Showing posts with label cooperative games. Show all posts
Showing posts with label cooperative games. Show all posts

Lord of the Rings Review

Lord of the Rings
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When this game was released in 2000. I couldn't wait to get my hands on it! With wonderful artistry from John Howe and the game devised by award winner Reiner Knizia I was really looking forward to opening the box - let alone play it!
I wasn't disappointed.
It took some effort to pick up the rules since there is a lot there but once underway it has it's own easy rhythm.
The co-operative gameplay works very well. Every player is one of the hobbits - Frodo, Sam, Merry, Pippin, even Fatty Bolger gets a look in. And each one has an innate skill throughout the game. There's a lot of discussion between players as to whats the best strategy and about cards, etc.
This game is excellent at following the story.
Many times I felt like I was being uncontrollably corrupted and slipping towards the darkness. The 'sliding scale' of corruption is very ingenious. It is the cause of much alarm when the Dark Lord himself starts to slide from the other end towards you!
All the characters pop up in the game in the form of cards to help you in your quest. I would have liked some of the main characters (eg: Aragorn) to have had a more enduring effect than simply move you on a further few spaces.
Still, all in all a worthwhile game!

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Monkey Lab Review

Monkey Lab
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I'll leave out all of the possible bad puns. The theme is each player plays a monkey, trying to free other lab monkeys from the lab building. You move around several rooms, collecting objects to help unlock cages and free the other monkeys. You get points, which vary in quantity, depending on how hard it is to unlock the cage. See another monkey carrying something useful to them or to you? You might be able to attack them, monkey style, make them drop it, and move them to a far-away room. Or play a card that allows you to steal the item. This is fun when the other player is near to their goal. You also have to contend with a bumbling security guard named Murray. He moves around when a guard card is played, and he slows you down as you spend time hiding in a room if he is there.
There is a board consisting of 4 double sides pieces, which can be arranged at random to create a few different floor designs. Rooms have doorways that you must move through to get to other rooms. There are tokens for cages, placed randomly in rooms at the beginning, which have to be revealed as a game action. Then the requirements to unlock it are known to all, and the race is on to acquire the right objects. Object tokens are also placed randomly, face-up, in the rooms before the game. You also get a deck of cards, which allow such actions as extra moves, stealing, moving objects between rooms, and moving the guard to any room. Each turn you get to use a maximum of 3 actions, from a choice of 6, in any order and frequency you like. There is a handy reference card for each player. You also get some rubber/plastic monkeys and a guard figure.
I received this game as a gift and thought it looked pretty silly, but it is great. Strategy and planning are required, as you try to get the most valuable cages opened before anyone else. You will have to use your human brain, but you also get to reach back to your primitive side and resort to monkey violence when strategy isn't working. I've played with only 2 players so far, and it is just fine that way. I'm sure that 3 or 4 would be even better. If you don't enjoy interactive confrontational games, avoid the monkey games. Monkeys don't play well together. Gaining a victory in a peaceful manner is admirable. Winning by being sneaky and using brute force is fun. Do you want to be admired, or have fun? We're talking monkeys here. What do you think the answer is?

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Monkey Lab is a strategic fast and cunning game for the primate in all of us. Roam the halls of a testing facility prying cracking and smashing open cages of lab monkeys while you dodge the guard. Use teamwork guile and strategy to save your fellow simians from the Monkey Lab! Rescue the most to be the victor in this game of monkey mayhem!

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Pirate's Cove Review

Pirate's Cove
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We have played this game for two years now. Our 7 year old and 9 year old love it. We find it has enough competition to keep it interesting and fun without stomping on each other completely. We would recommend it for sure!

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Come aboard and sail to Pirate's Cove, the legendary hideaway of thieving pirates and cutthroat buccaneers. The tales of those legendary pirates of old who've fought and survived these mysterious waters still haunt all those who yearn for a lift at sea. Armed with a secret map and starting with a modestly outfitted sloop salvaged from last winter's storm, you set sail to Pirate's Cove --your eyes filled with visions of treasure and fame, your lungs filled with the salty air of the High Seas. Your objective: to battle for the rights to plunder and become the most famed and feared Pirate the world has ever seen. To do so, you will need to navigate shrewdly, fight recklessly and pillage mercilessly. You will gain fame by winning battles, burying gold and treasure, and bragging about your exploits at the Tavern. At the end of twelve months, the pirate with the most fame will be declared the most fearsome Pirate of the High Seas!

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Infection Review

Infection
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I love this game. We just got it from Goodwill, and me and my sister played it tonight (my sister is 15.) We loved it! But the board was hard to look at and find stuff. This is an awesome game! BTW The ages are 9 to 90 LOL but anyone can play it! Buy this game and you'll adore it. I think it's funny how they have ones like 'the kissing disease" and funny ones that you'll be astonished that you got! :) Great game!

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This is a fun educational board game for Doctors, Nurses, Medical Students, Health and Science Teachers, Hypochondriacs, and anyone else with an interest in the medical condition.

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The Thief of Baghdad Review

The Thief of Baghdad
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This game is a lot of fun. It is much more challenging and complex then it first appears. It has a simple board with 6 differently colored palaces placed on it. There are 4 sets of differently colored thieves and guards as well as a set of neutral guards. These wooden pieces are well made and quite durable. The artwork on the cards are simple yet quite beautiful as each card simply represents one of the 6 colored palaces.
The object of the game is to get your thieves into the palaces and steal a certain number of treasure chests (based on the number of players, for example with a 4 player game you need to steal 5 chests).
The complexity of the game comes in when you consider how to move your guards and the neutral guards to hinder other players as well as help yourself. The more guards that are not yours at a palace means placing a thief there costs more cards of the right color, yet you need to have at least one of a different color to be able to place thieves and steal the tresure.
Overall I was greatly impressed by the apparent simplicty of the game that was actually a wonderful strategy game. I highly recommend this one.

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Game Description: The sun is going down and dusk is slowly descending upon Baghdads silhouette. The shadows in the alleyways are getting longer and becoming darker. The Bazaar slowly empties and the honourable citizens of this desert metropolis make their way home. This is the time when Ahmed and his men go about their business. They have planned a big mission for this night. They want steal no less than 4 treasures from the palaces to leave no-one in any doubt that: There is only one thief of Baghdad! FUN

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Britannia Review

Britannia
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I was on the fence about picking up Britannia for some time. On the one hand I'm drawn to the terms "epic" and "Fantasy Flight Games" much like the ant that finds himself at but another picnic in the summer. On the other, "A Board Game of Historical Conflict that Accurately Depicts the Millennium-long Struggle for Control of England, Scotland, and Wales" should probably have suggested that I was getting in a little over my melon. At any rate, thanks to but another of countless situations where I needed only add one more medium-priced game to my virtual shopping cart to get free shipping, Britannia beckoned like a Roman infantry unit from across the English Channel. The rest, as they say and as I would soon discover, was history.
Before we get into the nuts and bolts of the game, let me first clear the air by confessing sheer ignorance to any of Lewis E. Pulsipher's earlier incarnations of the game, including but not limited to the 1987 Avalon Hill version. My fastidious obsession with Fantasy Flight Games is exclusively to blame for my attraction to this particular title.
That said, Britannia is structured for 3-5 players (though playable with 2 and optimal with 4), is suggested for players 12 and up, and should take between 3 and 5 hours to play through. It spans 16 rounds of play that each represents roughly 75 years of actual history (43 A.D. - 1085). Players control 17 nations but not all at once as nations enter and leave the game in accordance with historical authenticity although it should be noted that controlling a nation known to have suffered defeat in reality isn't necessarily the kiss of death. The game discourages radical departures from actuality but does allow for some "what-if" scenarios for history-buffs to try wrapping their heads around. In the case of my friends and I, our knowledge of history is just poor enough to allow us absolutely no concern for such intricacies. You can imagine how proud our history teachers must be to hear this.
Now, before we even begin to discuss the game play, let's take a moment to address the rulebook. You know you're in trouble when Tom Vasel confesses intimidation to a game's manual! But alas, I ignored his warning and pressed on, determined to make sense of the 24-page tome. I too nearly caved after multiple readings that, while reminiscent to the actual history classes themselves, ended in confusion, despair, and hopelessness. About all I can say in the manual's defense is thank goodness there wasn't going to be a test on the material at the end of the week!
I'm fairly confident the jumbled rule presentation has more to do with years of devoted players encountering unique in-play situations that required addressing. While it was admirable for Corey Konieczka, John Goodenough, and Lewis Pulsipher to tackle these uncertainties right from the get-go, to do so with as many exceptions, amendments, and page referencing as is done here almost requires the Ph.D. of Dr. Pulsipher himself to fully grasp.
No need to take my word for it, the following is an actual quote from the game's instructions:
"Stacking Limits
The number of armies of one nation allowed in a single land area is strictly limited in most cases. Each nation (except the Romans) may normally have no more than three armies on in a non-difficult terrain area, or two in a difficult-terrain area. As an exception to this restriction, each nation may have a single overstack. This overstack consists of one group of an unlimited number in a non-difficult terrain area or one group of up to four armies in a difficult terrain area (but not both).
Exception: The Romans can have any number of armies in each non-difficult terrain area and up to four in each difficult-terrain area. Since Romans do not have to adhere to normal stacking limits, they do not have a single overstack capability.
Stacking limits may not be exceeded during the Population Increase Phase, not may they be exceeded as a result of retreats.
Exceptions: Stacking limits may be exceeded during Round 1 Belgae reinforcements, Round 6 Romano-British armies, and round 7 Romano-British reinforcements (see page 15)."
If reading 24 pages jam-packed with this type of crystal-clear direction floats your Viking boat, then by all means, please ignore my grumbles. I suspect players already familiar with the game will have no trouble translating this cipher, but neophytes, prepare to struggle.
I would strongly recommend beginners visit the designer's site ([...]) to review the original 2006 rules, which are much more concise.
Once sorted, the game actually flows pretty well thanks to a timeline track on the upper right portion of the board that breaks up the game's 16 phases and a nation card for each of the 17-countries involved that explains their objectives in a given phase.
Movement is turn-based (rather than dependent upon dice rolling) and is determined entirely upon the geography presented on the game board (which is broken down into difficult and non-difficult land areas, open-ocean, and straits). The amount of maximum spaces moved on a turn is dependent upon such factors as the nation in question, the terrain, and the type of army being used.
Combat is a dice-rolling affair with both nations (notice I didn't say "players" because sometimes a player will be involved in battles between two or more nations that he controls) getting an opportunity to roll an attack number. Eliminated forces are pulled from the board immediately and, like before, the actual numbers required for victory vary depending on the nation in question, the type of army, and the terrain itself.
All of these things are accomplished across five phases: I) Population Increase, II) Movement, III) Battles/ Retreats, IV) Raider Withdrawal, and V) Overpopulation. And of course, each of the five phases is performed by each nation involved in the game at a given time; again, keep in mind that players will be in control of multiple nations. Once this is completed, scoring takes place by first checking the timeline to determine whether or not the round completed was a scoring round (in this case, rounds 5, 7, 10, 13, and 16 are scoring). Nations gain victory points for holding land areas as indicated on their nation cards, and at other times of the game, nations may earn points for electing and crowning a king.
At the end of the 16 phases of the timeline, the nation with the most victory points is deemed the winner.
If all of this sounds a bit complex, rest assured, it is. I've done all I can to simplify, condense, and summarize the game's actual structure and play dynamic into the space allotted but truthfully, this is no lightweight of a war simulation. I may go as far as to say that Fantasy Flight is being a tad bit optimistic in assigning the game an ages 12+ rating as, based on their own rulebook alone, several adults I know gave up long before completing a full game. About the most efficient method of mastery I've discovered is to convince someone who already knows how to play to join your group or to make use of the helpful posters on forums devoted to the game such as those on Board Game Geek or Fantasy Flight Games' own site to get answers to specific questions as surely, there will be many.
Once grasped however, Britannia really becomes quite an achievement for its ability to accurately depict sweeping historical events in the span of a few hours. It does, however, require a good deal of commitment from its players. The strategic element is always present, but not quite as dominant as it is in other similarly themed games. Pulsipher undoubtedly went to great lengths to ensure advantages and disadvantages of the forces involved based on historic record (which is why some players will inevitably whine that their meager Jutes forces didn't stand a prayer against the might of the Roman Empire to which the only proper answer is "oh well").
A strong grasp of history is recommended but not required to make the most of the experience. I wouldn't go as far as to say it's a game for everyone however, as even some diehard Risk fans in my gaming circles succumbed to the tedium of 16 lengthy rounds. At the end of the day however, Britannia is one of those games that is perhaps without rival in terms of packing a millennia's worth of savage conflict into one nicely decorated box that just so happens to contain those beautiful letters, "FF" in the lower-right corner.

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Welcome to a land of sweeping history. Welcome to a land that the Romans, the Angles, the Saxons, and a dozen other peoples warred over for a thousand years. Welcome to the land of King Arthur, Alfred the Great, Harald the Ruthless, and William the Conqueror. Welcome to Britannia. BRITANNIA is an historical board game that broadly depicts the millennia-long struggle for control of England, Scotland, and Wales. The game begins with the Roman invasion of 43 A.D., continues through the many struggles between Angles, Saxons, Picts, Norsemen, Scots, Irish, and other tribes, and ends with the Norman invasion of 1066. BRITANNIA allows players to re-create this epic history, re-enacting important battles in some cases, altering the course of history in others. The game rules discourage players from making historically unrealistic moves, but also give players the freedom to alter Great Britain's history in important ways, creating countless interesting "what if?? scenarios. What if Boudicca's Revolt against the Romans had been more successful? What if the Romans and the Romano-British had repelled the Saxon invasions of the 5th and 6th centuries? What if William the Conqueror had died during the Norman invasion of 1066? In BRITANNIA, the players will determine the destiny of a kingdom.

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Endango - Go Green to Save the Animals Review

Endango - Go Green to Save the Animals
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This is a really nice family game. It teaches about conservation in a fun way, and my son loves learning all the animal and earth related facts on the Endango cards. We like that it can be played as a cooperative game for younger kids who don't like competition, and that not everyone has to be able to read to play the game. The game is different every time and is fun for the adults as well as the kids. We started playing this with my son when he was about 5 years old and he loves it.

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Each player is responsible for three endangered animals in an environment. The points they earn as they navigate the human track affect the fate of the endangered animals in their environment. Positive points for 'green behavior and knowledge' move the animals toward saved; negative points for 'less environmentally friendly behaviors' move the animals toward extinct.

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Sunken City Review

Sunken City
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My family loves to play Sunken City. We have a son who 7 and one who is almost 5 and they both really enjoy playing. Occasionally we have to help the younger son, but the rules are basic enough for him to "get it."
Here's the general premise:
You play one of four "explorers" who are racing to raise buildings from a sunken city. You must built bridges and raise the buildings in order to retrieve the treasure from each building. To do this you have playing cards that give numbers indicating how many structures you may build (0-4) and how many spaces you may move (3-7). So for example, you could choose to use your 4/3 card. You may raise one building (place a square building on a dark blue colored tile) and 3 bridges, and then move your token 3 spaces along the bridges you've erected. Once you land on a building you may turn over your treasure card that corresponds to that building. The object of the game is to gather all of the treasures and return to your home castle with them.
The catch is that Neptune is on the prowl and when he moves around, he destroys bridges and sinks buildings. If you are on a bridge or building when it sinks, you lose any treasure that you haven't returned to your castle and must go home.
The pieces and the board are very sturdy, no flimsy paper in this game.
That's just a general overview. We love this game; my sons often request for all of us to sit and play it, and they'll play it on their own as well.

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Hundreds of years ago, a wealthy city was struck by a gigantic tidal wave. The city was fortunate - while the wave destroyed everything in its path, the city sank beneath the waters nearly intact. It now rests at the bottom of a deep lake; its treasures guarded by Neptune.Try to raise the old city, building by building, and then construct pathways to get to these buildings to find ancient treasure from this lost civilization. But Neptune, the maritime protector, governs this area and is furious with the interfering humans. He streaks across the board smashing everything he comes across, that the city may rest in peace. The player who finds the most treasure is the victor, and so the city may rest again...

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Power Grid Review

Power Grid
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Powergrid basically an economics game. The player buys houses, connections, resources, and power grids to build and expand one's network in order to have the most houses and win. The game does also have an auction/bidding part to buy power plants that add to the excitement. Overall, it is a fun game to play and can be educational at the same time.

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The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then vie against other players to purchase the power planets that you use to supply the power. However, as plants are purchased, newer and more efficient plants become available so you're effectively allowing others to access to superior equipment. Additionally, players must acquire the raw materials like coat, oil, garbage, or uranium to power the plants, making it a constant struggle to upgrade your plants for maximum efficiency. This family strategy board game is for 2 to 6 players and takes about two hours to play.

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Ubongo: Duel Review

Ubongo: Duel
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My husband and I both like to play Euro style boardgames and this was a pleasant little surprise. For a game designed for two players it offers a lot of durable exciting game play. The best way to describe it is something like tetris. There is a design that each player races to complete using only a certain number of select pieces. The person who completes it first shouts "Ubongo" and advances their idol. The first one to reach the end wins! We like the 4 player version of this game too, but it's nice to have a smaller (portable) version for when it is just the two of us. We've taken this game out with us on date nights and played while waiting for dinner.
I like that you can play the boards over and over without memorizing how to place the pieces. This is especially true is you take a break from the game for awhile before playing it again. Setup is simple, rules are easy, game play is swift and you don't have to be a strategic genius to play it. If you're looking for a fun game to introduce your wife into Euro style games I'd recommend this one 100%.

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Now, Ubongo goes two-player!Each player tries to solve the same puzzle with the same tiles faster than his opponent. The first one gets a point. The game ends after 9 rounds (max.) or as soon as one player has reached 5 points.

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Metropolys Review

Metropolys
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This game takes a little bit of strategy to play. You can only play with four players. Overall, it's a very fun game.

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The awe-inspiring Metropolys is in effervescence! Talented Urban planners and architects rival each other to make luxury, elegant buildings of glass and steel defying the laws of balance grow from the ground. Who will eventually impose their style to leave an indelible trail in the history of the city? The answer is in your hands! The players are urban planners in quest of prestige. Over the course of the game, they try to construct their buildings in the best places. As soon as a player has placed all of their buildings, the game ends. The player with the most prestige is the winner.

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Space Alert Review

Space Alert
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I was introduced to this game two weeks ago, and bought my own copy the very next day. Since then, I've introduced several other friends to it, and it's gotten approval from everyone.
The idea behind the game is that your group (ideally 4 or 5 players; it's not as fun with 3 or fewer) are on a spaceship, and you need to defend it from various threats that appear (asteroids, alien ships, etc). The game is divided into two parts. During the first part, you play an MP3 that announces when and where new threats occur, and you play cards to plan out your sequence of actions to defend against the threats. When the MP3 is over, time's up! During the second part of the game, you replay all the action cards from the first part, to see what actually happened (the second part is completely deterministic; all choices are made in the first part).
The game is very chaotic, but a whole lot of fun. Communication and teamwork are really important; if you don't work as a team, you're doomed to failure (which can still be very entertaining). Unlike other co-op games (Pandemic, Arkham Horror), having one commander-in-chief do all planning for everyone does not work in this game; there's just too much going on too quickly. This helps draw the less assertive players into the game, since their roles cannot be taken over by someone else.
The mention of the MP3 dictating what happens might sound like the game can get boring with repetition. This is not the case! The MP3 will tell you to draw random threats that will attack your ship, so which enemies you fight will vary from game to game. Other random elements that make every game unique include which action cards you are dealt and the length of the tracks down which the threats move and act. On top of that, the game comes with two CDs worth of soundtracks, with varying difficulty. This means that as your team becomes better at playing the game, you can adjust the difficulty level so it's still a challenge. There is also a random mission generator online at [1], if you somehow manage to get bored with the included MP3s.
Despite the randomness and the chaos, there's always a feeling that it's possible to control. Even in the games we lose, we can see how we could have done something different to win. So, the randomness does a good job of keeping the game fresh without it feeling like a luck-of-the-draw sort of thing.
The realtime aspect of the game is something I haven't seen anywhere else. Sure, other games have involved some audio content, but here it's an integral part of play. Because of this, Space Alert has won several "most innovative game of the year" awards, including a Dice Tower Gaming Award, a Spiel des Jahres prize, and a BoardGameGeek Golden Geek award.
I highly recommend this game.
[1] [...]

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Space Alert is a team survival game. Players take on the role of a crew of space explorers sent out through hyperspace to survey a dangerous sector of the Galaxy.The spaceship automatically maps the sector in 10 minutes. The crew's task is to defend the ship until the mission is complete. Ifthey succeed, the ship brings back valuable data. If they fail... it is time to train a new crew.Space Alert is not a typical board game. Players do not compete against each other. Instead, they work together against the challenge presented by the game. The difficulty of this challenge can be chosen by the players themselves. Completing the most difficult missions requires close teamwork.Game Contents: * 1 Spaceship Board * 10 Action Boards in 5 Colors * 7 Trajectory Boards * 1 Mission Steps Board * 10 Plastic Figures * 55+ blocks in 6 Colors * 1 Blue and 3 Green Cylinders * 90 Action Cards * 6 Heroic Action Cards * 55 Threat Cards * 16 Scenario Cards * 18 Damage Tiles * 26 Internal Threat Tokens * 16 Numbered Tokens * 2 CDs with 16 Soundtracks * 1 Ship's Log * 1 Rulebook * 1 "How to Become a Space Explorer" Handbook

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Pitchcar Review

Pitchcar
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I love Board Games and I cannot believe this one has no reviews. This game is a blast! My wife and I have friends over all the time for games and this one is always a huge hit.
Players all build the race track together (the track pieces fit together like puzzle pieces) and then draw for starting positions. Players then take turns "flicking" their cars (wooden discs with car stickers on them) around the track in a 3 lap race to the finish line. The game takes about 2 minutes to get the rules down and then the fun is on. The game always induces plenty of laughter and sometimes a little frustration...but that is what makes it so much fun. Anyone can play this game from 4 years of age on up (my 2 and 4 year old love to play with me when our older friends aren't over for adult game night). The pieces are very sturdy and should last until Jesus comes back for us.
This game is great to play about half way through a long night of board games so you can get up and stretch your legs and get off your bum for a little bit.
My only complaint about the game is the price and how little you get for it. You need at least 2 of this one, or this one and a couple of expansions to really have enough track to make some big fun tracks.
Thank you for reading my review,
Jeremy (age 32)

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Jean du Poel delights us with PitchCar, a world-wide hit !Build your own track, choose your car, and pitch it ! Choose the best trajectory using the safety rails, stay on your wheels and don't go off the track if you don't want a penalty ! This outstandingly beautiful game of skill is made of wood and is composed of 16 track parts, which allow you to build a vast number of 3.9meter long tracks.For Formula 1 racing fans, Ferti has a page displaying their versions of famous F1 racing tracks from around the world.Please be aware that PitchCar is not compatible with Carabande (different track sizes and locking grid pattern).Game Awards: * Best Game of Skill '96 in Germany - Spiel des Jahres * Best Game of Skill '01 in the U.S. - Games MagazineGame Contents: * 8 Cars * 16 Rails: o 6 Straight Lines o 10 Curves * 1 Set of Rules

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Cluedo **Updated** Review

Cluedo **Updated**
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After you get through the instructions it is quite an enjoyable game of deductive reasoning. make sure you reserve enough time for this game.

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Portobello Market Review

Portobello Market
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We have played this more times now. It's not that interesting so I would bump the score down to 2 stars.

This game has an unusual movement and scoring logic to it. We have only played it once but enjoyed it (2 people). The game went quickly. I liked its brevity (30 minutes) and the mix of tactics vs chance. If you enjoy Lost Cities, you might want to add this. Although completely different, it left me with that feeling.

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London, 1901: Shopkeepers gather at the world-famous Portobello Market to set up their stalls in the most lucrative places. Build your shops in the most profitable districts to draw in the wealthiest customers and snatch your opponents' best lanes. The Bobby determines where stalls can be built, but with a little effort you can put the Bobby where you want it to be! For two to four players.

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Mag-Blast Review

Mag-Blast
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This is a fun, action packed game. Both luck and skill are needed to win. It is a favorite and 2 player is equally great. It can be played quickly or a real battle can develop if the right cards show up. It is really fun. I have been playing for several years and it is never boring. It can be learned quickly and the cards are great.
I am glad I took a chance and bought one. It can be a favorite of yours as well.
Good Luck & Protect your command ship at all costs!

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The time for talk has passed - and Mag Blasts speak louder than words! Mag Blast is a game of screaming space battles, where 2-8 players take command of a fleet of Scouts, Gunships, Dreadnaughts, Destroyers, and even more frightening ships in an effort to blow up their opponent's fleet of Scouts, Gunships - you get the idea. Featuring Fantasy Flight Game's patented "Make a Silly Noise or Miss" Blast Targeting System, Mag*Blast packs more laughs per square inch than any other starfleet-battling ship-exploding science-fiction card game named Mag*Blast on the market! Mag*Blast 3rd Edition features brand new artwork by renowned cartoonist John Kovalic, as well as new action cards and direct hit effects, streamlined rules, and ten all-new races.

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Terra Nova Review

Terra Nova
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I bought this game thinking that it was one that I'd had when I was little and I wanted to share it with my niece. Unfortunately, I was wrong! This wasn't the game from my youth. Now the good news. It turns out that it was still a decent game. It is easy enough to learn for even very young children to be able to play, but still has enough strategic challenge to make it interesting for the adults. This probably wouldn't have been a game I would have purchased had I not checked it out as carefully as I usually do, but it turns out to have been worth the price I paid.

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Ready, set, your boundaries that is. A strategic game from Europe with an elegantly simple rule set. Players lead nations in this new world where the most valuable resource is the land itself. The clever system of movement and boundary building gives you the tools you need as you wall-off a piece of Terra Nova. However, it is your strategic vision that will ultimately decide whether or not you will rule the land. Contains game board, 88 border stones, 44 pioneer playing pieces, and 4 scoring counters. For 2-4 players. Ages 13 and up.

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