Showing posts with label spiel. Show all posts
Showing posts with label spiel. Show all posts

Empire Builder Review

Empire Builder
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You will never know how much fun this game is until you play it. The first time I was invited to play, I thought "Trains? What's fun about that?" But I gave it a shot and have been hooked ever since.
The premise is quite simple, as is the game play. Quickly put, this is a game of supply and demand. Your job is to connect the cities that "want" to the cities that "have," making a tidy profit along the way. With every trip, if you plan well, you may buy more rail line or increase your engines capacity or speed.The first person to connect five major cities and have $250 million wins. Bad planning you will find you stuck in Canada with no way home.
I wish they used games like this when I was in school. It teaches geography, economics, strategy, math and history all in one shot. It is a great family game, and even now it is one of the few games that my wife and mother will happily agree to play with me.
If you enjoy it, try other versions such as Eurorails, India Rails, or Japan Rails for different geography lessons but equal fun.

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Take to the rails and build your empire! Empire Builder revolves around Americas great love of trains and the entrepreneurial spirit! Start by laying down track and making deliveries and work your way up to your very own Railroad Empire! As you begin to move more commodities youll have the collateral to acquire faster trains and more terrain. Build the most effective railway and youll win the game! Empire Builder includes1 puzzle-cut game board, 95 load chips, 1 sheet of load labels, 2 decks of cards containing 136 demand cards, 20 event cards, and12 double-sided locomotive cards, 6 wipe-off crayons, 6 pawns, 1 pack of money. For 2-6 players, ages 10 and up.

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Top Secret Spies Review

Top Secret Spies
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This is a really fun game that can be played by young (8+) and old equally well. It involves a lot of keeping your opponents guessing as you hide your spy among the movement of other spies, while trying to guess the other player's identities. This is crucial, because if anyone gets figured out (as with real spies) they get severely held back. The game rules are pretty simple, and the game play is quick and fun. This game is perfect for the whole family, and only takes about an hour to play. It can be played easily by young players, and can involve quite a bit of guessing and strategy for advanced players, though still never guaranteeing them a win. Throughout the game no one really knows who's winning, except the person who is, and that's changing frequently. The best part is when the identity of everyone is revealed at the end. Very often every one will want to play again right away.

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As in any spy story, the action in this game can be turbulent and confusing at times. The players search for top secret information on seven spies, hidden in a safe, which keeps being moved from place to place. Whenever an agent is able to crack the safe, more information becomes available. Each player is the chief of secret service in his country and sends his best agent in this race for information. The players should be careful to keep the identity (color) of their agents secret. The trick here is that each player's color isn't known until the end of the game, so players are encouraged to deduce which color belongs to whom. In addition, there are some advanced rules which allow players to score more points at the end of the game for correctly guessing everyone's identity.

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Catan Adventures: Elasund - The First City Review

Catan Adventures: Elasund - The First City
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This game has just the right mix of strategy, randomness, and backstabbing to make it fun. You have to be careful, though. too much backstabbing and your wife will never play it with you again! There are multiple strategies you can use to try and win, such as being the first to start the building of the church which will inevitably destroy your opponents' (or your) buildings if they lie in it's path. Or you can concentrate on the city walls which will net you extra cards when pirates attack. or maybe you can just go for the straightforward approach and just start trying to build as much as possible and hope your opponents don't steal your building permits. The randomness is just a roll of the dice but you can manipulate the outcome of that depending on how much influence you have. I mentioned backstabbing earlier; you can use your opponent's building permits against them. This is a game where come-from-behind victories can be common if people take advantage of influence and let other players unwittingly help them build.

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Elasund is growing rapidly and Catanians are streaming into the city, eager to make a fortune! You are appointed to help the city develop. You heed the call to drive the city's growth and prosperity. Hire workers, acquire building materials. The competition is eager to excel and claim all of the credit! Limited resources early on will limit players to a few small buildings. Your influential connections will provide you with all the necessary building permits. In Elasund, nothing works without building permits! Beware of your competitors! They may try to leverage their way into your neighborhood with their own permits! If you don't watch them closely enough, they might attempt a hostile takeover of your buildings!

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Rum and Pirates Review

Rum and Pirates
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Fun family game. Not too difficult and not too competitive. Everyone has enjoyed it.

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The players take on the roles of pirates.They move the captain along the alleys of the pirates nest, looking for treasure maps and treasure chests. Or they meet the city guard and deal with them if they can. Naturally, they will visit the few pubs to gather and drink some rum together. They will also have opportunities to acquire the special wares needed by pirates like wooden legs and eye patches. At the end of the day, they head back to the ship and wrangle for the few sleeping places available there. All these activities earn the players tiles, which are worth honor points - most positive, but some are negative. These honor points are tallied at game end.

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Carcassonne The City Review

Carcassonne The City
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I played the original Carcassone before playing Carscassone the City. Both games are great, but they're not really different enough for most people to bother owning both.
Both games have the advantage of quick, easy setup, since the game is building the board. They both work well with two players (or more). They've also got a near perfect balance of strategy and luck. Enough strategy to make the game engaging every time you play but enough luck to prevent cut-throat competition and hurt feelings (most of the time). They're also both easy to learn; one game was enough for me to understand the rules of either (though the certainly sound complicated at first)
So on to the differences:
-Something about the farms in Carcassone confuses me; it just takes so much effort to figure out where the borders are. The markets in Carcassone the City serve a similar role but are much easier to understand.
-Carcassone the City also has the fancy wooden box if you care about those things. Personally, I prefer the cardboard box that seems to be designed for the pieces to the big open box.
-Carcassone the City has some interesting twists/variations on Carcassone that make the game more interesting and fun.
-However, Carcassone the City does not work with the expansions to Carcassone. You're limited to 4 players and the current pieces and rules.
If you ever want to play with more than 4 people, get Carcassone and an expansion set (I recommend Traders and Builders). If you're okay with the four person limitation and no expansions, Carcassone the City is definitely more interesting and fun than Carcassone without expansions.

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The impressive city of Carcassonne was a magnet for tourists from all lands even in the middle ages. Its large markets, grandiose homes, and busy streets made the whole city a popular attraction. Here is your chance to build the city of Carcassonne! Players build up the old town together by placing tiles. While the town area grows, the town walls grow around it, starting from a wooden tower. The wall is comprised of delicately carved wooden parts, that create a beautiful rendition of the medieval town at the end of the game. At the end, you will all enjoy looking at the beautiful 3-D city you have built! Also, the game comes in a beautiful wooden box that is as beautiful as the game is fun to play!

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Australia Review

Australia
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I am in my 30's, and this game is just as much fun for me as it would be for children. There is a good amount of strategy involved in the gameplay, but it is not too complex for kids that are old enough to understand games like Risk and Monopoly.
I really like the gamepieces, and so would children! There are little men, like in Risk, and there are aeroplanes that seem to be very durable. The board is of good quality and the artwork is nice.

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Australia is the fifth and smallest continent at the beginning of the 1920's. The economic crisis is yet to come; Australia is booming. Industrial modernization and development are pursued with vigor to help the economy "down under" progress. At the same time, the government is arranging for countless National Parks to be set up and is initiating numerous projects to support the natural environment. Every player leads a troop of rangers who have been assigned by the government the task of carrying out various conservation and industrialization projects.

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Starfarers of Catan: 5-6 Player Expansion Review

Starfarers of Catan: 5-6 Player Expansion
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Is quite disappointing on how the expansion planets maps turn out to be. It is actually stickers that you have to stick onto the map. If you want to stick it permanently, you have to slice the sticker into two so that you can fold the board back to keep. Maybe they should have design the the expansion maps in a card board form so that we can just place it on top of the map and remove once we are done playing. Now I have to decide whether to stick it permanently or to make my own card board planets for the game.

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Starfarers 5-6 Player Expansion - Add two more players, new solar systems, and a new alien race- The Wanderers, to your Starfarers of Catan Game. Adds parts for 1-2 players, Ages 12+, 2 hour playing time. This expansion contains everything you need to include two additional players in the Starfarers of Catan. the exciting, fast moving, science fiction game. Here you'll find 2 mother ships, 2 sets of playing pieces, additional cards, 2 reusable game board overlays, and a new alien race ripe for encounter. Now you can play any one of the five or six Starfarers commissioned to explore the galaxy, build new colonies, and expand commercial ties with various races of the Galactic Council. Accept the challenge! Careful diplomacy, clever trade, a firm stance against pirates, and the bold colonization of distant planetary systems will win you the support of humanity, and the other races of the galaxy and make you humanities' ambassador to the Galactic Council.

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Bohnanza Review

Bohnanza
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Bohnanza is affectionately known as "The Bean Game" around our house. The rules of this game are going to be a little complex for casual gamers. It's not something that's going to be picked up as easy as Uno. It took about twice around the table for our group to get a good grip of the steps in each turn. After that, the game flowed nicely.
Bohnanza is for 2-7 players. There are major rule variations in the 2-player game. There are better 2 player games (like Lost Cities). This definitely plays best in a group.
Seven players is an odd limitation considering people usually arrive to game night in pairs. One evening there were 8 of us so we just played partners. That works very well especially for players who are new to the game.
There is a lot of talking during the game, especially during the barter phase, which again makes it a good game to play in a large group. However, this game is not a hilarious, crazy, party game that some people may be used to. It's a thinking person's game and it would be impossible for any young child to play without constant coaching from an adult. The names of some of the beans usually draws some laughs in the beginning.
This game is very unique and is probably unlike any game many people have ever played. It's uniqueness really draws people in, especially if they're used to traditional "Milton Bradley-type" games.
If you're a fan of "different" games (Carcasonne, Settlers of Catan, or even Pit) there's little doubt that Bohnanza will quickly become a favorite. However, if "Uno" is complex enough for you, you probably want to avoid Bohnanza.

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his great card game is about planting trading and selling beans - 11 kinds of beans (this English version includes all the cards from the original game and the first expansion). Players try to collect large sets of beans to sell for gold. There is limited growing space and always new beans to plant. To avoid planting unwanted beans players trade them to other players who want them for their bean fields.

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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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India Rails Review

India Rails
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The rail building series by Mayfair games has to be my favorite set of games. The first game will take a few hours and is a little confusing but, once you get the rules down, the fun really begins! Besides being very fun and entertaining, this game promotes geography education. I can now point out Bhopal on a map! We initially bought Empire Builder (the American map) but now own India Rails, British rails and Eurorails. Do not attampt to play this game with young children or the impatient. But, give it a chance and you will be hooked!

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Another in the Empire Builder system, India Rails features the exotic land of India, Bangladesh, Bhutan, Nepal, Sri Lanka and parts of Pakistan. Build tracks from Bombay to Calcutta, cross the Thar Desert (beware of sand storms!), and pick up and deliver gypsum, indigo, jute and rugs. An additional twist to the game is the special rules regarding pilgrims. India Rails is a bookcase game with puzzle cut map.

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Hermagor Review

Hermagor
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Hermagor is not a game that would be easily noticed. The packaging is not attractive with its' muted brown background and nondescript cartoon castle on the cover. Even the picture of the game on the back of the box is not very attractive. And lastly, the gameboard itself is very intimidating. The map looks unorganized, and the imposition of the market place and price grids make it look like a wargame from Avalon Hill's worst nightmare (without the hexes), and gives the impression that the game is more difficult than it really is.
My son and I would have probably passed this game over without a second glance had it not been for the shop owner quizzing us about the likes and level of our gaming group. He recommended this game highly, and we took his advice. He was right! The game is a wonderful gem that touches heavily on strategy, with just a tinge of luck. And although the mechanics are radically different than Railroad Tycoon, my overall impression is that the game is kind of a medieval version of that game, with the movement and financial aspects being very familiar. (Railroad Tycoon is my absolute favorite game, so I don't have to tell you how I feel about THIS game (but I will)).
The components are sturdy, if unspectacular. The game board really could have been designed better. Novice players may have trouble keeping track of regions and dukedoms, and the pictures of the product that can be sold in each village is quite small. The red numbers (used at the end of the game) on the production chart are somewhat difficult to see. On the other hand, having all of this on one gameboard is very convenient.
The product and action tiles are sturdy and easy to read. The house-shaped trade stations and flat production disks are all durable wooden pieces, and easy to handle, although the cylindrical pawns that act as buyers and sellers roll too freely if knocked over (having a flat side to them would have helped). The rules apparently suffered in a few spots when translated into English, but careful reading of them does describe the game very accurately, and the examples they use really help a lot. Overall, they're pretty understandable.
The turns are divided into three phases. In phase 1, product tiles are drawn from a cloth bag and placed in the marketplace area. This is the only time luck seems to enter the game. Since there are more tiles than spaces in the marketplace (especially in a 3-player game), you're never sure which tiles will be drawn. There are three types of tiles. A single-product tile has one product on it, and allows the person who gets it to raise the price of that good. A dual-product tile shows two products that you can sell, but doesn't give you the power to raise a price. There are also special tiles that give you a particular benefit.
Strategy takes over as you place your four buyers in areas of the marketplace to purchase the goods that you want at the lowest possible cost. Each placement costs between 2 and 5 cash, so placing the four buyers can cost you as little as 8 cash or as much as 20. A tile called the `action tile' is then turned over to determine how many actions players may take in phase 3.
Phase two begins with the distribution of the product tiles with each tile going to the player who had the most buyers surrounding it. If two or more people have the same number of buyers around a tile, there are a few tie-breaker steps to go through. Any unresolved ties means that the tile does not get distributed. Once the tiles have been distributed comes the `marketplace buzz', which awards cash to the buyers in the market. How much you gain depends on where your buyers are placed.
Phase three consists of having your merchant go out to the villages sell the goods that you just acquired. There are three possible actions: Move and sell, move only, and sell only. Using roads cost money (tolls), so ideally you'll want to sell as many goods as possible in as short a distance as possible. Each village will only buy one specific type of goods, so the more products that you get from the market, the greater your options are here. If you've done well in the marketplace, you may be able to sell many products with minimal traveling costs. You can cut the cost of tolls in half by moving and selling on different turns, but that also gives you one less chance to sell an item. Once you sell in a village, a trade station is placed on a village and you may not sell there again.
But there is also a strategy to selling. The roads upon which the villages are located serve to subdivide the map into regions. Once you have a trade station on all villages in a section, you may place a production disk on the price chart located on the board. This will give you an immediate bonus payment as well as a final payment at the end of the game. The board is also divided by rivers into three `dukedoms', which serve no purpose until the end of the game. I think it's sufficient to say that players should try to distribute their selling to include all three dukedoms
The game ends when there are no action tiles left to turn. At that point, the final income is calculated in three stages:
-Each player gets a bonus payment for each row on the production chart that he has a production disk on.
-The number of trade stations in the dukedom where you did the LEAST selling is multiplied by three, and you receive a cash bonus of that amount.
-The person(s) with the most trade stations on the main road receives 5 cash. The person(s) with the fewest trade stations must pay 5 cash to the bank.
The cash-on-hand is then counted up and the player with the most money wins. While this 3-step process sounds like a daunting task, it is much easier to do with the game board in front of you than it is to capture it in words here.
So, there's really a lot going on here...how well does it all fit together? Actually, it works quite well. The game possesses a nice balance between what happens at the marketplace and on the selling map. The strategy is somewhat circular - buying products at the market, implement a strategy to sell them, and coming back to the market with a new strategy to buy different products and sell them, etc. A lot of the cash transactions are small, and the strategies are subtle, so a few bad decisions can make or break you. And while not dependent on outright `luck', there is enough randomness to keep each game fresh.
The game is not without fault, though. Because prices usually inflate, but the costs for placing buyers and traveling roads do not, a poor performance in the marketplace, especially in the first round, can be devastating. Being the LAST player to place buyers in the marketplace has a built-in advantage. And the person who obtains the lowest numbered tile gets to choose who will be the first player for the next turn. It's possible for an astute player to control the order for the entire game unless a house rule is instituted not allowing the same player to be the first player for two successive turns (which, in turn, means that the same player will not be the LAST player on two successive terms!)
Overall, this game features a fairly unique balance of the disparate features of buying and selling. It's easy to recognize the importance of what happens in the marketplace, but you must be just as diligent when selling if you want to turn a decent profit. To set the game in a fictitious medieval land really adds a certain flair to it that would be missing if this were set in a modern day rural land. (On the flip side, I could probably relate more to selling wheat than to selling rare dragoin eggs). After one play, this game is already one of my favorites. It certainly has many good points and plays pretty effortlessly once everything is set up. It may never be the next `Settlers', but it is a fine game that deserves MUCH more recognition than it has received - it's much better, in fact, than many games that are far more popular.


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In a distant land, many and many years ago, rose a big and wealthy city: its name, now forgotten by most, was Hermagor. Commerce was the source of its richness, because from all its territory countrymen, artisans and also adventurers brought to the city every kind of merchandise: weapons, ancient books, precious relics, and rare dragon eggs. In this city, you can buy and exchange everything. This made Hermagor famous and merchants came from afar to buy and sell all kinds of goods at the market. Some even undertook perilous adventures to acquire especially rare items. They criss-crossed this wealthy region, creating new paths and roads, adding markets to towns, but always with the aim to become the richest!

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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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Incan Gold Review

Incan Gold
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Ever wanted to be a "Indiana Jones" style treasure hunter? Well, with Incan Gold, you get your chance. With an iron nerve, a bit of prudence, and some luck, you could be rich. Or, you could end up dead. Incan Gold is an English language version of the German game "Diamant" which may help to explain the fact that even though the title says "gold" the actual treasure in the game is gems. If you are looking for a game requiring complex strategy or deep thought or a game with a lot of educational value, Incan Gold is not it, but it is still a lot of fun.
The game is very simple; In each of five rounds, a succession of cards is laid out representing what you find in the ancient Incan ruins. These may be valuable gems and artifacts, or they may be hazards such as snakes, spiders and landslides. Before each new card is revealed, each player must decide to continue deeper into the ruin or to walk away with what they have already gained. Those who stay in may gain greater wealth, but they may meet a tragic end and gain nothing. A player keeps whatever they have when they opt out and even the players that "die" get to start fresh in the next round. As with most "Euro" style games all players remain part of the game until the final round. The winner is the adventurer who comes away with the most treasure.
Each round ends (on average) with about 8-10 cards on the table so the whole game is quite fast. While the game can be played with as few as three players, I find that it is most fun with 6 to 8 players. While the game is recommended for ages 8 and up, it is so simple that it could be taught to kids younger then 8. Mostly the small "gem" pieces and the ability to make informed decisions are the only limiting factors.
As far as durability is concerned it is as durable as any card game can be. The gems are little plastic pieces that will probably last forever, but eventually every well played card game will deteriorate. Before that happens, however, you will definitely have gotten your money's worth in fun!

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Incan Gold is a game in which players push their luck as they head down an abandoned temple, attempting to find the most jewels. Each turn, a card is turned over that increases the gold found in a temple or shows a hazard. Players can attempt to escape, keeping the loot that they've acquired, or stay in the temple, hoping for increased profits. As players escape, those in the mine will acquire bigger shares of each pile of gold found, but also run the risk of dying if the same hazard card is drawn twice. Up to eight people can play this game, and it works very well at parties and other gatherings, as players decide whether or not to stay or leave the temples. With quality components and a compelling theme, Incan Gold will be the first choice of large groups looking for a fun filled game.

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Thurn and Taxis - Power and Glory Review

Thurn and Taxis - Power and Glory
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Thurn and Taxis: For Power and Glory is the expansion to Thurn & Taxis (you have to have Thurn and Taxis to play P&G) where players establish post office houses in different Northern Germany towns. Play is similar to Thurn and Taxis. The major differences are the addition of free cities and that you have to play horses to get to all the cities your route passes thru. Play is fun and light, easily playable from 2-4 players. I've found that the game play is different according to the number of players in the game with a 4 player games being a little more lively and less easy to plan. While this is a re-work of the original game, its a fun game to enjoy the night with. Because of this I've rated the durability a 5, but the education value is only a 3 because the material is largely a repeat. The new value in education is familiarizing people with towns in Germany. Bottom line, a 4 star game that's good to add to your collection.

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With this expansion, we offer new ways for players to enjoy Thurn and Taxis. The new board opens up new areas for postal routes. To support the new board, we include new bonus tiles and new city cards (with horses on their backs to support the new rules). We hope players will enjoy these changes and the strategic opportunities they offer. 2-4 players. Ages 10 +. Playtime 60 minutes.

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Carcassonne Abbey & Mayor 5th Extension Review

Carcassonne Abbey and Mayor 5th Extension
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Abbey & Mayor is the 5th full expansion to Carcassonne. With this expansion, players add a power and influence aspect to their game in four different parts. I've listed them in order of enjoyment.
Mayor -- The mayor piece is focused on controlling cities. The mayor's power grows as the city gains more pennant tiles. This piece can play a major role in the struggle for control that frequently takes place in large, valuable cities. As someone who enjoys competing for cities, I like this aspect.
Wagon -- Played as a regular piece, the wagon can travel from a completed area to somewhere unclaimed. This creates continuity and requires some extra vision. So far, this piece has been fun to play.
Barns -- The barn allows players to set up a super farm that grows in size as the game progresses pushing other, usually smaller, farmers out. The barn makes farm strategy important from the beginning instead of its typical end game position. However, a common complaint about farms in general is that they tend to grow too big. Those who don't enjoy that aspect of the game may not like this piece.
Abbey -- Acting as a sort of super cloister, the Abbey can be used to fill in those hard to close map features. It's a great escape valve for those who get trapped and it is also a quick way to add points. However, I think this takes away from the tactical aspect of trying to trap an opponents valuable pieces. This piece is probably my least favorite part of the Abbey & Mayor expansion.
Overall, I think this is a good expansion to Carcassonne falling in behind Inns & Cathedrals and Traders & Builders but ahead of Princess & Dragon and The Tower. I think it will add the most to games with intermediate to experienced players.

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The fifth major expansion to Carcassonne, Abbey & Mayor adds 3 new wooden piece types, 6 abbey tiles, and 12 landscape tiles. The Abbey tiles act as Cloisters but do not have to match adjacent tiles and they complete adjacent features when placed. Mayors can be placed only in cities, with their strength determined by the number of pennants in the city. Barns allow players to score fields during the game rather than just at the end. Wagons are placed on roads, cities, or cloisters, and can move to an adjacent open feature when their current feature is completed.

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Rio Grande Games Carcassonne - The Castle Review

Rio Grande Games Carcassonne - The Castle
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My family got this game for Christmas several years ago, and we're hooked! Our game board has been in constant use since then. The first time through is slow as you figure out the rules and strategies, but after that, it's a blast. A combination of both skill and luck, Castle is a different game each time you play it (based on how the tiles are drawn) and the perfect competition for two players. My dad and I have Castle tournaments when I visit my parents, and it can be anyone's game! Highly recommended for people who enjoy other two player games like chess, checkers, backgammon, and cribbage.

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Game Description: The imposing silhouette of Carcassonne sits like a throne in the Light of the setting sun. The city also acts as a fortress, protecting those who live there with its inpenetrable walls. Visit the city to discover its many features and to learn why it is so magnificent. An exciting tile-laying competition between two players. Inside the castle walls, the city grows as the players place tiles and their followers: knights to guard the towers, heralds to spread the news, and merchants to sell their wares in the markets. The player who makes better use of his followers will lead the race around the castle wall, which is also the scoring track for the game. There are several items waiting on the castle wall for the first player to reach them. Each will prove useful to the player who acquires.

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Hare and Tortoise Review

Hare and Tortoise
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This game is really fun, it makes you think and is really hard to figure out a strategy for a win. My husband and I have played a few times and we've played with another couple as well, its more fun with more people. I suggest this game

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This game features the legendary race between the hare and the tortoise, but with a twist. Each player plays both parts at different stages of the race. Sometimes it is best to race like rabbit; others, it is best to move slowly and cautiously like the turtle. In the end, it is the best combination of the two strategies that will win the race. Great fun for families, but also some serious strategy for serious players. Author-: David Parlett. Players- 2-6 Ages- 10 and up. Length- 45-60 minutes FUN"

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