Showing posts with label 2 player board game. Show all posts
Showing posts with label 2 player board game. Show all posts

Twilight Struggle Review

Twilight Struggle
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I have a collection of hundreds of games ranging from super classics such as Acquire, Conquest, Chivalry (yes, these might be more obscure titles to the general public but I find games such as Monopoly, Risk, Sorry and their like to be so far inferior to these other titles that they aren't even in my collection). More modern examples of the 'Euro' game such as Caylus, Die Macher, Cosmic Encounter... Abstracts from the old and new school (if you're an 'abstract game fan' check out the GIPF Project of games. My highest recommendation). I list these as a sort of qualification; as stated, I have and have played hundreds of different kinds of games.
Twilight Struggle is the culmination and distillation of many of the game mechanics that have been developed over the last 100 years of game design: area control, Card Driven action point allocation, dice modifiers... there are quite a few mechanics that integrate so seemlessly in this particular game whereas in other games these same mechanics tend to fall far short. The reason why these mechanics do so well in this particular game is totally because of the subject matter. The Cold War is the perfect setting for a game in which influence (area control) and card driven play (which depict real-world events) are the major mechanics. There is subtle intrigue and that 'making do' with a rotten situation that was so prevalent during the Cold War. The theme absolutely drips from this game, the tension and struggle is manifest in the gameplay. And this is an important point. Themes tend to be an addendum to game mechanics, pasted on or 'almost' fitting to whatever the original design was, which is why many games can easily be re-themed to suit a wider potential customer base. However, in TS, the theme is so well intrigrated that it transcends the general game experience into something that could easily be used as a tool for education on so many levels.
This game is, unforunately, not for everyone. It does require a good 3 games to know what the vast majority of the cards are (events) and needs a further number of the plays to get proficient at both the phases of the game and how each phase interacts with each other. This game requires longer term strategy, shorter term tactical know-how as well as card-hand management amongst its host of other player requirements. It is not really difficult to learn (I'd also heartily recommend 'Hammer of the Scots' by Columbus Games but the component quality falls short of Twilight Struggle, especially since TS was just released as a Deluxe Edition) and is the suggested choice for those that want to delve into the more complex Card Driven Games (CDG's) available (Paths of Glory, Sword of Rome, Here I Stand...).
Highly, highly recommended from a consummate gamer.

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In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-fiveyear dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.Twilight Struggle inherits its fundamental systems from the carddriven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab- Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.

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Battle Line Review

Battle Line
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One of the best two-player card games available. You need to like thinking strategically and thinking ahead. Do you play a special card or not? Do you commit yourself to a certain plan at one location in order to break up your opponent's line of wins across from you, even though it is unlikely you'll get the card you need? Do you risk starting at a spot where your opponent hasn't yet committed a card set? Are you going to get trapped into your plan? How can I prove that I win that match without messing up a card sequence I already have going? You'll understand all these questions once you get the game and start playing. You have a set number of pegs at which you can lay your cards. Your opponent lays his set of cards across from you at the same pegs. Each peg represents a battle between your set of cards at that peg and his set of cards at that peg. Certain formations of cards win over others, and you can't always tell right away which formation your opponent is going for at a given peg. The special cards can be used to really mess with your opponent's plans and swing a battle in your favor. The catch with the special cards is that once you play one, you cannot play another until your opponent plays one. If he never does, then you have to live with the regular cards you have in your hand! Good luck!

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Ancient battles were fought in organized formations. The leaders of both sides directed their forces along the battle line to gain tactical advantage in order to overwhelm their opponent in the center, breakthrough one of his flanks, or hold their position until the time came for a decisive move. How will you muster your battle line? Your objective is to create powerful formations on your side of the nine Flags, in order to beat the formations on your opponent's side of the respective Flags. The first player to win three adjacent Flags (a Breakthrough) or any five Flags (an Envelopment) achieves victory.

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Lost Cities Review

Lost Cities
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My husband and I play this almost every night when we get home from work. It's addictive and can be played at the spur of the moment for as long or as short as you want. The math is simple, just adding single numbers. It is just plain FUN. Whoever designed it was really clever. There is just the right mix of strategy and luck and the pictures take you away as well. We yell and laugh as it can be maddening and a tease but it's all part of the fun.

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For the daring and adventurous, there are many lost cities to explore. They are in the Himalayas, the ever-shifting sands of the desert, the Brazilian rain forest, ancient volcanoes and in Neptune's Realm. With limited resources the players must choose which expeditions to begin. Those with high confidence may want to up the stakes. This increases the rewards for success, but risks more should the expedition fail. The player who finds the right balance will achieve victory. Reiner Knizia is the author of this game designed for two players. It takes about 30 minutes to play.

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Mr.Jack in New York Review

Mr.Jack in New York
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I have grown up playing standard American board games like Clue, Monopoly, and Life. Not too long ago I learned that games like those are not highly regarded among board game aficionados. My girlfriend and I wanted to try a new game, so we decided to try one that was highly regarded. Mr. Jack was our pick and we are both very satisfied.
This is a two player game that doesn't require a large time commitment. Setup only takes a few minutes and depending on how much time you spend contemplating, you could easily play 2 or more rounds in 30 minutes. One of the great things about the game is that the two roles have a very different feel. This makes the game feel much less repetitive on subsequent replays. We have played it many times and always enjoy it.
On the gameboard you have several pieces each representing one person. However, one of them is actually Jack the Ripper. Only the person playing Jack knows his true identity. The other player is the detective who is attempting to identify Jack. Jack's goal is to escape the city before the detective can identify him. During each turn the players move the pieces on the board in an attempt to further either the investigation or Jack's escape.
In the game the two players are competing against one another, but it doesn't feel overtly adversarial. It is difficult to make a move that you know will be detrimental to your opponent. While the game is based on the violent English murderer, the game only deals with his identification, not his crimes. No need to worry about the subject matter.
I highly recommend this game to anyone interested in a fun, but relatively short game with one other person. This game is also great for anyone who wants to try something different from what you see in the board game aisle in your typical store.

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London - November 19 1888 As part of the case of Jack the Ripper Francis J. Tumblety quack doctor was arrested and released on bail. He immediately fled to the United States. New York - Manhattan Island - January 1889 Alerted by London New York police launch a search for Tumblety. Some witnesses have reported his presence in Manhattan and crimes similar to those in London are committed. The police then called the most distinguished citizens of the city to assist in their inquiry. Is Tumblety really Jack? If not where is he hiding? These are the issues of Mr. Jack in New York. Mr. Jack in New York is a standalone game using similar mechanisms to the original game. It cannot be combined with Mr. Jack or the extension.

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Blue Moon City Review

Blue Moon City
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Replaced Kill Doctor Lucky and Carcassonne as our new favorite game. My wife and I love to play board games and this one is perfect. Things we like about the game.
1) Theme - different fantasy races trying to rebuild their beautiful city. Gorgeous artwork on cards and game tiles bring this game to life.
2) Well constructed - game tiles/pieces are made with quality and the cards are holding up nicely even after well over 10 games worth of shuffling.
3)Perfect Moderate Pace - Not super fast and not annoying slow. Each turn takes about a minute or so, most of the time you know what you want to do before it gets to your turn.
4) Strategy! you have to think ahead with your cards and board movement, a lot of times you have more than one option, but trust me, it isn't headache complicated.
5) Never the same game twice! - move the tiles and shape the city any which way you want, hindering movement to certain areas or creating possible higher/lower finished tile combos.
6) Not a lot of Fiddly bits. The game doesn't have you control a bunch of game pieces. I find this confusing in other games, trying to remember everything you have.
We are yet to play it with our friends, who also love the other two above games. Should be very interesting in a 3/4 player game.
****Tons of Fun!****


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The Dark Age is over. The royal heirs, whose infighting and pride caused the destruction of Blue Moon City, have fled. The corrupt advisors and courtiers who whispered into their ears have been banished. The bitter division between the peoples of Blue Moon is beginning to heal. Now is a time of harmony and hope. In the spirit of that harmony, you must work together with the people of Blue Moon to rebuild the city ... and win the favor of the elemental dragons, thereby becoming the leader of all Blue Moon City. Complete buildings, win crystal shards and golden scales, and restore the Holy Crystal of Psi to unite all of Blue Moon behind you! Blue Moon City is a new board game from Reiner Knizia, set in the gorgeous fantasy universe of Blue Moon.

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Jambo Review

Jambo
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It's often difficult to find a good board game that can be played with just 2 people. Rio Grande Games has done a great job with Jambo, a board game that uses cards and "tokens" (for wares and gold) to depict a market competition between two merchants. Basically you and your opponent are two merchants competing to buy and sell wares, and the first person to reach 60 gold effectively triggers the ending of the game (but his or her opponent then has one last turn to try to catch up to win). The game play is not difficult to pick up but is still complex enough to be slightly strategic, particularly given the wide array of utility cards, people cards, and animal cards that you can play to help yourself and/or hinder your opponent. I wouldn't recommend this for extremely young children, but anyone 12+ should enjoy it.
Compared to other games we've tried, Jambo stands out because it has more replay value than games like Gloom or Guillotine (both games which are fairly dependent on luck, and have low replay value because the fun lies largely with the novelty of the cards and the game concept).
If you're interested in Jambo but want to consider a few other 2-player games, I'd also recommend "Lost Cities" (another card game by Rio Grande that offers a good mix of fun and strategy) or "Set" (this card game is a pure thinking game, sort of like Memory, no luck involved, so I'd recommend it if you're looking for an educational game that can be played with a flexible number of people).

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"Jambo!" is the friendly greeting Swahili traders offered their customers in Central Africa before colonization. The players are traders in this day, competing to be the first to earn 60 gold by selling tea, hide, fruits, salt, silk, and trinkets. The game is played with cards which represent goods, people (which can help you or hinder your opponent), and animals (which add a bit of spice to the game). Players take turns with up to 5 actions per turn until one player reaches the goal and wins the game. Players: 2 Ages: 12 and up Playing Time: 40 minutes

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1960: Making of the President Review

1960: Making of the President
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My 2 kids were constantly whining that they don't have any interesting games to play so I let them choose one game each. My older (11 almost 12) son picked "1960: The Making of The President". It was rated pretty high on boardgamegeek.com. So I took the plunge.
Game's box is bigger than a typical board game (50% longer than the box of "Settlers of Catan") creating potential problems with storage. Neatly packed inside are the rule book, big board representing the US Map, huge pile of red and blue wooden cubes, two wooden pawns for candidates, two white wooden markers to track turns and phases of a turn, big deck of playing cards of two sorts, two cards for candidates, and cardboard markers for states, momentum, and endorsements.
Setting up the board is relatively time consuming but the board is big and despite number of things on the board there is plenty of space to put everything.
Rules need to be read a few times but in the end end of the day they are relatively simple. There are a few issues we didn't resolve and I wish they were explained better in the rule book (does lowest possible place refer to a lowest number as I say or the worst place as my kid and wife think? I used my authority to make it the former but who knows if it's right).
The goal of the game is to win the election. For those unfamiliar with American election system it mean to get more electoral college votes than other player. Each state has a certain number of votes which need to go one way or another. In game terms you need to have wooden markers of your color representing state support on the state marker in the end of the game to get this state's votes. You have multiple means to gain support - campaigning, advertising, playing "events", etc. with one goal to get more points in the end of the game. Some actions have immediate results and some shift momentum or give you advantage later. Remembering what happens during each state of the game is essential to make good choices.
The game is well balanced and choices are very close in value and hard to make but after first play I'd question relative value of different actions and game events but probably we'll figure it out better after playing a few more games. The game is interesting but probably not for young kids because of the theme. I assume if you read text on a card it'll be a good history education for teens and even if you don't it's very good tool for understanding of American political system. The game represents very well flow of presidential campaign, you really feel like a candidate making tough choices.
Overall it's probably not as entertaining and fast paced as Settlers of Catan. But it's faster than Risk, deeper than most games, and it should be a good choice for two (and only two) players.

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All elections are turning points, but the presidential election of 1960 holds a special place in American history. The 1950s had been a period of unparalleled economic growth and US global power. Richard Nixon served as President Eisenhower's Vice President through most of the period. Nixon's humble origins gave him a common touch that appealed to the small town, idyllic America encompassed by the spirit of the 1950s. John F. Kennedy, was Nixon's mirror image: charming, Harvard educated and the scion of an American political dynasty. Kennedy challenged Americans to confront the uncertainties and tumult that were already emerging in 1960. He set his vision not in the past, but on new frontiers.

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Lost Cities Review

Lost Cities
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My wife and I purchased this game 1 month ago and can't stop playing it. Lost Cities is a great mix of strategy, ease of game play, and just random luck. The game takes less than 10 minutes to learn, and after a few games about 15 minutes to play. You will find yourself constantly saying, "Let's play just one more time." Ultimately, that is the best statement one can make about any game.
Gameplay consists of playing from a hand of 8 cards, and trying to accumulate more points than your opponent. While there is strategy involved, generally you are playing as much against yourself as you are your opponent. If you get to aggresive in trying to build up only one of the 5 available locations, you might just get greedy for points and run out of time. We do this all the time, and love it! Generally, when my wife and I lose a game, it can be said that it's just as much our fault as it is our opponents ability to score points and beat us.
Try it, you won't regret it. (...)you won't find a more addictively fun game. "Let's play again!" For 1 to 2 players, or if you buy 2 sets of the game, 4 can play.

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"For the daring and adventurous, there are too many lost cities to seek and explore. The search can take you to the Himalayas, the Brazilian rain forest, the ever-shifting sands of the desert, ancient volcanoes and to Neptune's Realm. Of course, one cannot go everywhere with limited resources so the players must choose which expeditions to begin and which to leave to others. Those with high confidence may have the opportunity to up the stakes: increasing the rewards for success, but risking more should the expedition fail. The player who finds the right balance will have successful expeditions. Too many expeditions will put a strain on limited resources and yield failure. Too few may guarantee success, but not victory! Players: 2 Ages: 10 and up Playing Time: 20-40 minutes FUN"

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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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