Showing posts with label ccg. Show all posts
Showing posts with label ccg. Show all posts

Power Barons Review

Power Barons
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My mother purchased this board game from a thrift store for me when I was a kid. It looked interesting with a map of the world and lots of cards, but unfortunately it included no instructions. We wrote to Milton Bradley for a manual, and one was promptly sent.
After playing the game for years afterward, I have fond memories. I thought it to be as interesting at age 9 as I did at sixteen, and if I had the game today I don't anticipate not liking it. It's a good game for four people and doesn't take more than an hour to play.

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A challenging game of international rivalry!

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100 Count Blue Deck Protector Sleeves Review

100 Count Blue Deck Protector Sleeves
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While these sleeves can hold YuGiOh Cards, just note that they aren't sleeves specifically for Yugioh so the card will have a bit of room on either side instead of being nice and snug in the sleeve

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100 standard size deck protector sleeves.

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Magic the Gathering - Seventh Edition Review

Magic the Gathering - Seventh Edition
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I'm going to say this straight off: the Bomber deck is arguably THE best (next to Way Wild) deck for the Seventh Edition set. Not only does it have a wide array of great and sneakilish cards; such as Ancestral Memories, (rare), Daring Apprentice, (rare), Air Elemental, Merfolk Looter, and of course the lovable Wind Drake and Counterspell, but it does a good job of introducing new players of Magic to many important aspects of the game. Also, some of the cards in Bomber (i.e., Ancestral Memories and Merfolk Looter) work surprisingly well with the new Odyssey block's (Odyssey, Torment and Judgment sets) mechanics, Threshold, Flashback, and Madness.
This 40 card deck, complete with TWO rares and a randomly inserted foil land is well worth its value ... and should be strongly considered being added to anyone's collection.

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Magic the Gathering - Seventh Edition

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Alhambra - The Vizor's Favor Review

Alhambra - The Vizor's Favor
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This game is a great family game. It may not be good for younger children. But if you are able to think through and strategize it is great. Moves at a quick pace, even for the deep thinkers.

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Game Description: This expansion contains four different modules, which can be combined individually or all together with the basic game. The Favor of the Vizier allows players to take a turn out of order. The Exchange office contains cards which allow buildings to be purchased using 2 different currencies. The Bonus Cards include secret tiles which can be revealed to count as an additional building of the type shown. The Building Huts has extra tiles which can be built as an additional action choice (in addition to buying and placing buildings, rearranging ones Alhambra, and taking money) and which count as 0-3 of a given building type, depending on adjacent tiles.

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Cape Horn Review

Cape Horn
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For those who don't spend their time concerning themselves with international board game affairs, Rio Grande Games is a company who basically searches out some of the very best strategic board games around the globe, brings them to the United States, translates them into English then unleashes their addictive tendencies to a whole new unsuspecting civilization.
Keeping that in mind, Cape Horn is exactly one such game, written by Thorsten Gimmler. Made originally in Germany by a company called KOSMOS back in 1999, Rio Grande brought the game to North America shortly thereafter and has released subsequent reissues in the years that followed. Compared to some of their more popular titles, Cape Horn isn't quite as readily available or easy to locate. The object of the game, in its very simplest terms, is to be the first to sail your clipper ship into San Francisco.
The game's theme is derived from those crazy days before the Panama Canal connected the Atlantic with the Pacific and the fastest way to ship goods from New York to California was to navigate a wind-driven ship all the way around South America then back up the other side! Fortunately the game deals only with the stretch of wild ocean surrounding South America's southern most tip, Cape Horn.
While marketed as a race, the truth is that winning Cape Horn has everything to do with strategy over speed or endurance. After picking out a colored clipper ship to be theirs for the game, each player is allotted (three at first but a maximum of 6 at-a-time) wind tiles that provide both a direction and a number of spaces. The tiles are then laid down adjacent to each other so that a route for the ships can be followed. The trouble with creating an efficient route is that everyone will try to take it. The strategy is as much keeping your opponents off your tail as it is trying to be the first to cross the finish line. Interestingly, there are actually two ways to win, one being simply collecting three tokens from each of the nine nautical stations on the board. The other is collecting two of the tokens then hightailing it toward the finish line.
I'll be honest; it took a few rounds to iron out the rough spots for my friends and I after following the instructions. Once in your grasp, the game is quite intuitive and requires very little forethought to get into but prepare to find the flow of things a little bit cobby initially.
Games last between 45 and 60 minutes initially but plan on reducing that time to about 35-40 minutes after a dozen or so times through. While a majority of Rio Grande's games earn an age recommendation between 8 and 10 years, Cape Horn is one of few that recommend only children 12 & up give it a go. I imagine this is again due to the initially complex mechanics. Once an adult's mastered the flow of things, I don't suspect children between the ages of 8 and 11 couldn't pick it up after watching a few rounds.
Another oddity for Rio Grande is that the minimal number of players is 3 (maximum 5), which means couples can't enjoy this one when nobody else is around. However despite the slightly steep initial learning curve and the fact that at least three players are required to have a round, Cape Horn is a pretty solid strategic game with emphasis on looking ahead. Truly this is one of the most balanced games (between advancing yourself and trying to keep everyone else from advancing) that I've ever played. It's one of those "anybody can win at any given time" titles that keep everyone involved on their toes. If you enjoy well-plotted strategy and don't mind getting beaten pretty frequently when you were sure you had the edge over everyone else at the table Cape Horn won't disappoint.


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Before the opening of the Panama Canal, ships sailed from the east coast to the west coast of North or South America via Cape Horn. They held races from New York to San Francisco for those daring enough to test their skills against the elements. Now players can relive those races in this game. Movement is governed by placing wind tiles along the route. Players can place tiles to either help themselves or hinder their opponents. The first player who passes three different nautical stations or pass es two stations and the finish line wins the race and the game. May the winds always be at your back!

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Airships Review

Airships
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This is not a hard game to learn, rules are well written with examples. My 13 year old daughter, and even 8 year old can play it competitively. If all you know if Life, Sorry or Monopoly, then you need to step up and try a wider variety of games. The game lasts under half hour and has some strategy and luck with it. You are basically trying to win by gaining the most victory points. You do that by upgrading your airship with improved cards. These cards that you play on your board give you the ability to roll certain dice, white, black or red dice. The better your cards, the better your dice, the more likelihood you have of getting the cards with the bonus points on them. That isn't a total picture of the game, but a very basic outline.
You can read more about it at other game sites.

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These airships are majestic as they rise to the heavens. It took a long time before the work on these giants could begin. Engineers had to be employed, a hangar built, materials procured and sponsors found. At last the day has arrived and a giant airship starts its maiden flight towards the horizon.

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Duckling Dancin' Review

Duckling Dancin'
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It is a piece that is added on to another game. I wasn't aware of this either I missed it when I read the decription or it wasn't listed this way. I use it to still play just a different way with my little son. He likes it.

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An expansion for Chicken Cha Cha Cha - You can now play with 5 or 6 and with new rules! Chicken Yard Rumba!! The chickens are no longer dancing alone - the water-based fowl have decided to join in the fun! Not only do the chickens now compete with the ducks in the olympic dance trials, but there are now squishy obstacles to their quest to collect all the feathers. Otherwise, the game is the same fun as the original, but watch your step or you will need to clean your feet! 2-6 players, aged 4 +; length: 15-20 minutes; author: Klaus Zoch.

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Magic the Gathering Deck Protector Sleeves (80 Count) 82074 Review

Magic the Gathering Deck Protector Sleeves (80 Count) 82074
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Oh, there's not much to say about these sleeves in particular. I just want to point out that these aren't a perfect duplication of the back of a Magic Card. The logo is different, for starters. A real Magic Card has the word "Magic" written in blue with a red/orange boarder, while these use yellow with red. Plus, it's missing "Deckmaster" which is printed near the bottom half of a normal Magic Card.
The other side of these sleeves, at least in the case of mine, are white. I think its a very good choice. The white surrounding the normal black boarder of a Magic Card give it an elegant and clean feeling. They're also nice and glossy.
Getting 80 for $8 sure beats out other Ultra Pro offerings - Ultra-PRO Solid Color Deck Box: Black. Even if they come with a deck box, these only come with 50 sleeves, useless when a Magic Deck is 60 cards minimum. Sure you could buy two or more to rectify this mistake, but there's no guarantee that the sleeves inside the deck box will have the same pattern or be the same TONE of black. I've had that happen to me a few times.

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The perfect sleeves for your Magic Deck. They look just like the back of MTG cards.

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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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