| ||||||||
|
| |
| Content Language: -; Rule Booklet Language: It. They tend to teeter-totter on any raised irregularities. | |
| Picked this up free at Essen 2007 | |
| My son loves Pitchcar Mini and I'd like to get more for him to use. Actual Copy now... It's still Risk. Pretty good, it's playable and you can pick up copies fairly easily. The perfect simulation. You can finish the game easily in a day without suffering the following day's hangover of consimming.6 | |
| New, never used. |
| ||||||||
|
| |
| Better than expected. | |
| Prefer code 777 A mix of Risk, Chinese Checkers, and wargaming. Reverse mikado combined with klodsmajor. | |
| (Targeted as a beginner's map. |
| ||||||||
|
| |
| At Tony Cheung's side. Granted, the game takes so long, my family and I often break it up into two or three game sessions. |
| ||||||||
|
| |
| Played it several times, both solitaire and PBEM. Strong dose of king-making as well. | |
| Interesting idea, but I always felt that is was broken. | |
| Ws. Since the dice decide both your movement capability and the price of upgrades, it determines your tactics as you move when the value is high, buy when it's low. Plan on spending a few hours playing it. Probably best played with four or five. | |
| Command #12 However, it was too short and boring. As much a social exercise as anything - you don't want to either offend another player (and have them harass you for the rest of the game) or do too well early on. |
| ||||||||
|
| |
| Promo Starter Set Some misc figs. *edit i LOVED this game * past tense , before wizkids screwed it up and turned it into a waste of time and money ....... What I'm trying to say is that this is not your typical euro game. Don't choose the building action every time or else you will create regions for opponents, and you will lag behind in knights; consequently, you will amass a vast territory with few knights (resulting in much land poaching by your warrior-rich opponents). I'm listing this as owned (vs. Nice bits, too. I think I just gave myself a geekgasm just writing about it! | |
| Just entered the trashcan, mostly. Quite interesting idea of creating and expanding regions using actions that appear each turn. I'd play again, but probably would never ask for it. Excellent licenses and clever creature designs really add to the enjoyment. I recommend trying a blind-bidding method for choosing actions since the game drags when you follow the rules and pick actions in turn order. All with clicky bases! The character cards are smaller than MtG size but luckily they just fit in Dragon Shield Minis. Is a great game that I will try to play whenever I can get the right people together. Highly recommended if your group enjoys this much adversity. So do not try to play this without a plexiglass sheet. It's still a good game, but there not quite in the same echelon as my "8"-rated games. When I want to get my nasty gaming on, then it will still fit the bill, but my old group of gamers with whom I used to play it have since moved on. Their willingness to play had inflated my previous rating. Now those dials are sturdy and work really nicely. With a largish army, it is quite difficult to keep track of your special powers, since each color code means lots of different special powers. I wrote a session report from my first game play: Team Freddy vs. Team Jason in the Crumbling Mausoleum. | |
| Great Cthulhu - large Figur. | |
| Gebied afbakenen EN bieden... My sons' favourite. |
| ||||||||
|
| |
| If you only play three rounds. | |
| Haven't played it yet. I like the twist whereby players have to discard items when picking up similar items even though the new ones might be worth less. |
| ||||||||
|
| |
| Nice but too random. |
| ||||||||
|
| |
| Piratenspiel. Fiddly mechanics and a requirement for a second set to flesh out the counter mix left me indifferent to the system. | |
| Not my cup of tea. | |
| Something just isn't right with the mechanics of the game. Keeping track of upkeep costs, income in the resources, and management of little chits (which there didn't seem to be enough of) made this game which could have really shined turn into a game which my game group won't even look at. It's worth learning and trying out, though, because you never know when you'll want something to play and all you'll have is pocket change. You basically mass all your legions and then run around chasing each other. Not a problem if you use card racks of course. The cover lists a group of play testers - if this is what they wanted, if this is their idea of gaming, then our concepts of what makes a good game are at extreme odds. However, an army will break without unrouted (non-archer) infantry. ***** This game represents the foremost reason for never rating a game based on a reading of the rules (but no actual play). I would say that players should ignore the colors when placing their tiles but keep the other rules. The goal is military conquest or building 5 'star stones' The number of tiles does not changes with fewer players and I am wondering if this could unbalance the game since each player could expand on a large territory without fighting each other. Removing tiles breaks the game since some quest cards won't fit anymore. . Also having more heroes does not give you more quest to fulfill, so why make more heroes besides decoys. And, remember, NERO is a Card management game. "...we found nothing limiting how many legions you could stack in a province or move as a single stack . . The expansion changes some rules about the heroes and adds new quest, allow the hero to participate in battle, etc. So the expansion is essential. In my game, the playing field looked empty. . .degenerated into everyone getting everything stacked into huge stack and pushing it around, then desperately trying to be the last person to play so you could grab points while everyone was out of cards." To a certain extent, that's what usually happens and is intended, although it is not how some players play. And remember, vis a vis "while everyone was out of cards", NERO is a card management game. Expansion also add these resources track which are essential and saves you time instead of using tokens to keep track of your resources. Except that you cannot Pass. You must play at least one card when it is your turn, although that may include discarding without playing one. Like remaking them from scratch is essential. (Altho, I have done it.) "None of the events seemed particularly worthwhile." Now here is where I disagree heartily. For one, some of the cards are rather bland, or seemingly useless as events (there being n osituation for its use) . . How by the way, there is no components that allows you to keep track of your heroe's life. But that's because not all cards are to be used as events. So in overall it's not a bad game. Secondly, while not every card does - or even, from a game design/play standpoint, should - have Major Impact, there are the bad Augury cards, which cancel the play of the previous card (not enough impact for you?); or the bad Weather Cards, which stop movement (and, if that was the moving players Biggus Stackus, ends his turn!); or Crisis in Rome, which forces the Emperor to Return to Rome (where, the player who just played the Crisis Card will probably then try to off him . |
| ||||||||
|
| |
| This is a nice expansion to the Margath adventures because it adds corrupted dragon creatures, which are at least relevant to the story. Not cycling the deck is a welcome addition. | |
| More adventure/ encounter cards. Oddly, a couple of the original Shadows of Margath cards found their way here instead of all in the revised Shadows of Margath. |
| ||||||||
|
| |
| Picked up from Ebay (along with Scarney 3000, another game of Scarne's design), but haven't played either yet. My hunch is that it will turn out to be a win for whichever player can ultimately create a "two and two" zugzwang position for his opponent, and parity suggests that the second player should have the advantage. It's on my to read pile. | |
| Printed a board and made some nice wooden piece. Map slightly better than sister game of Gettysburg. I find it rather simple to play and it's a "pretty" game - for whatever that's worth. Can be played quickly and has several scenarios too. | |
| There's the solid core of a beer-and-pretzels game in here, but the impulse system and command ratings don't work well together in this title. | |
| Tic-tac-toe variant. 2 problems, one is not being so exciting game situation, and the other is no exciting side story after the game. |
Data from BoardGameGeek, mashed up by Leonard Richardson. Logo by Beth Lerman.
Updated every five minutes. RSS (daily)
|
This document is part of Crummy, the webspace of Leonard Richardson (contact information). It was last modified on Tuesday, August 09 2011, 22:54:28 Nowhere Standard Time and last built on Thursday, December 04 2025, 08:05:03 Nowhere Standard Time.
| Document tree: Site Search: |