Showing posts with label deck building game. Show all posts
Showing posts with label deck building game. 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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LOTR Confrontation Review

LOTR Confrontation
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My husband and I (trust me, we are not teenagers) love this board game. It is very hard to find a good, competetive two person board game, but this is one of them. It is simple to learn, but there are many different ways one can try to win. It is similar to Stratego, but it's fun to see all the Lord of the Rings characters. ANd best of all, as parents of a toddler, the game does not take long to set up and to play.
Lots 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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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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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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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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Rheinlander Review

Rheinlander
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Alright...short and sweet.
Pros:
- Great game. Had fun with friends (18-22 y.o.) and parents
- Complex, but not complicated.
- Well-made board and pieces
- A cross between 'Sequence' and 'Risk'
- Combines luck and strategy so that no player dominates every time
Cons:
- A bit boring with only 2 people

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Hundreds of years ago the heart of Europe was divided. Powerful dukes ruled their duchies from their castles on the banks of the Rhine, and earned a rich income from their wealthy cities. Struggles for power were everyday, and frequently the intervention of the more influential bishops was necessary. Now you have the chance to expand your rule over the Rhine country. Outwit your opponents to expand. Outwit your opponents, and gain more power. Who will become the new ruler over the Rhine? This game casts players in the roles of dukes who are trying to establish duchies along the banks of the Rhine River. Players hold a hand of cards that correspond to numbered plots on each bank, and they place knights in open plots for which they hold the corresponding cards. After establishing duchies, players attempt to expand them to include more plots of land as well as buildings such as castles, cathedrals, and cities. These buildings both add to the value of a duchy and provide their owners with advantages during game play Players: 3-5Ages: 12 and upPlaying Time: 45 or more minutes

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Caribbean Review

Caribbean
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Players: 2 to 4 players
Age: 8 and up.
Length: 30 mins.
Contents: 1 game board, 6 pirate ships, 4X7 bribing cards, 4 card holders, 16 treasure chests, 35 Coins
It's been nearly 7 years since the release of Caribbean, and it's hard to believe that this gem is now just starting to pick up steam within the gaming community. Many have dubbed it one of the most underrated games of all time, really an understatement that does it no justice. The brainchild of Michail Antonow and Peter Schliemann, Caribbean is a very fun game that pits players against one another in trying to bribe as many different pirate ships to pick up and offload treasure onto their own "safe haven" ports.
The object of the game is quite simple: the player with the most accumulated treasure at the end wins. Players don't actually own their own ship, and it is through the bribing of the pirates with rum that determine who controls the movement of what ship, and by how many spaces. This is accomplished by players bidding for all 6 ships at once by comparing each others' bribing cards, the highest bidder winning the right to move the selected ship the number of spaces indicated on the card. Pirates are anything but honorable, and will do whatever it takes to get their hands on their rum. This includes the swapping of treasure between ships, and the unexpected robbery of treasure from other passing ships.
Because the game is broken down into rounds, anyone has a chance of coming from behind to hit payday by out-maneuvering and out-planning their opponents. It's also more tactical and strategic than expected, but easy enough for kids of all ages to learn and play. The game is a bit predictable, since you know what ships other players are trying to bribe, but this is augmented by the option of bluffing which adds some excitement back into play.
The components of the game are for the most part of high quality and manufactured in Germany. The artwork of the game board is quite nicely done, a colorfully laid out map with spaces marking individual movement of the ships. The bribe rack works well enough to accomodate the well-constructed durable cards. and the treasure tokens fit easily on the ships. The ships' cardboard construction, however, are somewhat flimsy and prone to falling apart with prolonged play. This is only a minor inconvenience, and can be rectified with a little Elmer's Glue.
Part of the fun in Caribbean is re-creating the real life actions of a historical period in time, such as sailing a pirate's ship through the treacherous oceans of the scaled-down world. This brings back very fond memories of a Life board game that we used to have lying around the house. I was only 5 years old at the time, and didn't really understand the rules of the game. I just loved moving the car token on the road, especially crossing the bridge over the river.
Overall, Caribbean is a very fun, solid game that isn't overly complex or too long, and the few surprises that come along with it, such as having your treasure stolen from you when you least expect it adds some tense and exciting moments throughout. It's also a great teaching tool for children as it re-inforces certain concepts which they will need later in life, such as counting and making bids. Whether you're a serious gamer or an occasional player, or you just have some time on your hands to kill, Caribbean will offer countless hours of entertainment, and is a wonderful addition to any game collection! I can easily recommend this game for family nights, social gatherings, or even just to get the kids away from the videogame console for just a few hours.



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The board shows the Caribbean in the 18th century. Six pirate ships lie in wait on the sea, ready to pillage the rich ports, or to rob the booty from other ships.The sea is divided into spaces. Each player is in possession of three safe havens, marked in his color on the board. If only two or three players are playing, the safe havens in the vacant color(s) are treated as normal sea spaces.The aim of each player is to lure the pirates to deliver treasure crates to one of his own safe havens, and not to the safe havens of the opponents.

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Rio Grande Games Antike Review

Rio Grande Games Antike
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This is a great Civ style game, not really difficult for newbies and also very deep in strategy for veterans. I would recommend it for any person who likes history and strategy in a board game. It combines economic, diplomacy, and military strategy into one game.

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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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Wyatt Earp Review

Wyatt Earp
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I have played this game several times now, and I find that I like it more each time I play it. This is an excellent card game for adults and older children (those old enough to read well and develop their own playing strategies). The rules are simple to understand, and game play is quick and elegant, but the game requires a fine sense of timing and strategy that makes it interesting to play again and again.
The design and theme for Wyatt Earp are also excellent and educational. The wanted posters for the outlaws provide biographies that kids and history buffs will enjoy. The art for all the cards is great; it has a perfect period look.
If you are looking for good games to build a collection or venture beyond the usual big-box store offerings, Wyatt Earp is a great starting place!

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The aim of the game is for each player to earn the most money from capturing famous outlaws. 2 to 4 players take up the roles of Sheriffs who are hot on the outlaws tails, trying to capture the outlaws with most rewards on their heads.

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Andromeda Board Game Review

Andromeda Board Game
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It's different than most games I've played and at first, it's kind of complicated to understand. But once you get the hang of it, it's really fun and the "jiggling" can get pretty intense.

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The Planetary Union of the Andromeda galaxy wants wealthy traders from Earth to invest in their economy, but they want to limit those investments. To control such investments, they have allocated three orbiting economic centers above each of their most important planets for development by Earth interests. This keeps the strange Earthlings off their planets and also creates competition among the many Earth companies interested in such development. The Planetary Union hopes this competition will bring them even more money for these investments as the Earthlings compete for the best centers. To keep the Earthlings from conspiring amongst themselves to divide up the economic centers on their own with secret agreements, the Planetary Union requires that all trades be done under their watchful eyes. They also have spies probing for such secret negotiations and will eliminate traders who are caught in such activities. Author: Alan R. Moon, Players: 2 - 6, ages 10 and up, Length: 60 minutes

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The Werewolves of Millers Hollow Review

The Werewolves of Millers Hollow
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Awesome and simple game!! I recommend using some soundtracks and a low light setting to enhance the eerie mood =]
Suggestions- Ben Frost (by the throat) - Wolf OST - Bohren & der Club of Gore (black earth)

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Werewolves of Miller's Hollow is a game that takes place in a small village which is haunted by werewolves. Each player is secretly assigned a role - Werewolf, Villager, or special character such as The Captain, The Hunter, the Witch, the Little Girl, The Seer and so on... There is also a Moderator player who controls the flow of the game. The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers (normal and special villagers alike) then deliberate and vote on a player they suspect is a Werewolf, helped (or hindered) by the clues the special characters add to the general deliberation. The chosen player is "lynched", reveals his/her role and is out of the game. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.

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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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