Showing posts with label expansion. Show all posts
Showing posts with label expansion. Show all posts

Settlers of Catan 3rd Edition 5-6 Player Expansion Review

Settlers of Catan 3rd Edition 5-6 Player Expansion
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Over the years, I have played this game countless times, and each time it's been a blast. Build towns to collect resources when that number is drawn. Use those resources to build more towns or draw special cards. My favorite part of this game is resource trading among players. It's common to hear things like "I'll give you two wheat for a sheep", and it sometimes escalates into a full blown bidding war among players.
The best part about this game is that it's random every time. The board is randomly placed and that makes people's strategies change every time they play. I highly recommend this game to anyone.

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3rd edition expansion Set for the Settlers of Catan Additional Components for 5 and 6 Players

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Apples To Apples - Party Crate Expansion 2 Review

Apples To Apples - Party Crate Expansion 2
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wonderful addition to the already wonderful game - gives you a new level to play on -- i own both expansion packs and it makes the game go for a long time and that is what our family likes - we mixed both expansion packs with the original game cards so you never know what sort of card you will draw - unique & very fun!

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Apples to Apples is the wild, award-winning card and party game that provides instant fun for four to ten players! The laughter continues! These beautifully crafted wooden crates hold the same cards as the Apples to Apples Party Box Expansion sets. Mix the 576 new cards from a Party Crate Expansion set with the cards from the Apples to Apples Party Crate for thousands of new and outrageous comparisons!

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Seafarers of Catan Review

Seafarers of Catan
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If you're reading this, you no doubt are already a fan of Settlers of Catan. You're deliberating, trying to decide if you want to shell out more $ for this expansion. "Is it worth it?", you ask.
As one Settlers fan to another, allow me to encourage you. Yes, it is definitely worth it!
Seafarers adds additional water and land tiles, as well as an additional land type: Gold Field. Gold field works like every other resource, except that when the number comes up you get to pick *any* resource card.
The game also includes little ships, of four colors. These ships function just like roads, and can be joined to roads through a settlement. You use them to explore from the mainland of Catan in search of additional lands (and additional resources).
The rulebook contains several scenarios, accomadating 3 or 4 players. Some scenarios start with all lands revealed, other scenarios include an exploration element. In these scenarios, only the mainland is revealed: the surrounding seas and the other land tiles are placed face down. These are turned over when a ship reaches them, revealing either a sea, in which case exploration must continue, or a land, in which case the discovering player gets one card of that land's resource.
You can see that one of the best things about Settlers, the random board setup, is made even better by hiding the concealing the nature of the unexplored tiles.
My only complaint is that the rulebook, which contains diagrams of specific tile layouts for each scenario, is printed in such a way that it is hard to read. The text is understood easilly enough, but the board layouts are dark and indistinct.
But this complaint is minor, and with practice is easilly remedied. Seafarers is a terrific expansion that makes the already great game of Settlers even better.

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Publisher: Mayfair GamesNumber of Players: 2-4 (up to 6 with expansions)Designer: Klaus TeuberPlaying time: 90 to 120 minutesAges: 10 & upOverview: Players are recent immigrants to the newly populated island of Catan. Expand your colony through the building of settlements, roads, and villages by harvesting commodities from the land around you. Trade sheep, lumber, bricks and some grain for a settlement, bricks and wood for a road, or try to complete other combinations for more advanced buildings, services and specials. Trade with other players, or at local seaports to get resources you might lack. The first player to achieve 10 points from a combination of roads, settlements, and special cards wins.With the Seafarers of Catan expansion, you can expand your Settlers of Catan game in new directions, add Islands, Pirates, Gold, Ships, and Trade. Explore and colonize the newly populated Archipelago of Catan. Building settlements, roads, and villages by trading commodities from the land and islands around you. Trade sheep and wood for a ship, bricks and wood for a road, build new settlements and improve settlements into cities.In the Cities and Knights of Catan expansion, dark clouds are gathering over the peaceful island of Catan. Wild barbarians, attracted by the wealth of Catan, sailed to attack the country. Fortunately, warning has given Catan time to meet the danger. The size of the barbarian army corresponds to the number of cities in Catan. Thus, for Catan to fend off the barbarian attack, the players must form a knight force as strong as the barbarian force.In addition to the barbarians, players compete to build the three great metropolises of Catan. Each of these magnificent centers is worth two additional victory points. To build a metropolis, players must invest in city improvements. To acquire these improvements, players must acquire the three new types of Trade Cards: Coinage, Paper, and Cloth. These cards can only be gained

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Bang Dodge City Expansion Review

Bang Dodge City Expansion
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This is a fun card game for both children and adults. You need to pay just enough attention to make it engaging, but the luck involved evens the playing field nicely.
My 26 year old son is a great fan and can get a group of his pals playing and having a great time.

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Unknown gunmen stalk the city. Try to keep away from them... and for security's sake be sure to wear a metal plate! The second expansion for BANG! (BANG is required to play the game) Features new characters and cards allowing for play by 3 or 8 players. FUN!

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Carcassonne Inns & Cathedrals Review

Carcassonne Inns and Cathedrals
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The game is a classic in the "eurogame" phenomenon. Often called a gateway drug... er... I mean gateway game. Involves spatial rotation to build a map of roads, farms, and cities. The expansion, Inns and cathedrals, adds some more flavor and allows for one more player.
*Note, this is not a stand-alone game.

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The expansion offers all fans of Carcassonne new challenges: The Cathedral triples the value of a city, and the Inn doubles the value of a road but only when they are completed. Players may use the new large follower to double their chances of controlling a city, road, or field. Also included is all necessary material to allow a sixth player to join in the fun. Finally, there are six point tiles to make scoring easier when players score more than 50 points. You need to have the Carcassonne game in order to use this expansion.

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HorrorClix THE LAB Booster Pack Review

HorrorClix THE LAB Booster Pack
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This item is a booster for "The Lab", the first expansion to the collectible miniatures game (CMG) HorrorClix, produced by WizKids. In this game, you collect plastic miniatures whose dials show current combat stats. Each "click" of damage increments the dial, showing the combat stats for a progressively wounded monsters. You assemble teams of these miniatures to play against opponents, slaying victims and fighting opposing monsters. Among the different figure types are irradiated undead, velociraptors, mad scientists, evil health workers, and zombie killers.
These boosters are not playable by themselves; you must purchase a starter set (which comes with specific figures, 12 victims a map, clix ring, dice, and terrain). The only way to get different monsters is to buy the boosters; The Lab has about 100 figures. There are commons, uncommons, rares, and uniques, and the rarity is indicated by the set number (e.g., #1-33 are commons, #34-66 are uncommon, etc., although I forget the exact transition points). Figures are also Rookie, Experienced, or Veteran based on the ring color on the dial (yellow, blue, and red, respectively). Vets are usually the best, although sometimes the rookie abilities are better (for example, rookie Candy Striper). A common vet may be a better figure than a rare rookie.
The booster itself is a squared-off cardboard tube. Inside are 4 figures, 2 common, 1 uncommon, and 1 rare/unique, and their figure cards. The figures are packed in plastic shells and squeezed tightly in. There are also 2 plot twists (event cards that you can play) and one victim pog.
The Lab also introduces minion pogs, which are put in play when a victim is slain/rescued by a particular kind of monster. These minions are like bonus monsters for your team.
Some of the other Horrorclix sets have been plagued with production errors, but The Lab has high production standards and you should expect to have correct dials and cards. I haven't had any trouble with booster pulls from this set. The "science gone wrong" theme is definitely a welcome addition to my collection.

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HORRORCLIX THE LAB:opens the doors to the horrors unleashed whenever man tampers with nature. Mutated experiments, alien visitors and even vicious prehistoric beasts awaityou inside the lab! Using the innovative Clix system, HorrorClix is a wicked-fun game of 3-D monster combat! Each monster features a combat dial and unique monster card for unlimited game play combinations. Map, dice, tokens not included in Booster Packs. Starter Game is required to play.

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Rails of Europe Review

Rails of Europe
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Rails of Europe is an add on game to Railways of the World. You need Railways of the World to be able to play this game. You need the parts, cards, money, etc. You are getting the board so that you can play Railways in a different part of the world... It's a fun strategy game, like Risk but not as confrontational.

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It is mid 19th century Europe. The railroads that first appeared in England are now appearing on the European mainland. Wealth and prestige await the player who can tap into the resources and demands of the continent. Do you build through the mountains of Southern Europe , or across the expanse of Eastern Russia? If you are fortunate enough, maybe you can sign a charter agreement with a strategically located town or even a capital. A continent awaits for the Rails of Europe.Rails of Europe is an expansion map for Eagle Game's very popular railroad game. You will need the pieces from the basic game (track and city tiles, shares, money, empty city markers, trains and first player marker) to play Rails of Europe.

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Power Grid expansion France/Italy Review

Power Grid expansion France/Italy
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This is a two sided map that is an expansion to Power Grid, which you need to already have.
One side is France, which has cheaper Nuclear as well as a little gimmic where Paris is a three city block that has free connections between the three cities. Overall, the cheaper nuclear tends to make all resources cheaper based on supply and demand and leads to an "easier" game. This would be a nice map for beginners.
On the other hand.
Italy. Italy is the exact opposite. Resources are way rarer and you can find yourself really paying a premium to power your plants. Add to that the fact that southern Italy has some pretty high connections, and the game starts to get really competitive. I would classify Italy as a map for more experienced players, and it just might be my favorite so far.
If you're looking to expand past the US and Germany maps included in the base game, then I would for sure start with this expansion. You get 1 "easy" map, and 1 "advanced" map in my opinion.
Oh, and don't be confused by the black and white picture here. The actual maps are full color and the same nice quality art as the original maps.

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This is an expansion pack, so you will need the Power Grid game to use it.As with the original, the board has a different map on each side: France and Italy. Along with the maps are small rule changes to reflect the power culture in these two countries.France, a land that has embraced nuclear power, has an earlier start with atomic plants and more uranium available. Italy has more waste, but fewer coal and oil resources.The result is not just new maps, but new ways to play this great game!

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Power Grid - Brazil/Spain & Portugal Expansion Review

Power Grid - Brazil/Spain and Portugal Expansion
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Adds variance to rules and gameplay; not just a new map. China is perhaps the most interesting map to play, but all are fun.

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We now add Brazil and Iberia to the list of maps available for this great game. Unlike previous map sets, this one comes in a box, so you can use it to store other maps.

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Carcassonne: The Tower Expansion Review

Carcassonne: The Tower Expansion
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This expansion to Carcassonne is simple to learn, but changes the game in a pretty dramatic way. The box includes 18 new tiles (all with a tower base printed on them), wooden tower construction pieces, and a cardboard tower to use to stack unplayed tiles.
The way the towers work is interesting. When a player places a tile with a tower base printed on it, he can either play on the tile's roads, cities, etc. as usual or place a tower building block on the tile. When he (let's call him Bob) places a tower block, he may remove a marker from an adjacent square belonging to an opponent (let's call her Alice) and hold it hostage. Bob will keep Alice's piece hostage until Alice captures one of Bob's pieces with a tower she builds.
Players are not limited to placing tower blocks on the piece they just played. A tower block can be placed on any tower piece that has been played previously. As towers grow taller, the zone vulnerable to capture from that tower expands. A tower can be built to unlimited height, but if a player puts one of his or her colored game markers on top of the tower, it can no longer be added to.
The tower concept really changes the strategy in the game. At any time, an opponent could draw a tower square, place it next to your uncompleted city, and steal your colored piece. Because of this constant risk of attack, it is often best to complete roads and cities early to lock in points. Also, playing right next to a tower piece is usually foolish, so the game surface tends to be more spread out than in the basic game.
I do enjoy the tower expansion overall. It really makes you rethink your strategy for the game, which I think is always a good test for an expansion pack. That said, I think some of the other expansions (particularly the Inns & Cathedrals and Traders & Builders expansions) are better. Try those first.

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Ever upwards in Carcassonne! In this Carcassonne expansion, players have the opportunity to build upwards. The lords of the region around Carcassonne erect towers to strengthen and promote their power and influence. They employ followers to stand guard on the towers, watching over the land so they can inform their lords of all who travel and move throughout the area. Players may capture opponents' followers, holding them in prison. Later, the players may arrange a prisoner exchange to the advantage of the players invloved. Also, a player may arrange to pay ransom for the return of an imprisoned follower. Fans of Carcassonne will enjoy the new tactical opportunities offered by this expansion. The expansion also includes a special tower for storing the landscape tiles, giving players a convenient way to draw tiles during the game. This is an expansion to the popular Carcassonne game that is for 2 to 6 players. You need to have Carcassonne in order to play with this expansion.

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Munchkin 1 thru 7 Bundle Review

Munchkin 1 thru 7 Bundle
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I'm a college student, and I absolutely love playing this card game. Despite the dauntingly long direction booklet, it's very easy to learn, and fun to master. Best played with 3-6 players, it's a great and fun activity for hanging around, and games usually last around 30 minutes to an hour. I highly suggest adding this to your game collection, and is best played by audiences 12 and over. The 1 through 7 bundle is a great deal and a good addition to your Munchkin gaming experience.

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Buy all 7 of the orginal crazy Munchkin games in one combo package and save! The Munchkin card game is a wonderful, zany game of chaos. You can play the original by itself, add in expansions one at a time, or add them all together! You just may end up playing all night no matter how you choose to try them all! Great silly artwork and unique style of game play make Munchkin the party game of choice every time you get together.

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Seafarers of Catan: 5-6 Player Expansion Review

Seafarers of Catan: 5-6 Player Expansion
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This 5-6 player expansion allows you to play a 5 or 6 player game for Seafarers Of Catan. However, it's not a standalone product by a long shot as you'll also need Settlers Of Catan (for the majority of its pieces and components), Seafarers Of Catan (for its red, white, blue, and orange ship pieces as well as other Seafarers components like extra/special tiles, harbor tokens, and frame pieces), and Settlers Of Catan 5-6 player expansion (for its green and brown pieces, extra development cards, extra resource cards, and tiles/tokens) in order to use this game + player expansion. By comparison, the Seafarers player expansion provides relatively little compared to the rest just mentioned. You get 15 brown and green ship pieces, 10 more victory token markers (despite the 6 that the box says, I guess it was a typo as the Catan series has never been known to provide extra or spare pieces, but between the 2 boxes, this does give each of the 6 players 3 Victory Point markers), 8 extra sea tiles, and 1 gold field tile. The manual is smaller since the expansion box is smaller than the 3/4 player packaging of Seafarers, but thankfully, this is also a recent, full color edition, so setting up the scenarios aren't as difficult and time consuming as they could've been. It should be noted that some of the components that would only be used in this player expansion, like the 5-tile `X' frame extensions (2 `XX' and 1 `X' frame piece for each side) and 2 of the 3:1 harbor tokens (up to 10 of the 12 harbors are used in the game expansion) came with the 3/4 player version of Seafarers. I'm guessing it was just cheaper and easier to manufacture it like that, even though the smaller, player expansion box could've fit all of those extras. If you were able to find the player expansion rulebook online somewhere or still retained the physical copy, you could easily get away with combining 2 (3/4 player) Seafarer game expansion boxes to play the 5-6 player scenarios.
Scenarios remain mostly the same as many of them that had separate 3 and 4 player versions, namely The Four Islands, Oceans, Into The Desert, and A New World have now been updated for separate 5 and 6 player variations. The names of the 5 and 6 player versions of The Four Islands have been changed to The Five Islands and The Six Islands respectively (and yes those boards do contain 5 and 6 islands). The 4 player versions of The Great Crossing and Greater Catan have been updated to their respective 6 player versions in the player expansion. Oddly enough, there's no 5-6 player version of New Shores. It would've been possible to fit the larger, oblong shaped island from Settlers Of Catan 5-6 player expansion into the largest frame Seafarers 5-6 player expansion offers, but I suppose they had their reasons against that, possibly because it would skew gameplay or that Greater Catan VI is already somewhat similar to that. So you now have 10, not 11 scenarios to work with in this expansion, but like with Seafarers, the new scenarios that remain will keep the game interesting and players coming back for more. For more insight on Seafarers Of Catan, be sure to check out my Seafarers Of Catan review here on Amazon as well.
Otherwise, the game plays similar to Seafarers Of Catan + Settlers Of Catan player expansion fused together. You have the special build phase where there's no player trading, bank/port exchange, and use of development cards, or one could elect some unofficial variants like discarding half your cards if you have more than 9 cards when a 7 is rolled. Either way, it's now with a delightful Seafarers twist. With overall even larger maps taking even more time to set up, more players to distribute resources to after each roll, and more turns for each round of turns, games definitely take longer than before. Having more players to trade with in theory speeds things up, but in practice, all the different things that add to gameplay length still outweigh having more potential trading opportunities. In fact, many of the scenarios are listed as taking about 1 to 2 hours to complete, with Into The Desert VI taking about 100 minutes and the monstrous, 18 pt Greater Catan VI taking about 3 hours to complete. However, with most games, more players means longer games, and as far as long games go, this one is a blast. Yeah, compared to typical, "mainstream" board games, this is expensive since you need 3 others of them in the series as prerequisites to play, and this expansion is the most expensive given the item to price ratio, but if you enjoy such a unique game as Seafarers with a crowd of 5 or 6 players, then it really is worth it.


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Note that you will need the basic Settlers of Catan game to enjoy any of the expansion packs. In addition, with all Settlers of Catan expansions, make sure you're picking upthe right ones. Each of the three Catan products (Settlers, Seafarers and Cities & Knights)have their own unique 5-6 player boosters.

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Carcassone: Princess & Dragon Expansion Review

Carcassone: Princess and Dragon Expansion
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This is a nice expansion to the Carcassone game - especially for 2 players, as it adds the possibility of having pieces removed from the board before they can score. That also means the opportunity to steal points from your opponent.
However, the rules to this one are a bit overly complex. There is a lot of "do this instead of what you would normally do" making a lot of things to think about and a lot more decisions to make every turn. That makes the game last longer, as each turn takes longer. The rules are also somewhat ambiguous on a few points, especially when mixing with some of the other Carcassone expansion.
I don't recommend combining this with the Tower expansion, in the same game. Our last one took over 2 hours for 3 players! Both expansions are fun on their own, though. I think I'll alternate a few games.

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In this expansion from the prize-winning Carcassonne, we move into the realm of fantasy. The land around Carcassonne is being visited by a dragon, making life very difficult for the followers. Brave heroes venture forth to face the danger, but without the aid of the fairies, their chances are not good.In the city, the princess seeks help from the knights, and farmers build secret passages to move about undetected by the dragon. We hope you enjoy this special trip into the land of Carcassonne!

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Carcassonne: The Catapult Review

Carcassonne: The Catapult
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I've played with all of the various large and small expansions for Carcassonne and The Catapult is far and away my least favorite.
The premise is that a fair has come to the town of Carcassonne and with it some exciting games of skill and chance. The set comes with about a dozen new tiles, four types of catapult tiles and the catapult itself.
The playing rules are fairly straightforward. Whenever a fair piece comes out, it's time to use the catapult to launch one of the four catapult tiles into the board. Each tile has a different effect.
Knock out: Removes from play any playing piece it touches, including those of the firing player.
Seduction: Offers the firing player the opportunity to replace the closest opposing piece with one of their own.
Target: Five points for whoever can get the piece closest to the fair tile that was just placed.
Catch: Various point awards when an opposing player can/cannot catch a piece catapulted in their direction.
The whole thing plays a little gimmicky and really wasn't that much fun. The catapult is too big and will generally only shoot the pieces straight up in the air making any kind targeting effort practically worthless. It seemed to us that the game designers were out of expansion ideas when they came up with this one.
There are a number of very worthwhile expansions to Carcassonne but this is not one of them. If you absolutely must have every expansion, go ahead and pick The Catapult up. Maybe you'll enjoy it. The art on the new tiles is really nice and since we can't return the set we'll probably continue to use them and come up with some expansion rules (sans catapult) on our own.
But generally speaking, I'd suggest you save your money and skip Carcassonne: The Catapult.

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Its fair time in Carcassonne. A traveling salesman arrives and brings his newest invention: a wonderous catapult!His demonstrations amaze the crowds and inspire the creative to find many uses for this new contraption. Of course, not every planned use is well thought out or successful...

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Arkham Horror Curse of The Dark Pharaoh Expansion Review

Arkham Horror Curse of The Dark Pharaoh Expansion
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This is certainly a great addition to your Arkham Horror set. My only quam with it is that you have to have the card list if you ever want to take it out of your AH deck, because unlike goat of the black woods, this does not have a marker, but it's not that big of a deal. Playing just the pharaoh game is recommended when you first get it, then you should probably just integrate it into your deck, especially if you have Dunwitch, Kingsport, or both. The ability to take the relic cards instead of the magical items it's pretty interesting if you want to risk it, because some of the relics aren't that great, but there are some that are quite excellent. This is recommended for any lover of Arkham Horror, and anyone who wants to complete the set.

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Curse of the Dark Pharaoh is an Egyptian-themed expansion for Arkham Horror that contains 166 cards. It is compatible with Arkham Horror - Dunwich Horror Expansion.A museum exhibit has come to Arkham and can either stay as a permanent part of the base game (cards mixed in with original deck), or visit when you wish (cards kept separate).The expansion contains: 45 Arkham location cards, 27 new gate cards, 21 new spell cards, 7 new ally cards, 4 benefit and detriment cards, 18 "barred from neighborhood" cards and 22 exhibit item cards, representing the ancient relics from Egypt.

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Carcassonne the Count Review

Carcassonne the Count
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The Count of Carcassonne (CoC) is an expansion for the game Carcassonne. It is a starting point to be used in place of the river or single starting tile included with the basic game.
CoC allows players to "stash" pieces in the town. As the game progresses, they can draw on these pieces to take control of valuable map features (cities, roads, cloisters, farms) as other players score. It makes the game more complex and adds another dimension to strategy and game play.
The design of the tiles also eliminates the mega farms the often develop in the basic game.
I think those who prefer Carcassonne sessions heavy on strategy and competition for each and every scoring opportunity, will enjoy this expansion the most. We enjoy it but don't play with it often.

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This small expansion adds the 12 tiles that represent the actual city of Carcassonne and are the starting tiles for the game. During the game, players who help others score points may place followers in the city and later move them to scoring features out

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Twilight Imperium: Shattered Empire Expansion Review

Twilight Imperium: Shattered Empire Expansion
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This is a must-have for anyone who owns Twilight Imperium Third Edition. The addition of two more colors to allow eight-player games (and extra systems to expand the game "board" along with other extra pieces (like trade goods) to fit the extra players) is alone worth the price of admission. Then they add four more species, all of whom are as balanced as the original species are (which is to say, mostly balanced). There are also scads of new concepts, from shock troops to artifacts to species-based technologies! But if the new concepts and expanded gameplay weren't enough for you, they also put the errata from their website into the expansion's rulebook, and they reprinted a bunch of cards to replace the originals! In some cases, this was to fix poorly worded cards; in other cases it was to open the card up to the new tech or concepts in the expansion.
Mixing the expansion with the original game is a tiny bit complicated (keeping track of which cards are to be added, which are to be set aside as optional, and which are replacements), and if you care enough to do it right, it does take some time to make sure you are not just jumbling everything all together. Fortunately, the rulebook lays out for you exactly what is replaced, and what is new and optional. And even if things *do* get all jumbled together, they made it incredibly easy to separate out the expansion pieces by putting the expansion's logo on most cards and tokens in the expansion! And trust me, putting this game away in a proper manner is a key to playing it again. When you feel like playing, you don't want to spend an hour separating out everything; you want to have done that after the last game, so it's ready when you are.
There is enough room in the original box to fit all the original parts and the expansion parts as well, but the expansion box does not fit inside the original box unless you are willing to remove the original game's inner cardboard divider (with very nice art on it). There's nothing to removing it; it's not glued in or anything. I just find that the divider works very well for keeping the expansion and original pieces that should be separate, separate.
So, here's a rundown of everything that's new in this set:
28 new system tiles
2 new sets of plastic units in orange and gray (the ships, ground forces, PDS units, Space Docks, etc.)
4 new species sheets
64 command counters (16 each for the new species)
88 control markers (14 each for the new species, and 2 additional markers for the 10 original species)
12 leader counters (3 each for the new species)
8 new variant strategy cards (not to be mixed in)
1 variant Imperial strategy card (optional to mix in)
8 new trade contract cards (2 each for the new species)
28 new objective cards (some to mix in, others not)
40 new action cards (5 are replacements, the rest are to be mixed in)
32 new political cards (to be mixed in)
98 technology cards (two full sets for the new colors, some replacement cards for the original decks, and additional cards to be mixed in)
14 species-specific technology cards
28 new planet cards
16 facility cards (8 colonies and 8 refineries)
8 unit reference cards
12 shock trooper tokens
12 space mine tokens
2 Mecatol custodian tokens
8 artifact tokens
1 High Alert token (for use with the variant strategy cards)
22 domain counters (including new counters for more variety in the "Distant Suns" option)
12 fighter supplement tokens (in +3 denominations)
12 ground force supplement tokens (in +3 denominations)
12 trade goods
3 wormhole tokens (including new wormhole Charlie)
In short, this expansion is *absolutely* worth purchasing. You will get even more enjoyment from a game that already has nearly unlimited replay value!

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Midnight is an original d20 setting that pits the players against overwhelming forces of evil in a desperate fight for survival and freedom. The dark lord, Izrador, has conquered the humans, halflings, and gnomes. Only the elves and dwarves stand free, and the forest of the fey is far and besieged. The dwarves stand alone.Hammer and Shadow will include detailed setting information on the culture, caves, and history of the Dwarven people. Information of the heretofore mysterious assault on the Kaladruns: descriptions of troop types, military movements, commanders, tactics, and even an optional advancement of the Midnight timeline to depict the continuing war of attrition against the dwarves. Maps, adventure hooks, and NPCs that may be used in any Midnight campaign. New feats, prestige classes, spells, skill uses, and equipment, useful for heroes and villains alike and applicable to Midnight campaigns or any other setting.

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