Showing posts with label box set. Show all posts
Showing posts with label box set. Show all posts

Honor of the Samurai Review

Honor of the Samurai
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During the 16th century, Japan was immersed in its bloody Sengoku period, an anarchic time of warfare and intrigue between daimyos, powerful warlords roughly the equivalent of European barons.
In Honor of the Samurai, players are samurai warriors, each supporting a daimyo and striving to accumulate the most honor. Following a trend of recent years toward cards rather than a game table, actions in the game are resolved through disposition of cards on the table, strategic use of cards in hand, and periodic rolls of the dice.
"The Card Game of Intrigue, Honor and Shame" is the subtitle of the game, and aptly summarizes its action. While striving to acquire the most honor, players are constantly faced with the temptation to use dishonorable means, such as assassination, theft, or firearms. Success depends on a careful balance between honorable and dishonorable actions.
Game components include 110 cards, six custom dice, and a succinct rule book. The illustrations on the cards are beautifully rendered, depicting such things as daimyos, wives, armies, ancestors' weapons, and house guards. They are also on a heavy, laminated stock, helping to ensure that the game will hold up for a long time.
The standard-shaped dice (six-sided) are marked with the actual symbols of Japanese noble houses, each of which conforms to a different number. These are easily recognizable, e.g., the symbol for "1" is a red circle, for "2" a pair of parallel wavy lines, for "5" a five-sided lotus flower.
Play moves quickly, with a single turn rarely taking more than a few minutes. An entire game can be played in an hour or so, and the number of honor points needed to win the game can be reduced, shortening the length of play.
Fortunes can change quickly in Honor of the Samurai. In one turn a player can declare his daimyo to be shogun, overall warlord of Japan, and in the next that shogun will be deposed, slain in battle or dispatched by a ninja assassin. Then the title of shogun passes to the victor, or remains in contention.
Gamewright rates Honor of the Samurai as being suitable for ages 10 to adult. Indeed, after a few turns of play a reasonably clever child 10 or older can master the rudiments of the game and will enjoy intriguing with the best of them. Children and adults will also learn about the rich, violent history that is elegantly infused into the rules, and summarized in a brief section at the end.
Honor of the Samurai delivers on all its promises, and is destined to join the ranks of the best fast-paced strategy games.
--Michael J. Varhola for Skirmisher Online Gaming Magazine

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Transformers Collector's Edition MONOPOLY® Review

Transformers Collector's Edition MONOPOLYandreg;
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This is exceptional quality. My son in law is keeping his intact as a collector's item.

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Based on the Generation 1 comic book and animated series, this is the first and only game that allows you to buy, sell and trade the planets, bases, locations, and transports in the race for Energon Cubes and Anti-Matter, in order to own and control the Transformers universe. Special features include: special Monopoly Doubles rules allowing Transformers fans to battle for properties, collect extra money, draw Autobot or Decepticon cards, and take away Energon Cubes; a special decoder card allows players to read the directives on the Chance and Community Chest cards and special custom purple and red dice. Unique collectible pewter tokens are Optimus Prime, Megatron, Bumblebee, Starscream, Jazz, and Soundwave.

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Formula De Review

Formula De
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This is a game I played at the local game shop several times and had a blast. It's easy to learn and the fact that there are expansion tracks makes it's replayability high. I have brought several non-gaming types over to the dork side and they are always looking to get a game started. The other great part is that up to 10 players can play. I would recommend this game to anyone and know I will get years of enjoyment out of it.

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Squad Leader Review

Squad Leader
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Wow, this really old school!.Squad Leader was the most awesome board game and so detail-rich..like a sand-box simulation but portable. The game set the tone for what was needed to play war games on PCs. Squad Leader was the entry level game that opened to a whole series of Avalon Hill games that built upon this game as a system.SL is a dozen scenarios designed for WWII Eastern Front action. The opening scenario pits the Nazis against the Red Army in Stalingrad, with action centering around a tractor factory, played on the squad-single man level. There is the most awesome details to add to the action..charismatic leaders,demoralizing leaders, sewer movement, Russians that have the potential for going battle-crazy(berserkers),authentic machine gun characteristics ,elite veterans,green troops,tanks, flamethrowers you can even add weather or night characteristics..terrific! The BIG drawback to Avalon Hill games of that era is that when it's time for battle, there is this huge list of modifiers to the randomness of battle (done in the form of a dice roll).It takes forever to figure out all these modifiers before you roll and it's all done with a pencil and paper. Plus the rules are very,very,long, detailed and legalistic. So it makes for lots of rule 'discussions'. But keep in mind this was pre-PC and all these rules and modifiers were in effect computer-code for the nuts and bolts of game operation. At the time, while it was tedious to go thru these manipulations, it was none the less fascinating to think that the game designers could actually think about game mechanics in such detail,apply history to those mechanics, and then create a game that was FUN to play, if you had that sort of mentality.Like I said before, this is really 12 games in one and there are 4 or 5 more official games that are part of the Squad Leader series. These other games go on to cover WWII action in the West with the Allies vs the Germans. (If you can find any of these other games, it is highly interesting to see how the Americans are constructed-not quite Audi Murphy). If you really look around there was several 'unofficial' versions of Squad Leader that went into the Pacific and pitted US Marines and Japanese for some terrific island action. But AH eventually pinched those guys out for legal reasons. But they were very well thought out game mechanics and great historical game simulations. When PCs came into being,surprisingly SL never followed. The game system screamed for computer assistance.Amazingly to me, it just sort of got left behind. In 2011 there is Call OF Duty and those sorts of games that do an admirable and modern job. But if you have a interest in seeing the lengths that people would go to play Squad Leader..pick this up. It's a window into a time forgotten.

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Very detailed WWII military strategy board game. BIG 22" X 28" four section, full-color Geomorphic mapboard which can be arrange to make literally hundreds of different terrain configurations that can represent large cities, small vilages, wilderness or even the flat plains of the Ukraine. Squad leader is rated Tournament Level IV on AH Complexity scale.

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Warhammer Fantasy Roleplay Winds of Magic Review

Warhammer Fantasy Roleplay Winds of Magic
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I gave a rave review on the base box set for WHFRP from Fantasy Flight Games (FFG), and I am an admitted FFG fan.
The components are very high quality and will likely last for years of reasonably frequent play and even survive the occasional soda spill.
This is a very useful expansion set for WHFRP. Let's be honest. If you are going to run a campaign in the Old World then you are eventually going to have the party run up against a magic user or two or twenty.
This expansion gives you the ability to have characters and NPCs across the range of general magic using traditions and colleges. The expansion also does a good job of clarifying and expanding some of the rules from the base set in the area of magic.
So, the new magic spell and effects cards were very helpful.
There are new career cards as well. One of these is necessary, the magician, and some are interesting. There are two more punch out sheets of counters that probably could have been trimmed to save quid, and there are two books, "the winds of magic" and "liber mutatis."
The "winds of magic" book weighs in at around 35 pages, and about five pages of it are useful additions or clarifications to the basic rules. The "liber mutatis" is about Chaos magic and its users. Most of the book consists of welcomed additions to the basic rules to handle Chaos, and the fifth chapter is an adventure using the Chaos rules.
The $50 price tag is a bit steep for what you get. If FFG could put out a winds of magic supplement along the price and quality of the adventurers toolkit, it would be more pleasing to the wallet.
In service,
Rich
[...]

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Fantasy Roleplay: The Edge of Night Review

Fantasy Roleplay: The Edge of Night
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An interesting adventure with many location descriptions and full backgrounds on major NPC's (both human and not).
The opening pages of the adventure book describe in generality the components included in the box. Unfortunately, the rest of the book doesn't tie the components into the adventure. For example, location cards are provided in the box and would be easily included in the adventure if the writers were to state recommended cards for the locations described in the adventure book. Funny that fans can do this in putting together adventures. They tie the tools from the game into their adventures, but paid writers can't make that leap.
Don't get me wrong, the adventure is worth the purchase. It's just missing the missing the little things which could make it great.

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The Edge of Night is an adventure for Warhammer Fantasy Roleplay. Thrusting the players into a world of mystery and intrigue, The Edge of Night offers a rich setting, a complex cast of characters with plenty of secrets to hide, and all the materials needed to immerse the players in the story.The Edge of Night comes complete with a full color scenario book, detailing the background of Ubersreik, engaging adventure hooks to get the characters involved, and the interesting citizens of Ubersreik they will encounter. The city is bustling with activity as three noble families make their presence known, each vying for power in a time of political unrest. Meanwhile, to take their attention from the unnatural glow of Morrslieb, the nobility of Ubersreik prepare for a grand masquerade. But something sinister lurks beneath the guise of the festivities...With full colour handouts and tokens, as well as new talent, location, item, and action cards, The Edge of Night provides a variety of new options for GMs and players alike.This is not a complete game. A copy of Warhammer Fantasy Roleplay is required.

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Space Hulk Board Game Review

Space Hulk Board Game
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This is a limited release of a classic boardgame intended for "core" fans of the genre. If you really want a copy you might want to get it now, because there is no telling if there will be a reprinting anytime soon. The "Space Hulk" itself is a massive derilict ship drifting thru space that serves as the setting for the game.
The pics above show assembled and painted minis. The game itself comes unassembled and unpainted. That is part of the hobby for "Games Workshop" fans. It is a heck of a lot of work to get minis to look that nice, but that's part of what makes it worth it for enthusiasts. Everything about this product is very high quality... the rules and scenarios are very well done, the map tiles and tokens are very heavy duty and once assembled, the minis are fantastic.
The game itself is a blast! A fast and brutal 2 player tactical exercise that is complete and devious. One player controls a band of Space Marines attempting to accomplish a mission. The Marines are well armed, but what they start with is what they get. The second player controls hordes of viscious aliens whose sole purpose is to kill the Marines. Each turn more and more aliens swarm into the game making it harder and harder for the Marines. In other words, Player "A" has to do something and Player "B" has to stop him. Space Hulk is about as cutthroat as it gets.
The rules are a model of efficiency and the theme and backstories are very interesting. It's actually fun to read the rulebooks. Space Hulk started out costing $99 but now is creeping up to $149. If there isn't a second release the price will keep going up. That's too bad, because mechanically this game is great. It would be fun and well worth playing with cheaper pieces and components if that is what it would take for further releases of the game.


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From the depths of space an ancient vessel drifts slowly towards the Imperium of Mankind - a space hulk. Within its confines, untold thousands of Genestealers slowly emerge from hibernation. The Space Marines must enter the cramped corridors and tomb-like chambers of the ancient ship to defeat this alien menace. Space Hulk is a board game for two players, recreating the battles fought between the Space Marines and Genestealers. One player commands the Space Marines as they carry out deadly missions in the ancient Space Hulk, and the other commands the horde of Genestealers opposing them. Space Hulk's fast-paced rules simulate the tense atmosphere of a mission deep inside the cramped confines of a derelict space hulk, where split-second decisions are needed for victory. This boxed game contains: a 23-page Rulebook, a 47-page Mission book and 35 finely-detailed, plastic Citadel miniatures, including: 11 Space Marine Terminators, one Space Marine Terminator Librarian, 22 Genestealers, and one Broodlord. Also included are: 105 gaming counters, 24 corridors, 10 rooms, eight crossroads, eight T-junctions, six corner sections, four dead ends, four end pieces, 20 doors with plastic stands, one mission status display, and three plastic mission objectives, including: a dead Space Marine on throne, a Blood Angels artefact and a Cyber-Altered Task Unit. Plus a sand timer and five bone-coloured dice unique to this game.

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Niagara Review

Niagara
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Niagara is a typical example of games that win the "spiele das jahres" title (2005). It is a relatively easy game with not too many rules and lots of room for strategy. Luck plays some role but anticipating your opponents moves helps remove the luck factor. It doesn't take too long to play, about 30-45 minutes and only takes a couple of plays to learn how to strategise effectively. Highly recommended.

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Niagara is set in the not particularly safe world of rushing waterfalls. In the late 18th Century, the Shawnee and Iroquois Indians pointed white Desperadoes, Mercenaries and Adventurers in the direction of hidden caches of valuable jewels, in the hopes of turning them against one another and away from their territorial expansion ambitions. Players play as some of those Adventurers.

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