Showing posts with label strategy game. Show all posts
Showing posts with label strategy game. Show all posts

Skip-Bo Breakers Tile Game Review

Skip-Bo Breakers Tile Game
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This game was purchased for half price. We loved the original SkipBo but this is quite different. The rules were not extremely clear to my family but after rereading them several times and playing the game three or four times, we discovered what round meant and how it was played. Now out of the five of us who played the game, three of us are enthusiasts. This may take time to grow on one if enamored with the old card version.

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First to zero wins!A sequence of fun! Massive amount of fun!
: The object of the Skip-Bo Breakers Tile game is to get rid of all your tiles. The only way to do this is by creating sequences. A sequence can be anything from a single number to a pair or a straight. Play continues by matching the sequence, beating it or breaking it. Breaker Tiles with three- or four-of-a-kind help break the current sequence and give a player the lead in forming sequences. Ages 7 and over.

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Catan Geographies, Germany Review

Catan Geographies, Germany
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First may I say Klaus Tauber is brilliant!! I have and love all of his "Settler" games.
We have played the games for years and even made a point of visiting the largest department store in Berlin Germany last spring where an entire area of the store displays his games.
I was very excited when the Geographies series came out. I really hope this is only the beginning of many more to come. Would love to see Italy, France, Spain, etc in a board game. The landmarks and layout of the game is pretty spot on. I will say I was very surprised to see Hof on the game board as I had lived there years ago and Hof is not one of your MAIN Germany towns. So glad it was included. We play often with our kids, but also bought one for them. The game says for 3 or 4 players. We have played it with two and enjoyed just as much. We just shorten the winning points. Love, love, love the game. Recommend it for all ages.


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A Game of Discovery, Geography, and History in the land of Poets and Thinkers.Explore and settle the storied land of Germany using the elegant, award-winning game design from The Settlers of Catan®. Here, you will find great social interaction, simple rules, beautiful German geography, rich history and lore, and 12 wonderfully-sculpted landmarks."Catan Geographies: Germany" is a game about trade, building, and settlement. Start with town halls in 3 cities. Then build roads to neighboring cities, where you can purchase landmarks and new town halls. Town halls create resource production, while the unique landmarks generate special awards. Both yield victory points- as do the Longest Road, Largest Army, and the historically-based victory point cards.So, have fun with friends or family while casually discovering the novel geography and history of Germany."Catan Germany" contains:? An amazing, color map board depicting 28 different city scenes and 12historic landmarks.? 120 cards (including 90 resource cards, 26 development cards, and 4building cost cards).? 141 game pieces (including 12 landmarks, 80 roads, 48 town halls, and 1"Götz von Berlichingen").? 2 dice.? Rules and an illustrated geographic almanac

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Cites and Knights Settlers of Catan Expansion Review

Cites and Knights Settlers of Catan Expansion
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This expansion brings the world of Catan to it's pinnacle!!! The rules seem very overwhelming when you read them, but once you actually put them into play they make so much sense. My wife and I loved the original game, but since we started playing Cities & Knights we cannot stand to play without it. It is really easy to collect the required victory points with the expansion and though the Cities & Knights rules increase the required VP's to 13, we find that in a two player game 15 allows for a little more action each game. I highly suggest this game to anyone who has a strategic mindset or wants to have more control over the island of Catan. As mentioned in multiple other reviews, be sure that you purchase the correct edition in reference to your edition of Settlers.

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Dark clouds gather over the once peaceful landscape. Wild barbarians, lured by Catan's wealth and power, maneuver to attack. Their massive warships loom against the orange horizon.You must be strong! Barbarians attack the weakest targets, and the victim of their onslaught will be the player who contributes the least to the defense of Catan. Don't take any chances! Field your knights!In The Cities & Knights of Catan, you engage in the defense of Catan and compete to build the three great metropolises of Catan. Each of these magnificent centers are even more valuable than cities and are safe from the barbarians.You must invest in city improvements, which you acquire using commodities of trade: Coin, Paper, and Cloth. If you improve your culture, muster your knights, and enrich your cities, you will be the master of the great realm of Catan! Made in the USA.

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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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Front Porch Classics - Circa Shut the Box Review

Front Porch Classics - Circa Shut the Box
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Great fun for those who like dice, skill and chance. The box makes it handy to carry around - a good "front porch game" as they advertise. The box was not sturdy enough though, as it started to separate at the seams. It is holding together so far, though.

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Entertain yourself with this classic style dice game called Shut the Box. This game is centuries old that has been played and loved by sailors and fishermen, and now you can enjoy it too in your very own home. Simply roll the dice and flip over any combinations of tiles that match the numbers you rolled. Then, continue rolling until the numbers you roll no longer match the tiles - this is the end of your turn. If the tiles add up to six or less, only roll one die. You can figure out your score by reading left to right - the lowest score wins the game. This game is fun to play with a group of friends but can also be enjoyed with only two people. Everything you need is included in the classic style mahogany finish box and has an attractive look even while being stored in a business office or study, and even your elegant home living room. 8" L x 6" W x 3" H

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Carcassonne - Hunters and Gatherers Review

Carcassonne - Hunters and Gatherers
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Carcassonne: Hunters & Gatherers is a brand new product in the Carcassonne line of games. The original game uses medieval tiles (castles, roads, monasteries, etc.), whereas this one takes place in prehistoric times (forests, lakes, meadows). In order to score, you need to actually close off the rivers and forests, unlike the original Carcassonne where you can keep on building and building onto a city in order to get more points. Also, if you complete a forest with a gold nugget, you get a bonus tile - basically an extra turn, but the bonus tiles sometimes have a huge bonus.
The original is fun, but if you're just getting into the game you definitely want to try this first. Scoring is different, as well as the addition of a new type of "meeple," but it plays a lot faster and just makes a little more sense. The original is good, but Hunters & Gatherers is *terrific*!

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Game Description: This is a new game (not an expansion) in the Carcassonne line. It has new graphics, a new set of components, a theme set in the stone age, and new rules to match the theme. As in Carcassonne, players place tiles and put game figures on them, but with different strategies and results. Players have figures that can represent hunters, gatherers, or fishermen and place them in meadows, forests, or on rivers. They also have huts, which can be placed on rivers or lakes and are scored at the end of the game as are the hunters. Gatherers and fishermen are scored when forests or rivers are completed. There are special forest tiles that give the player who plays a tile completing a forest an extra tile lay of special tiles with special features. Players will like this game that features the tile-laying and token placements of Carcassonne with many new twists.

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Kinder Bunnies: Their First Adventure Review

Kinder Bunnies: Their First Adventure
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My uncle gave this game to my sister and I during our Christmas vacation. We played it with him that afternoon. Now, we can't stop playing it. It's fun. We like it a lot. It has coloring pages in the instruction book and even stickers. We can't wait to get back home to show our friends.

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Kinder Bunnies is a fun-filled card game in which players try to collect as many Bunnies and Carrots as possible. Five special dice keep the game rolling as players budget Cabbage and Water to feed their bunnies and avoid dangerous Safety Hazards. Loaded with colorful animal characters, activities and interactive game play, Kinder Bunnies guarantees a "Hare"-raising good time every game!

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Ninja Versus Ninja Game Review

Ninja Versus Ninja Game
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There are several other two player games that are "better" than Ninja vs. Ninja. However, there are very few such games that can be played as quickly or have such nice components.
Ninja vs. Ninja is a game where players try to score points by infiltrating the other side's dojo. The deeper they can get into the dojo the more points they score and the first to seven points wins. However, sneaking around is not the only way to win the game, if one player successfully captures all of the other side's ninjas then that also means victory.
The game features to mechanics that make it fun. The first is a mix of luck and strategy. On a player's turn they roll two dice and they move a ninja that many spaces. The ninja can only move in straight lines or "L" shapes. How a player moves and positions a ninja is important, but even the best laid strategy is tied to the luck of the dice rolls, which means players have to adjust and reevaluate their strategy every turn to make the most of their luck. This means the game will not appeal much to Chess fans, but to people who don't mind a bit of luck in games this game hits a nice mix of luck and strategy. The second mechanic, is the the ability for a player to push their luck. Once a ninja crosses a middle region of the board, then it has three turns to make it back to their dojo. The deeper a ninja goes into enemy territory the harder it will be to make it back, but the higher the points. This high risk/ high reward factor, while simple is very enjoyable and adds a lot to the game.
Technically, Ninja vs Ninja could be played with checkers and a couple of pyramid shaped four sided dice. However, the components of the cute ninjas and the dice with swords through them really adds a lot to the game. Ninja vs. Ninja is a light, fun game and the components really reinforce that.
A game of Ninja vs. Ninja will take between five and ten minutes to play and only a couple of minutes to teach. The ease of the rules, quick play time, and cute factor make this game very accessible to a wide range of people.

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In this stealthy game of swords and rewards, featuring artwork and figures designed by John Kovalic (Dork Tower), your Ninjas must defend the honor of their dojo against a rival dojo. Victory hinges on eliminating Ninjas and skillfully venturing into the opponent's dojo. But how far do your Ninjas dare to go - and will they return?

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Killer Bunnies Pink Booster Review

Killer Bunnies Pink Booster
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Without a doubt this is the best game of all time. It provides hour and hours of fun, creates dialogue around the table, encourages creativity, reading, and strategic thinking. Also don't be afraid to form alliances and KILL THOSE BUNNIES and don't forget the Carrots.

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The Killer Bunnies are green with envy! For use with the Blue Starter Deck, and Yellow, Red, Violet, and Orange Booster Decks, this expansion pack adds more hare-raising hysteria to your Quest for the Magic Carrot. New cards include the Snowball, which will send chills down your spine, Leif Carrotson, who'll send your bunnies on a journey around The Bunny Circle, and Albino Baby 5000, the world's most powerful radiation protector. Can you survive the messy Mudslide or an attack from the multi-vengeful 7th Whisk? New Half Color Bunnies will really have you splitting hares! Featuring the weird world of the Zodiac, the Green Booster Deck adds 55 cards to your existing set, plus a 12-sided Zodiac die. Game also includes 12 small cards and game instructions. For 2 - 8 Players, Ages 12 and Up.

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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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Days of Wonder Ticket to Ride 1912 Expansion Review

Days of Wonder Ticket to Ride 1912 Expansion
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Anyone who owns Ticket To Ride : Europe probably already knows that it is one of the best of the Ticket to Ride games, with a map that creates interesting challenges and roadblocks.
The one drawback with Ticket to Ride: Europe is the lack of routes, with only about 45 or so routes (including only 6 'long routes'). After 20 or so playings, it becomes fairly easy to tell what long route someone is attempting at any time. In my view this expansion is essential, and to a large extent fixes what is the only drawback of Europe I can find.
Europa 1912 adds another 6 long routes. They are designed in such a way that it is now much more difficult to know which long route someone is attempting, no matter what long route they have. These routes are typically slightly shorter than the existing long routes, and worth 16 or 17 only. Also, all long routes now have a different back - good for finding them to shuffle and deal seperately, but everyone will know if you keep it or not!
Additionally, there are 19 more 'short' routes, and these are carefully designed to make those cities and tracks that are underutilised in the original game more important. In my view, with these cards there is a fairly good chance of use (and even of two or three players wanting the track) for any track on the board.
Lastly there is a large set of 'Big Cities' routes. As with both the above sets of cards, it is optional to use these cards. On these cards, nine cities are picked (London, Paris, Berlin, Roma, Athina, Wien, Madrid, Moskva, Angora) and a route is introduced between every combination of these cities. Since only a handful of these routes already existed, this brings in a large number of new routes. Some are short (Berlin - Wien is worth 3 points only) while Madrid to Moskva, worth 25, is the longest route in the game, despite not being a 'long route'. Using this set of cards significantly increases the importance of and the competition for tracks around those 9 cities. In my view this makes for a very different game. My preference is to always play with the other new cards, but to play with the big cities cards only when everyone is up for a cutthroat game.
All up there are about 55 new route cards, a significant expansion on the number there were in the original game.
The last addition is 'Warehouses' and 'Depots'. Descriptions of how this works can be found elsewhere on the web, and although they add a different element to the game, for me they are not the drawcard in this expansion.
All route cards from the original game are reprinted, but there are ways to tell them apart. It's important to note that some of the original routes will be found in the 'Big Cities' pack.
I recommend that everyone who owns Europe buys the Europa 1912 expansion. The extra routes are really worth the money, they make the game more even and less similar from game to game. Additionally, it was very hard for me to find. I suggest you buy now while you can - there is no guarantee with Days of Wonder that there will be a reprint!

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Introducing a whole new set of Destination Tickets, Europa 1912 also brings three new variants to Ticket to Ride Europe:
Europe Expanded adds nineteen new routes to the game.
Big Cities of Europe includes tickets to nine major cities.
Mega Europe uses all of the new routes included the original Destination Tickets.
Warehouses and Depots are also introduced which include new game rules and pieces adding a new strategic level to any of the Ticket to Ride games.
Please note: This is not a stand-alone game. An original copy of any complete game in the Ticket to Ride series is required to play with the new Warehouses and Depots rule. The new Tickets included are for use only with Ticket to Ride Europe

Contents of Ticket to Ride Europa 1912 Expansion:
5 Players' Warehouses
25 Train Depots
101 Destination Tickets for Ticket to Ride Europe with 55 New Ones
Rules Booklet



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Mastermind Review

Mastermind
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I've had the original Mastermind for about 30 years, and it's a great way to hone logic skills. My 5-year-old recently got Mastermind for Kids as a gift, and I was disappointed. I guess it's "cute" to make the game look like a bowl of Lucky Charms or something, but in the kids' version there are NO PEGS - the pieces get scattered everywhere, ruining the game, with one false move. Tedious and very frustrating, especially for little ones. The kids' version is a bit simpler as it allows for only three combinations, not four like the original; BUT you can just as easily decide to do the same with the original version anyway. GET THE ORIGINAL, IT's GREAT!

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The classic strategy game that has had players making and breaking codes for decades. The codemaker sets a code using the color pegs and your mission is to break the code in 10 moves or less! Sound simple? It's not! Over 2,000 possible code combinations will keep your interest. The game console features a built-in storage tray and code sheet. For 2 players.

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Catan Traders and Barbarians 5 - 6 Player Extension Review

Catan Traders and Barbarians 5 - 6 Player Extension
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Love this addition. There are many different variations you can play. it's never the same game twice. Great buy. Highly recommend.

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With this extension, you can play all five exciting Catan: Traders & Barbarians scenarios with up to six players. Now you'll face even more competition from your fellow settlers as you struggle to survive and prosper on the island of Catan! Components include 43 game pieces, 12 knights (6 of each color) - 6 bridges (3 of each color), 2 wagons (1 of each color), 12 barbarians (bronze color), 11 camels (brown color), 24 cards, 2 cards for "The Fishermen of Catan," 2 sets of cards for "Traders & Barbarians," 12 terrain tiles and fishing ground tiles, 16 gold coin counters (8 small, 8 large), 2 Special "Poor Settler" Cards/Tiles, 18 commodity tokens, 14 fish tokens, and 1 rules booklet. You need the Settlers of Catan board game and the Traders & Barbarians expansion (each sold separately) to use this 5-6 player extension. Measures 9"L x 6"W x 9"H.

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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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BANG (La Pallottola) The Bullet Review

BANG (La Pallottola) The Bullet
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This is an incredibly entertaining game, reminiscent of the cardless "mafia" game many of us played in junior high and high school. It has become the game of choice among my friends and me in the last few months. Each player is dealt a role that he or she plays in the game (sheriff, deputy, outlaw, or renegade). All the roles are secret, except for the sheriff's. Game play proceeds as players eliminate each other in hopes of doing what is best for their role. The sheriff tries to stay alive and kill the outlaws and renegade(s). Outlaws try to kill the Sheriff, and so on. It gets pretty addictive and aggravating at the same time, but in a very good way.
Just read the rules and deal everyone the picture-instruction cards, and the game is relatively easy to understand. The game is the most fun when you have about 5 or 6 players. It doesn't make much sense with 4 (too easy to guess others' roles), and the pace slows a lot with 7 or 8 unless everyone is paying attention and knows the rules.
One small downside to the game is that it is an elimination game--when you die, you're out of the game/round until either the Sheriff/deputies or renegade(s) or the outlaws win. Usually this doesn't take very long, but it always sucks to be the first one out. When I play, I usually usually go through at least 3 or 4 rounds during one sitting. Also, for very conservative families, it might be noteworthy that "beer" and "whisky" cards heal your character.
Bang! The Bullet comes with several expansion packs that keep the game interesting and add new rules/restrictions that change up game play. Start with the core game first as you learn. Then you can add expansions later. It also comes with a nifty badge that Sheriff gets to wear.

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Bang FUN

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Carcassonne Abbey & Mayor 5th Extension Review

Carcassonne Abbey and Mayor 5th Extension
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Abbey & Mayor is the 5th full expansion to Carcassonne. With this expansion, players add a power and influence aspect to their game in four different parts. I've listed them in order of enjoyment.
Mayor -- The mayor piece is focused on controlling cities. The mayor's power grows as the city gains more pennant tiles. This piece can play a major role in the struggle for control that frequently takes place in large, valuable cities. As someone who enjoys competing for cities, I like this aspect.
Wagon -- Played as a regular piece, the wagon can travel from a completed area to somewhere unclaimed. This creates continuity and requires some extra vision. So far, this piece has been fun to play.
Barns -- The barn allows players to set up a super farm that grows in size as the game progresses pushing other, usually smaller, farmers out. The barn makes farm strategy important from the beginning instead of its typical end game position. However, a common complaint about farms in general is that they tend to grow too big. Those who don't enjoy that aspect of the game may not like this piece.
Abbey -- Acting as a sort of super cloister, the Abbey can be used to fill in those hard to close map features. It's a great escape valve for those who get trapped and it is also a quick way to add points. However, I think this takes away from the tactical aspect of trying to trap an opponents valuable pieces. This piece is probably my least favorite part of the Abbey & Mayor expansion.
Overall, I think this is a good expansion to Carcassonne falling in behind Inns & Cathedrals and Traders & Builders but ahead of Princess & Dragon and The Tower. I think it will add the most to games with intermediate to experienced players.

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The fifth major expansion to Carcassonne, Abbey & Mayor adds 3 new wooden piece types, 6 abbey tiles, and 12 landscape tiles. The Abbey tiles act as Cloisters but do not have to match adjacent tiles and they complete adjacent features when placed. Mayors can be placed only in cities, with their strength determined by the number of pennants in the city. Barns allow players to score fields during the game rather than just at the end. Wagons are placed on roads, cities, or cloisters, and can move to an adjacent open feature when their current feature is completed.

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Settlers of Catan Seafarers Game Expansion Review

Settlers of Catan Seafarers Game Expansion
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The Settlers of Catan won board game of the year in 1995 for a reason. I'm not sure if there is an 'expansion pack of the year' award, but if there was, Seafarers would win hands down. I've played a lot (and I mean a LOT) of strategy board games in my time, and Seafarers combined with Settlers of Catan is the best over all strategy game I've ever played.
If you're looking at this expansion, you likely already are sold on Catan (or addicted!) and are looking to expand your game. You have a good number of options, including the 5-6 Player Extension, Seafarers, or Cities & Knights. All of them are solid, but if you were going to just get one, it would have to be Seafarers. Here is why:
1. Diversity of maps
The 5-6 player expansion allows you to play with more players, but it is basically the same game as the 3-4 player version. You don't get the addition of over a dozen different maps like you do with Seafarers. Knights and Cities is more of a different game altogether, and will be more unfamiliar than Seafarers. Don't get me wrong, the other two expansions are fantastic, but get this one first.
2. Strategy
Seafarers unlocks a whole new realm of strategy. You can now build boats, discover islands, expand outward, control the pirate (like the robber, but used on water hexes), and generally play the game a few new and unique ways that are extremely satisfying. Whether you're playing "Into the Desert," with its fantastic static map that forces very careful placement, or "Four Islands," with its emphasis on resource management and aggressive island expansion, or just the basic Seafarers map (a new twist on the standard 3-4 player map) the level of strategy has been increased over all in a fantastic variety of ways. You can play longer maps that penalize 'lucky' players who choose bad numbers, or maps with exotic things like the Gold resource hexes (which produce a resource of your choice!), or maps that reward a conservative or aggressive style: you have so many options you will never get bored!
3. Replay value
With so many strategies available, and with potentially millions of variations on the maps, Seafarers never gets old. Just the "Into the Desert" map kept me busy for months. All of the maps are great, unique, and a whole lot of fun to play.
A few caveats:
1. This is an expansion. It is not playable without The Settlers of Catan. Also, make sure you are buying an expansion of the same edition as your 3-4 player board!
2. I have both the 3rd and 4th generation boards, and I actually prefer the 3rd generation with its more subdued graphics. That is a matter of preference however, so if you have the 4th generation 3-4 game and like it, you will like this expansion's aesthetics just as much.
3. Some of the maps in the map book also require The Settlers of Catan 5-6 Player Extension. You don't NEED to have the 5-6 player expansion, but be aware that about 20% of the maps require Seafarers, the 3-4 player game, and the 5-6 player expansion.
Built on a masterpiece of a board game like Settlers of Catan, it's no wonder this expansion is simply fantastic. I cannot recommend it highly enough. It deserves 7 stars.


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In The Seafarers of Catan you control a group of seafaring settlers exploring and taming the uncharted Isles of Catan. Embark on a quest to settle the island, build ships, and chart the nearby waters. Guide your settlers to victory with clever trading, cunning development, and by establishing the most productive sea lanes. Acquire your resources through card play and the luck of the dice. Discover far-off mines and use gold and combinations of resources--grain, wool, ore, brick, and timber -- to develop your ever-expanding empire. Of course, the best strategy and a dash of luck decides who will be the undisputed ruler of the Isles of Catan. You need The Settlers of Catan board game to use this expansion, sold separately.

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