Showing posts with label settlers. Show all posts
Showing posts with label settlers. Show all posts

MindTrap II 2 ~ The Challenge Continues Review

MindTrap II 2 ~ The Challenge Continues
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This game provides very good brain teaser puzzles. The majority of the brain teasers are reasonable and fun to do -- The kinds of puzzles that either make you go "Oh, I should have got that!", or just make you feel good when you're successful. I personally like the shape puzzles the best. You are given a series of plastic shapes (squares & triangles) and have to put them together to create a larger shape -- deceptively simple.
If you're into brain teasers this is a must have.

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Lord of the Rings Review

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

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Pirate's Cove Review

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

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

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The Thief of Baghdad Review

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

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

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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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Calamityville Review

Calamityville
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As far as games go, this game is a bit convoluted. It's similar to monopoly but where the hotels can be destroyed. The instructions are confusing and in my opinion needlessly so. We ended up "guessing" on a few of the pieces and how they were put into play. That said: my son LOVES this game. I have no clue why. It drags on and on and really isn't that fun. But the idea of destroying hotels and mines with a kicking wild donkey is just too much resist. I'm going to give it a go if you can handle a game that is confusing and long. I just can't deny it the cool game status based on my son's opinion.

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Game is set under the gold rush boom and bust Players build up the town during the boom and the town goes broke under the bust When a player draws a "Donkey Goes Wild!" card, the donkey in the center of the board bucks its legs to knock down players' buildings The player with the most assets when the "Gold Runs Out" card is drawn wins Includes 4 characters, 13 buildings, 1 bucking donkey, property deeds, newspaper cards, money, gold nuggets, 2 dice, game board and instructions For 2-4 People

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Britannia Review

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

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

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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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Power Grid Review

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

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

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Street Car Review

Street Car
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Mayfair has done it again. Some people describe Streetcar as "The Very Clever Pipe Game" meets "Iron Dragon". Even if that means nothing to you, rest assured that Streetcar is another one of Mayfair's fun games that only take a couple hours to play so you don't need to have an entire day free. The rules are quite simple. Each player takes turns placing square pieces of railroad track with the eventual goal of being able to get from point A to point B stopping at three special spaces along the way. The trick is that no one except you knows where your train needs to begin, end, and stop along the way. When players finish laying their track, they reveal their route and then race to complete one run of their route. The first person to travel his or her route wins.

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In Streetcar players try to build a trolley route across New Orleans competing against other players who are trying to build their own route. Each player has specific locations that they must build to laying track one square at a time adding new twists and turns to the board. When two players disagree about where things should go the tracks can become a jumbled mess of loops and dead ends. You must place your track as best you can to navigate the route. The first player to build a complete route and race their trolley through all the right stops wins!

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Modern Art Review

Modern Art
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This is a good game to have in the house for a rainy or snowy day. We love the strategic nature of this game!

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In Modern Art, players compete to gain the most money by buying and selling paintings at auctions and reselling them for profit. The game consists of four rounds--in each, works by up to five artists will be offered for sale and auctioned off in various ways. Players take on the roles of art dealers/collectors. It is their decision which artwork to sell, and how to sell them. Successful players must balance two aims. First, they'll have to collect the best artwork for their own collections, forwarding the careers of those artists from whom they have most to gain. At the same time, players will have to raise as much money as possible by successfully auctioning off those works that don't fit their own strategy. All players take turns running the auctions, which come in many different styles. Whoever offers the top bid owns the painting and sells it at the end of the round. The price the painting fetches is based on the popularity of the artist and how well his paintings have sold in the past. The player with the most money at the end of four rounds of buying and selling wins. These Art Dealers dream of fame and riches, but dreams can vanish in an instant, leaving the player with a gallery full of last year's art, unwanted and without value. Only those with a nose for tomorrow's tastes today will rise to the top of the art world!

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King Me Review

King Me
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This is one of those games that is deceptively simple. The game board is basically a ladder. There are 13 characters that players take turns moving up the ladder. When one reaches the top, you vote by secret ballot on whether that character should be king. If there is even one "no," it is removed from the board. When a king is crowned, players add up their points. Each player is holding a list of six character names and you get points based on where they are on the ladder. Bonus points if you have the king, zero if your character is off the board.
The game is fun and can be played with three to six players though it gets a little more difficult with more. I like it overall, but I subtracted a star for design. The characters are flat pieces on little stands and it is difficult to angle them so all players can see which is which.


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With the announcement of the King's retirement, the pirouette for succession begins! All of his subjects from cobbler to cook, painter to paladin, debutante to duchess bustle about the castle in preparation for the succession. One of your favorites can attain the throne. But, beware! it will require clever maneuvering and selective positioning to be in the right place at the right time to achieve the crown!

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Settlers of Catan - 15th Anniversary Edition Review

Settlers of Catan - 15th Anniversary Edition
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To preface this review, I have played Settlers of Catan for years, using the minuscule Portable Edition, the current edition of Basic Game, and the 10th Anniversary 3D game sets before. When I saw the 15th Anniversary game set was being released, I was very excited to wait for a copy. However... I'm not entirely satisfied with my purchase.
First, the box itself: It is very nice, and the finish is beautiful. However... at minimum, it could have benefited from a small bit of felt in the bottom of each slot in the box. It could have also benefited from wider card trays that "sit" correctly within the box... the flimsy plastic card trays that are included are not as wide as each opening in the box, so it creates a sort of teeter-totter effect unless you balance all of the parts in the box juuuust right.
The board itself is fairly nice. I would have appreciated real true wood tiles, instead of wooden particle board, but the fit & finish is still good on the individual pieces.
The resource and development cards are the very same size and sort of cards you get with the standard retail Basic Game -- just with different art on each card. I was hoping for slightly higher quality cardstock or even the nice woven nylon-like textured cards, and I was somewhat disappointed to find just the standard cards.
I did note that there are typo's on each player's Building Tiles, instead of "Longest Road 2VP / Largest Army 2VP", the tiles actually read "Longest Road 2SP / Largest Road 2SP". The actual award tiles for Longest Road and Largest Army are, however, correct.
Overall, I would have been extremely satisfied with this game set if I had paid approximately $70 for it (e.g. double the regular Basic Game cost). However, I bought it for US$150 at a local gaming store (Amazon is awesome, but don't forget to support your local game room!), and for that price, I am a little bit peeved with this product's shortcomings. I will probably sell it to a friend and buy the 10th Anniversary 3D Game Chest instead.

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Catan is a modern classic. An international favorite, it has redefined social board games. Now you can create Catan out of wood and enjoy settling and building using specially tooled wooden pieces. Embark on a quest to settle the fair isle of Catan. Guide your brave settlers to victory by using clever trading and development. Use resources (grain, wool, ore, brick, and lumber) to build roads, settlements, and cities, and buy development cards. Acquire your resources through trades or the role of the dice. But beware. You never know when someone might cut off your road or if the robber will appear and steal your precious gains. Are you the best trader, builder, or settler? Will you master Catan? This special limited 15th Anniversary Wood Edition of The Settlers of Catan is designed for 3-6 players.Ages 10 to adult. The strong, compartmentalized box contains: 52 thick, beautifully illustrated map hexagons, 144 specially designed playing pieces, 6 hexagonal building costs summaries and 2 special victory point markers, 1 vile robber, 2 dice, and 28 random number chits-all made from sturdy wood. The 154 cards, like the hexes, bear fine artwork from Michael Menzel. Enjoy this special, limited production-suitable for travel or your nicest coffee table-with friends or family for many decades to come.

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Cities & Knights of Catan: 5-6 Player Expansion Review

Cities and Knights of Catan: 5-6 Player Expansion
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We bought this thinking that it would extend the game the same as Seafarers but it changed the game play so much that it was not enjoyable to play.
The added elements are knights to guard your cities which take resources to keep active. A new kind of barbarian is present which knocks out your defense based on what somebody else did with there defenses. yes, you are punished for someone else's lack of defenses.
There is also added refined resources like cloth which are spent on improvements to your cities, knight upgrades or on a new kind of action cards. These action cards are similar to development cards but they go beyond. They include things like spies, trade agreements, embassies.
You spend time working on so many different these things that game play is slower and easily more frustrating.

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Requires ownership of Settlers of Catan to play. 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 are 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 by building a city next to mountain, forest, or pasture hexes. For 2 to 4 players.

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La Strada Review

La Strada
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I like this game. It is fairly quick and easy to learn. It doesn't take long to set up either. The gist of it is that there are different sized towns scattered across the landscape and you get points for attaching them to your road network. More points for the larger towns. The cost for laying your roads differs based on the terrain type so you want to get the cheaper paths before anyone else. With three or four players, it works as a short filler game.
I strongly recommend buying something else though if you want a two-player game. According to the rules, the second player to choose a starting place goes first so that player can put the starting place in front of the other player's and immediately block it with a road. This gives that player a significant advantage and whoever chooses the first starting place will almost always lose.


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As the proud owner of a northern Italian trading company, you must dispatch carts and wagons to find new customers for your goods. But times are hard and competition is fierce. Establish new markets by creating unique routes that bypass your competitors. Naturally, the larger towns are more lucrative, but profits will be greatest where you can keep the market to yourself. Competition will only hurt sales, so even a small village can be a valuable destination. A monopoly, however modest, is still sweet. Find the best way to reach your goals and bar your opponents from success by building a trade network across the variable board. Your opponents will quickly claim their routes, so plan your strategy with care! Creating the best network and taking the greatest share of the gold is the road to victory in La Strada! This family strategy board game is for 2-4 players, ages 10 and up. It takes about 30 minutes to play. Measures 2.25"L x 9.875"W x 2.25"H.

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Hector and Achilles The Trojan War Review

Hector and Achilles The Trojan War
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I bought this game at GenCon 2010 (a gaming convention in Indianapolis) because I teach literature including the Iliad and Aeneid, and it intrigued me. Also, it was on clearance for [...].
I played the game with my brother a couple times and I basically look at it as a more complex version of war. However, while war is a pretty mindless game, this isn't, which is why I say "more complex version." There is definitely some strategy here.
The game also has at least some educational value, as it does involve the heroes of the Trojan War, both for the Trojans, including heroes like Paris, Aeneas and Hector and for the Achaeans (Greeks) like Achilles, Agamemnon and Odysseus. The educational value is not a great reason to buy this game though.
At [...], I thought this game was definitely worth it. For [...], I think this game is still worth it if you're especially into games that have some level of historic/literary connection, but for the casual gamer, I don't think it's a great bargain at [...], especially since it is only a 2-player game as well.

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Hector and Achilles The Trojan War is a colorful, exciting and fast playing card game for 2 players, set in classical timers chanted by Homer. One player leads the Trojan army, the other the Achean army. In a series of battles, the players try to beat their opponent. With the fortunes of war often swinging the wrong way, hard decisions may have to be made. Just when all seems lost, famous heroes from the Iliad may stand by the players to help them achieve a hard won victory. This family strategy card game is for ages 10 and up. It takes about 30 minutes to play.

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N.y. Chase Review

N.y. Chase
Average Reviews:

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My guess is that this game plays much like Scotland Yard, its predecessor, just with a different geography.
The game does build teamwork among up to five players who are the detectives trying to corner the six player representing the fugitive Mister X. Is is in contrast to other games where competition is purely the objective. Of course competition still exists against Mister X who has to show some clever moves to outwit the team of detectives.
The game is indeed a challenge for Mister X to remain at large through all the turns of the game. Experienced players should taken on the role. Otherwise, expect a short lived game, with Mister X captured by the detectives early on.

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