Showing posts with label days of wonder. Show all posts
Showing posts with label days of wonder. Show all posts

B-17 Queen of the Skies Review

B-17 Queen of the Skies
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While modern computer games may do a better job of simulating the sights and sounds of air-combat and flying bombers over Germany, this game is MUCH more realistic in regards to understanding what was actually happening. There are a lot of charts & tables and dice-rolling, but overall you get a very realistic idea as to just how tough it was to survive 25 bombing missions!
My two brothers and I played this one repeatedly over one weekend, dividing the members of our B-17 crew evenly among us, giving them names, and cheering their successes, like when they'd shoot down an attacking German plane or complete a highly successful bombing mission. Likewise, we felt the terror of having our plane badly damaged by flak and being forced out of formation, only to then be hunted down by German fighters. Once we were even shot down, and everybody had to bail-out. Several individual crewmen didn't make it. Over the course of completing 25-missions, we felt like we'd experienced the real thing. This is an educational game that's a LOT of fun!

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Bootleggers Review

Bootleggers
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Eagle Games' "Bootleggers" is an area control, economic engine board game set in the era of prohibition. Designed by the same team that brought you "Kayak Chaos" (Don Beyer, Ray Eifler and Steve Gross), Bootleggers pits players against one another in an attempt to generate the most money off the sales of alcohol.
There are six phases in each turn. The game repeats these phases in order until someone has acquired enough money to win. Players play "muscle" cards. The player who spends the most value in muscle gets to play first. Players may claim more "boys" which allow them to control a speakeasy. Players may claim a truck so they can ship their moonshine. Or players may take an upgrade--something that usually improves their stills production or improves a speakeasy's consumption.
The game has lots of neat bits. There are different colored armies for each player. Each soldier, if you will, is a 20's era gangster with a suit, tie and tommy gun. Players will place these boys on one of the speakeasies. Once enough boys are on a speakeasy space, that speakeasy is open for business, ie, you may sell your moonshine there. The player who has the most boys on that speakeasy gets the profits from it.
Stills produce crates of moonshine (little wooden cubes). You roll a couple of dice for how much production you will obtain. With the right upgrades, you can roll several dice instead.
There are several plastic trucks that can actually hold the moonshine crates. You will need to manage your shipping constraint if you want to maximize your profits.
After production of moonshine, players are free to wheel and deal. If you have too much moonshine but not enough trucks, sell off your extra moonshine to one of your opponents. If you have first dibs on a speakeasy because you control it, convince your opponents to sell their excess stock to you or they will not be allowed to sell their wares.
The g-men are on your trail. Starting on game turn 4, the police figure is placed on the player with the highest still production. The police can shut you down for a turn so you really want to keep the heat off of you.
The game continues until a player accumulates $100,000. The player with the most money is declared the winner.
Bootleggers is a fun game. I didn't think I would like it because I'm not big on the theme (20's era gangster). But it's actually a very fun game. In fact, I really really love the theme! There are a couple of caveats however. This is not a gateway game. It's a bit complicated for the nongamer. And there is a lot of randomness. For a game of its length, Bootleggers has too much randomness. The dice determine production and consumption. This could make the game feel like a 2 hour event that really boils down to one final dice roll. Other than the randomness factor, I recommend Bootleggers to any serious board gamer. Even if you don't like the theme, give it a try!

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Contents include one game board, six family still mini-boards, six remote still locations mini-boards, one cop miniature, 12 speakeasy improvement markers, 12 small trucks, five medium trucks, three large trucks, 120 influence markers, 80 men of action cards, 14 truck cards, 72 muscle cards, 70 whiskey bottles (cubes), play money, and 25 dice.

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Escape The Mad Mummy Game Review

Escape The Mad Mummy Game
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Santa brought this for my 7 year old son (the little Mummy lover of the family) and we have had lots of fun playing the game! The only negative is that you have to spin the big cube with a rip cord then balance it on a block so it spins while you take your turn----that's a bit frustrating for little hands but otherwise I would recommend this game.

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Race to collect five treasures and escape the pyramid -- before the Mad Mummy gets you! Pull the rip cord to start the magical Mummy Cube spinning. Frantically roll and move again and again until the cube falls. Does the cube say you Discover Treasure or does the Mummy Attack' Great repeat play value. Game comes with game board, 4 explorer pawns, 4 explorer packs, 2 dice, 20 treasures, mummy's cube, mummy pawn, ripcord and instructions. For 2 to 4 Players.

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Memoir '44 Terrain Pack Expansion Review

Memoir '44 Terrain Pack Expansion
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This seems to have been made for the fan base but for normal gamers it is of very little value.
There are only 4 new scenarios included and no new figures but a few special rules.
I recommend you give this one a miss and go for the much better and playable Pacific and Mediterranean instead, they bring new units and new playing style in a far better value for money box.

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Filled to the brim with new terrain pieces, new elite unit badges, and additional victory medals, this expansion also includes dozens of new game elements, including rules for North African warfare, minefields, big gun markers, radar stations, supply depots, airfields and more. CONTENTS: 66 terrain tiles 22 landmark tiles 20 round markers (mines, medals...) 16 obstacles 28 Special Unit badges 4 Historical scenarios Rules in English and French.

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Zooloretto: XXL Review

Zooloretto: XXL
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Easy to pick up and learn right away. No complex rules. Get the expansion and Aquaretto too--the more pieces, the merrier!

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The zoo grows and prospers: new animals are added regularly and the animals provide offspring from time to time. But what if space becomes limited in the zoo?Those who know other zoo managers find it useful to send some of their animals to other zoos. Of course, the new zoos like the additions and reward those who sent them.

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Gang of Four Review

Gang of Four
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I had the pleasure of playing this card game at the 2007 OwlCon in Houston, and it's pretty sweet. I describe it as poker-flavored Uno with trump colors. Four players, 64 cards with two occurences of each of the numbers 1 through 10 in each of three colors (i.e. there are two red 9s, two yellow 3s, et cetera), plus four special cards. Red trumps yellow trumps green. All the cards are dealt out at the beginning of each round. You want to ditch as many cards as possible. The round ends when someone plays their last card and earns a score of zero, and everyone else is scored based on the number of cards left in their hands (their face values are irrelevant), with multipliers applied to certain range brackets, e.g. if you have 9 cards, you are tagged with 18 points, if you have 15 you are hit with 45, et cetera. Game ends when someone explodes over 100.
Whoever leads a round can choose to play one, two (pair only, as I recall), three (three of a kind only, I believe), or five cards (straights, flushes, full houses, straight flushes). Each succeeding player MUST play the same number of cards and must top whatever was last played, e.g. if Player A dropped a flush, Player B has to come in with a better flush or a full house. (Factoring in the interplay of trump colors is a bit tricky at first.) When no one else can (or will) play, that round ends, and whoever laid that last set of cards that no one could top gets to start the next round. Note that one exception to the rule that you must throw down the same number of cards as at the start of the round is when you deploy the dreaded Gang of Four. If you stun everyone with four of a kind (colors can be mixed), you bring that round to a screeching halt, UNLESS someone can fling out a superior Gang of Four.
In the first of our two games, the scores from best to worst were 0, 18, something in the 20s, and 100-mega+. Once we knew better what we were doing, the Game 2 scores were something like 42, 55, 80-something, and just barely over 100.
Note that an interesting feature is that after the cards are dealt to start a new round, but BEFORE play begins, the loser of the previous round has to slide his top card over to the winner, face-up, and that winner in turn can dump a trash card off to the loser. Also, the direction of play alternates with each hand.
It sounds a bit complicated, but you can learn it in about 10 minutes and it plays pretty quickly. This is a great game to bust out when you have maybe an hour to kill and don't want to fire up that 18-hour session of Axis & Allies. Plus, as a card game, it's obviously extremely portable. With a good balance of luck and skill, this one is highly recommended.


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Gang of Four is an exciting game of Cunning, Strategy and Power. Originating in the gambling backstreets of Hong Kong, Gang of Four is the most popular card game to emerge from Asia in decades. Filled with an endless variety of strategies and tactics, Gang of Four is fun, entertaining and full of surprises, yet is simple to learn and play. The game's premise is simple - be the first to rid yourself of all your cards and ascend to supreme power. But beware - a strategic misstep may find you in a struggle to survive. Gang of Four is terrific fun for adults and children and is a highly addictive card game for your family or friends.Ages 10 and up.

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Dungeon Twister 2: Prison Review

Dungeon Twister 2: Prison
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Don't buy this game unless you want to have fun. I really wanted to have a bad time but this game ruined that for me. I kept having a great time - which I was trying not to have. Now I am in this warm and fuzzy mood and can't get rid of the smile...unless it's an evil smile...darn Dungeon Twister!

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An evil mage has created a dungeon whose rooms and hallways turn to create an ever changing labyrinth. Two groups of adventurers are trapped inside and must fight their way to get out. Will it be yours?

Dungeon Twister 2: Prison contains re-written rules, new plastic playing pieces and a step learning process to get players into the game. It is a stand alone game, but can use other Dungeon Twister products.


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New England Game Board Game Review

New England Game Board Game
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This is a wonderful game that focuses on the acquisition of land, its development and the strategy needed to acquire various development points. Our family loves this game - my 11 year old is very good at it actually. It is very easy to set up and game time is less than an hour. We have even had one of the younger kids - age 6 - play this game with a bit of collective help. They had a great time and it didn't slow down the playing all that much. For us, that makes this a great family hit. The game design is very well done. The rules are pretty straight forward and once played through a couple of times easily remembered.

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CHOCKING HAZARD - CONTAINS SMALL PARTS - NOT FOR CHILDREN UNDER 3

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Dragonland Board Game Review

Dragonland Board Game
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This game has been around since 2002. It is a very well produced game, I think I have had it for over 5 years, and I just played a game of it this week with my kids (age 10 and 15). When I first bought it around 2004, I played it quite a bit with kids I babysat, and they would ask for it a lot. It says ages 9-99, I think a 7 year old could get it, albeit they may not have a great strategy yet.
First off, it comes with great bits. The box art is stunning and sturdy. There is a nice plastic insert inside the box which holds everything in its place.
There are 57 gemstones (not made of stone, but instead a high quality plastic), wooden playing pieces, and other good stuff, but the fun thing is the dice tower. Kids love this, you assemble 3 sturdy, printed cardboard pieces together and fit them into a plastic tray and this is your dice tower. Now the dice (2 of them)don't go all over the table when you roll them.
Game play is easy,no cards to handle, but instead various tokens which give your 3 pawns different abilities, which you don't have to use if you don't want to. The tokens have illustrations on them to make them easier to figure out. One has a boatman on it, which allows your pawn to go down one of the rivers on the board instead of using the stepping stones. Another token has 3 steps on it to indicate you can move 3 more spaces. Movement is controlled by 2 dice. On your turn you roll the dice, and then move 2 of your 3 pawns according to the dice. Say you roll and 3 and a 4. You move your red pawn 3, your green pawn 4. The big moving rule is that you can't move the same token twice in one turn. Easy.
The brightly colored game board has 15 volcanoes on it. Each volcano is supplied with gemstones, dragons eggs and a token. The volcanoes are connected by spaces and waterways. The goal of the game is to collect items off the volcanoes. Your red pawn collects rubies (red gems) off the volcano, blue collects sapphires, green gets emeralds and any color can get a diamond gem. You also have to acquire dragon's eggs and rings for your pawns. So, the strategy part is deciding which pawn to move to which volcano, and then when you get there, you have to decide if you take the matching gems, the dragon egg, the diamond, or if you should get the ring for your pawn. Meanwhile someone else may land on your volcano and take what you want.
The game ends when the last dragon egg is taken off the board. By then you will have obtained dragon eggs and gems. A full set is an egg + emerald + ruby + sapphire....that gets you 10 pts. The diamond gem can be substituted for a colored gem if you are short one. There are one or two other scoring rules, but it is EASY, and the rulebook is very clear. I think a game of this lasts 30-40 minutes at most.
In all, it is a really pretty game, kids generally love dragons, gems, volcanoes, rolling a dice and racing around a board. This is a step above the basic roll and move games. This game is not dependent on rolling good numbers, but making good choices. Plus there doesn't have to be a lot of screwage in this game if you don't want it. You can choose to avoid the other players pawns, or mess with them and take the items you know they want or need. We all know how kids get upset if someone messes too much with their game plan.
This game is a keeper to me, and it is really well made that it still looks brand new.

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Adventure in Dragonland! The dragons hide their treasure in the numerous volcanos, but their treasure is in danger - the volcanos will soon erupt! To save the treasure, the dragons have asked the dwarves, elves, humans, and magicians for help. Each group competes with the others to be the most successful at gathering treasure for the dragons. Using strategy and cunning, each player moves his group of companions from volcano to volcano collecting treasure. All their movements are under the control of the tower of destiny, which sometimes arranges for a companion to reach his destination a bit too late....

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Celtica Review

Celtica
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I bought this game as a Christmas present for my husband who is from Germany is loves Rio Grande games. We had two guests from Germany at the time and played this game for about two weeks, at least three or four hours every day. We couldn't get enough of it. Went traveling around and brought the game with us and often decided not to go to some spots so we would have more time to play. Extremely good game play, easy to learn (even for me - and I have some difficulty with Rio Grande instructions), and an absolutely beautiful board and pieces. Don't get turned off by the price, it is a little higher then some others but it by far worth the price. My husband and I play it by ourselves but, and while still quite fun, loses a bit of the competitive and surprises that you have with a group - when you plan out a strategy and it is wasted by the time it gets back to you. Highly recommended!

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Join 5 Druids on their adventurous search for the magical amulets. Try to reach the castles and cloisters, for there you will find the amulets parts you need. It is best to avoid the ruins, where the Vikings await to take your amulet parts. The player who assembles the most complete amulets will win the game and be named the new Celtic King!

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Rio Grande Games Aquaretto Review

Rio Grande Games Aquaretto
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As it predecessor is a very good game. Evidently some ideas where taken from Zooloretto expansions, but the game is very original.
The integration as 'Zooloretto expansion' is not that good. I had imagined that it could be much more interchangeable in its mechanics but in the end is like plying 2 separate games at the same time, sharing the incomes.
However, is a fair con for a game that is also a stand alone, and is very good as it. And many people would find it easier this way than to mix everything.
Don't be deceived for the very colorful and childlike looking of the game. The strategy and mechanics will make most adults scratch their scalp and rub their chins for the most part of the play. It is very good game for all ages.
If you are interested you can easily find the manual and much more information online.


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Each player is the owner of a water zoo. Each player tries to lure as many visitors as possible into his water zoo and earns points for the visitors that visit his zoo. To create a zoo that people want to visit, a player must collect animals. When a players water zoo is successful, he may want to expand it. When a players animal basins are full, he must place additional animals into his depot, which loses him points at game end. When a player makes skillful use of his coworkers, he can gain additional points. The player with most points wins.

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Cleopatra And The Society of Architects Review

Cleopatra And The Society of Architects
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Cleopatra is, in a quick overview, a game that focusing on trying to acquire enough good points to win without acquiring enough bad points (which may cause you to lose even if you had the most good points). It's for 3 or more people, but there is a variation on the Days of Wonder website for 2 people.
In Cleopatra, you draw cards from a marketplace and use them as resources, much like Settlers of Catan or railcards in Ticket to Ride. With the resources, you can build several different portions of Cleopatra's Temple. For building the pieces, you get various amounts of good points (called Talents). At the end of the game the person with the most Talents wins. Unless...
The "unless" is if you have the most bad points (called corruption amulets) then you lose. You gain these amulets by taking various shortcuts. The number of amulets you have is also secret, so the game is a balancing act of taking shortcuts to get ahead, but not taking too many such that you end up being the person with the most amulets.
The game also involves other various strategic elements. Of the different Temple pieces you can build, there are bonuses that allow for some strategy in choosing what to build and when. There are also a few cards mixed in with the resources that allow you to do something special (lost amulets, take a discarded card, charge other players resources, etc.) at some cost (usually you gain amulets). There is also an event that may occur at some point in the game in which all players bid their talons (good points) secretly, and whoever bids the most loses several amulets while everyone else gains amulets (whoever bid the second-most talons gains one or two, the next gains two or three, the next three or four, etc.). And of course whatever you bid in talons you lose even if you were not the highest bidder, so this adds a good burst of strategy.
The game is made mostly of plastic pieces that are pretty durable, though there are some cardboard pieces that I wonder if will go the distance. Because it is Days of Wonder, and prior similar cardboard-based games have done fine, I'm not lowering their score for this.
In short, this is not my favorite Days of Wonder game, but it is a clever addition that is fun and pretty easy to learn. It would appeal to people of all ages and, assuming they can grasp the rules above, they should have no trouble playing it. It well-deserves a rating of 4 stars, and I'm sure some will think it deserves even a 5.

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"The pyramids are crumbling, the temples are in ruins and even the nose of the Great Sphinx looks like it might fall off any day now. Cleopatra is one unhappy queen. Now she has called on the members of the Society of Architects to build her a magnificent new palace in Alexandria - with a Pharaohs ransom to the design that pleases her most. Cleopatra & the Society of Architects is the newest big-box board game from Days of Wonder. This fun and engaging family game includes a true, three-dimensional palace that players compete to build. Players strive to become the wealthiest of Cleopatra's architects by constructing the most magnificent and valuable parts of her palace. The twist however is that players will be tempted to deal with shady characters and trade in materials of dubious origins in order to help them build faster. Players- 3-5 Ages 10 and up Playing Time- 60 minutes FUN"

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Gang of Four Review

Gang of Four
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This is one of those games which is pretty easy to learn but can be very challenging to master all of the strategy. It's nice that you can play it with either 3 or 4 people. It's certainly a favorite in our house and we've introduced a number of friends to it as well and now it's a favorite of theirs as well.

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Gang of Four is an exciting game of Cunning, Strategy and Power. Originating in the gambling backstreets of Hong Kong, Gang of Four is the most popular card game to emerge from Asia in decades.

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BattleLore: Call to Arms Review

BattleLore: Call to Arms
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Because of the longevity that this add-on gives the core game of Battlelore, I would say that any fan of the original game should purchase it. That being said, it simply replaces a point-buy system for a random card deployment system (which can be random and not so balanced) and does not add any new units (do not expect to get any more armies in this one). Also, a tad pricey.


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Call to Arms offers you a new method to deploy custom troops and armies onto the fields of battle.

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Shadows Over Camelot: Merlin's Company Review

Shadows Over Camelot: Merlin's Company
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Adding an extra player and traitor is good! But the game is much harder - which may satisfy many players.

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Supporting up to 8 players (including 2 possible traitors), the Merlin's Company expansion will add even more depth and intrigue to your Shadows Over Camelot game experience. There are a host of additional characters including 7 Knights and the great wizard himself, Merlin. Players will be taken on dangerous side trips as they quest in and around Camelot. Morgan's 7 Witches have evil on their minds, making for an even more hazardous journey through the fabled land!
Merlin's Company is not a stand-alone game. It is an expansion for the Shadows Over Camelot board game. An original copy of Shadows Over Camelot is required to play.

Contents of Shadows Over Camelot - Merlin's Company Expansion:
New Rules, Accommodating up to 2 Traitors and 8 Players
7 New Knight's Coats of Arms
14 Black Cards, Including Morgan's 7 Witches
23 White Cards, Including a Whole New Set of Special Whites
16 Travel Cards, Including a New Type of Event Card that Threatens Your Every Move
A New Deck of Loyalty Cards Including 1 Additional Traitor Card
Merlin Figure and Summary Card
A Bonus Figure of Sir Bedivere, Complete with it's own Coat of Arms and Die



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Days of Wonder Memoir, 44' Review

Days of Wonder Memoir, 44'
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I've been playing hundreds of wargames for over 35 years and this game is one of the best I've come across. My 13-year old daughter likes it too (she beats me regularly), and even my 20-something sons enjoyed playing. Memoir'44 has some subtle but effective wargaming tactics to it in the card play and movement of the units. The terrain pieces determine "kill zones" for units in overwatch and "sanctuaries" for spent units. My daughter caught on very fast and this is a wargame for people that would never play a complicated wargame like "Command Decision", but it still gives the grognard the "feel" of a real wargame. The games play out quickly also for time-contrained individuals. Up to 4 can play with one game, but for 4-6 players on two teams, buy 2 games and put them together for real command and control experiences. The game comes with over a dozen historical scenarios and many more are avaailable on the "Days of Wonder" website. The Memoir '44 website supports additional scenarios, FAQ, and player interaction. Highly Recommended. High replay value. There are many small plastic pieces and cardboard terrain pieces so small children should be monitored (as always).

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Memoir '44 is a unique historical game from Days of Wonder where players command a horde of little plastic Army men facing-off in dozens of WWII battles on an oversize hex game board. Each battle scenario mimics the historical terrain, troop placements and objectives of each army. Deploying forces through a variety of Command cards, the smart commander uses the unique skills of his units to their greatest strength. Easy to learn and fast-paced, Memoir '44 requites strategic card play, timely dice rolling and an aggressive, yet flexible battle plan to achieve victory. There are 17 unique historical scenarios, including a monster-size double-board version of Omaha Beach. The game has a double-sided, three section board map of the battlefield, featuring beach landings and countryside terrain. There are 44 lavishly painted double-sided terrain hexes, along with the 3D miniatures and obstacles to go on them. Also included are 60 Command cards, including 20 WWII Tactics cards and 40 troop movement Section cards, and two Army bags of incredibly detailed miniatures. You also get a cardholder to share with your "command staff" and some time-saving Terrain summary cards.

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Alvin and Dexter: A Ticket to Ride Monster Expansion Review

Alvin and Dexter: A Ticket to Ride Monster Expansion
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Yes, the theme is crazy. An alien and a Godzilla-like monster terrorizing the Ticket to Ride maps? Amazingly, though, this is an effective and surprisingly deep expansion for the series. And while the theme is a little "out there," it adds loads of depth to the gameplay.
Players can move Alvin the alien and Dexter the monster across the board by playing a locomotive card as a free turn. Playing one locomotive allows the player to move a monster up to three cities away, and playing two locomotives allows the player to move a monster up to six cities. This is a free action--the player still draws, plays trains, or draws tickets on his or her turn. The player then takes a card from either the Alvin or the Dexter deck (each has their own little deck of cards) and places it faceup in front of them. This stays faceup until the end of that players next turn. While that card is faceup, nobody else may move that monster.
When a monster occupies a city, that city becomes a "City in Chaos," and no new trains may be placed in or out of that city. This is where the strategy really comes in to play. Ticket to Ride tends to be more of a solo game, where each player is trying to play routes and complete their tickets. A player can block another by playing trains, but they have to spend their turn doing so. With this expansion, there is more opportunity to attack the other players.
At the end of the game, any tickets with cities that Alvin or Dexter currently occupy are worth half of their value, rounded down. Near the end of the game, then, players are going to want to place the monsters in cities that they think are on their opponents' tickets. Or, they will place them in cities that are on their own tickets that they don't think are completable. A well-placed monster at the end of the game can drastically change the outcome. If your opponent has two tickets coming out of Los Angeles, and you place Dexter in Los Angeles at the end of the game, your opponent will suffer in the final scoring.
The other incentive to move the monsters is that at the end of the game, whoever has moved Alvin the most receives 15 points, and whoever has moved Dexter the most receives 15 points. 30 points can drastically change the outcome of the game.
While small, this expansion adds enough strategy to make it worthwhile. Plus, at only 13 dollars, it's a steal. It breathes new life into an already great game. Buy it!

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Meet Alvin and Dexter - two detailed monster figures that bring their own special brand of chaos to cities across the Ticket to Ride landscape. Alvin (the Alien) and Dexter (the Dinosaur) are two wacky characters ready to help you stomp opponents and zap tickets in this fun expansion. But don't take them too lightly, they also introduce a devious new tactical layer to the game.The last two players to start get to place the monsters in different cities on any Ticket to Ride map. It doesn't matter which map - Alvin and Dexter are just as adept at rampaging through London, Zurich or Stockholm as they are in New York or San Francisco. Once a monster moves in, it's now a City in Chaos - no one can build a new route into or out of that city until the monster moves on. This is an expansion. An original copy of any complete board game from the Ticket to Ride series is required to play with the Alvin and Dexter Monster Expansion.

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