or Intrigue.
Also, (and this isn't necessarily a downside), it has about 500 cards, and one really ought to by card sleeves for them, both for protection and easier organization.
In any case, Seaside is an interesting, challenging, and all around excellent expansion to Dominion and Dominion: Intrigue.

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Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the basic Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion, and you will need to have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published. All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours. This is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn. Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion and have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published.

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Dominion Intrigue Review

Dominion Intrigue
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Dominion, Intrigue, is both a stand-alone game and an expansion for the original "Dominion" game published in 2008. Previous players of the original dominion game will be right at home with this new set as the cards follow the established format of the previous set and the only "new" rules are simply clarifications of commonsense practices most players would intuit from the original rules anyway. The game is also a stand-alone set which is accessible all-on-its own to new players and those not familiar with previous dominion products.
Game play is straight forward, all players start with identical 10 card decks/hands, and throughout the course of the game, they add to their deck by buying and stealing cards from the central pool and from other players. Game play is a balance of building the necessary resources to purchase victory points, defending against the strategies of other players, and balancing the need to accumulate the highest victory point total with the fact that the victory point cards don't accomplish anything when drawn.
What you get:
*250+ cards including 25 entirely new kingdom cards and a full compliment of coins, curses, victory points, and randomizer cards.
*Card organizer.
*Rule book.
The game itself can accommodate between 2-4 players for the individual set or up to 8 players (rules provided in the intrigue expansion book) when combined with the previous set. There is no moderator and every player starts the game with the exact same cards and access to the exact same resources.
For those familiar with the original Dominion core game at first glance "Dominion Intrigue" looks fairly straightforward. This is however not the case. The intrigue set is more interactive than the core set, constantly requiring the active player and his opponents to make choices based on cards played. The feel of these cards is more group oriented, with more diversity and dependence on the other players with each action card played. For example, the card Masquerade requires each player to select a card from their hand and pass it to the player to their left, with the active player being able to trash one card from their hand (possibly an unwanted gift from the person to their right?) Also, cards like Barron and Duke provide much more defined strategies from the very beginning of games for players who want to specialize (both interact with victory point cards in hand for benefits.) Other cards like great hall, Noble, and Harem act as victory point cards as well as coins or action cards. If this sounds complicated, it's not, but turns can take longer as many of the action cards require all the players to perform actions and make choices while others require the active player to follow a series of instructions, often requiring him to make a value based choice which can take a second to figure out. This set also requires the players to be much more aware of how many cards they have in their discard pile, deck, in hand, in the kingdom card piles, and what other players are potentially holding/doing. Play through the recommended scenarios a few times first before randomizing to get a feel for the new game, trust me its better that way.
For new players, this game is entirely accessible and a great deal of fun. It is however more complex than the original core set and as a result it takes longer to get the rules down and start slinging the cardboard. If you've played collectable card games like magic the gathering, you'll love this game. If you've never played a card game in your life, this is still a fantastic game worth picking up. I won't say that a new player has to start with the previous "dominion" set before playing "Dominion Intrigue." What I will say is that Intrigue is far easier to strategize and grasp after having played the original core set.
Personal impressions:
I don't think it's fair to compare this new game of dominion with the older set. The game experience with "Dominion Intrigue" is entirely different than that of the main set, keeping the established mechanics but using decision making and group dynamics to force a much more unified and group dependent competition. I've played tons of games with the previous set and although there are cards like militia and witch which certainly affect the other players in the group, my interest in what other players were doing was limited to what they were likely to be doing to me and who had started the end run for the provinces. Dominion Intrigue requires players to be--very--aware of what other players are doing and very aware of how their strategies are advancing.
Another aspect of the game that is different is the feel of some of the cards when played. Previously, "attack cards" like witch, Militia, and burocrat were commonly played, to the detriment of all. Cards like the Thief and spy require the active player to make a decision regarding all the other players, again to their detriment. One of the most frustrating and defining qualities of Dominion Intrigue is that it forces the players to decide often how they will take it on the chin, in essence to choose the method of their punishment. The feel of play is more personal than the play with the core set--because--cards like torturer and masquerade don't just hit everyone equally as the witch and militia do, they make the other players complicit in their own downfall.
The net affect is a set that forces players to make value based choices constantly--sometimes to their benefit--sometimes not.
I like this game. It has great potential when the kingdom cards are combined with those of the previous set for random games. As a stand alone game though it doesn't have the raw crack--like addictiveness that the previous set possesses. It's different--not worse--and the things that make it different make it less fun for my friends and I. 4/5.


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You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! You will bring civilization to these people, uniting them under your banner. Dominion: Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in Dominion or with the basic game of Dominion.

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Dominion Review

Dominion
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Dominion is a deceptively simple appearing game which encompasses endless variation and fun. The basic game contains the following major components:
1.25 groups of cards with additional money cards to supplement the game play (in total over 250 cards.)
2.Card storage and organizer designed specifically for organizing the components of the game.
3.The Rules.
Game Play:
A game starts with each player holding an identical small (10 cards) deck which contains the basic resources for starting play. As the game begins a group of 10 cards are selected from the 25 categories of cards in the box (the rules outline specific card selections for scenario play or people can design their own through customization. There is no banker or moderator; all players start entirely equal with the exact same cards.
During each player's turn they have the chance to take actions by playing cards from their hand and purchase new cards from the central decks (which are accessible to all players.) Each player has to balance the need to buy new cards and money, with the purchase of victory points (which remain in the player's deck but don't help them during the game itself until they are tallied up to determine the winner.)
I have to be honest, when I first heard about the game and had it described to me I didn't understand why my wife and several of our friends were so worked up over the thing. It sounded terribly dry and repetitive, particularly to a person like myself who has played collectable card games like magic the gathering for many years now
Nothing could have been farther from the truth.
Dominion has something for everyone, from the collectable card game nut, to the poker player, to the family looking for an alternative to trivial pursuit on Sunday nights. Since everyone starts out with access to the same selection of cards and the same resources for advancement, everyone has an equal chance of victory (which isn't the case in many games where the players construct their decks in advance of play.) Because there are 10 different categories of action cards (each category having at least 10 cards in its pile) to choose from there is plenty of room for strategy (particularly as the game progresses and certain resources are bought up to the point of extinction.)
The game is set up in such a way so that you can play cut throat games with lots of player-vs-player actions or less interactive games where the victory is determined who fields the most effective resource acquisition strategy. Those familiar with CCG drafting from sealed packs will feel right at home in this environment, while those with no card based gaming experience won't be at a disadvantage compared to those who have played card games extensively.
My only criticism of dominion (as has been said on several other forums) is that while the game is entirely self contained and doesn't require purchase of booster boxes and the like, I can easily see the cards (which are essential in exactly the numbers provided) wearing out or being lost. Because there are so many of them I recommend using card sleeves (available at most hobby stores from companies like rook and ultra pro.)
I started out one night thoroughly expecting to dislike this game and found myself 3 hours later having played several games and wondering where the evening had gone. This game is completely addictive and doesn't loose its fun factor after the player has played multiple scenarios in one sitting.
Simply put, this is the best interactive casual game I've played in 32 years.


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In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end. You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn

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