Reviews

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Title Title Comment Post date Rating
Castle Panic: The Wizard's Tower This expansion should be mandatory

I've played Castle Panic without this expansion. I've even enjoyed it. But ever since I added the wizard's tower, I haven't wanted to play just the base game again. The added monsters are much more interesting, and can add some variety between games. The wizard cards you can get now are a lot more powerful and interesting that the base cards, which counteract the more dangerous monsters. Finally the wizards tower you need to protect in order to use the new wizard cards adds a lot more strategic focus to the board portion, as now you need to guard that specific space, sometimes at the cost of other towers, instead of just trying to protect everything equally in the base game.

Thu, 2014-01-30 18:22
0
Space Cadets Silly & chaotic, but a lot of fun

Ostensibly, Space Cadets is a bridge crew simulator, and the game is about 'trekking' between the 'stars', and the obstacles you encounter along the way. You have all the stations you'd expect: helm, weapons, shields, engineering, etc. But what the game really boils down to is a collection of lots of wildly different mini-games.

Each station has a different puzzle-type game its crew member needs to complete in 30 secs. for the ship to work at its best. Some examples include a memory game, a disc-flicking game, completing mini-puzzles with tetris-like pieces, and trying to blindly feel for a correctly shaped piece in a draw bag. The game seems simple on its surface, but the short timer can cause people to miss their goals, and can quickly escalate into chaotic fun.

This game will take a while to learn the first time, not due to any complexity, but just due to learning every simple mini-game (you'll need to pay attention to them all, since part of the game will force everyone to switch seats, and quickly adjust to a new set of puzzles). People who like carefully planning everything in their games and can't stand when the best laid plans devolve into giddy chaos should steer away from this one. The mini-games would be perfect for younger children to participate in, under the supervision of a more experienced captain, but you should probably forgo the timer then, or at least not expect to do well.

Thu, 2014-01-30 18:08
0
Power Grid Good euro that offers something different.

Unlike a lot of euro games, you're not deciding where to place workers every round, or trying to decide which of a dozen ways to get points is the best. Instead you're trying to bid for power plants during an auction phase, and power cities as efficiently as possible. This game is more to do with figuring out exactly what you need, trying to predict what the other players might do, then optimizing your spending as best you can. Power Grid rewards gamers who like thoughtful play, and it's not necessarily for people who don't like planning ahead or doing some mental math.

Thu, 2014-01-30 17:52
0
Ticket to Ride Great gateway game

This is a perfect game for anyone new to board gaming, or anyone who still thinks of Monopoly or Risk first when board games are mentioned. It's simple to learn, quick to play, yet can still be deeply engrossing and rewards thoughtful play. At its core, it's a set-collection game, but the board adds a strategic element, and planning when and where to make your moves gives the game its challenge.

Thu, 2014-01-30 17:36
0
Kemet link to my cat's review of Kemet

http://boardgamegeek.com/thread/1094732/arwen-the-cat-reviews-kemet

Fri, 2014-01-24 23:21
5
Mice and Mystics link to my cat's review of Mice and Mystics

http://boardgamegeek.com/thread/1094726/arwen-the-cat-reviews-mice-and-m...

Fri, 2014-01-24 23:20
3
Luna link to my cat's review of Luna

http://boardgamegeek.com/thread/1094509/arwen-the-cat-reviews-luna

Fri, 2014-01-24 23:18
4
Carcassonne: Hunters and Gatherers Carcassonne: Hunters and Gatherers - The Best of the Spin-offs

Overall Score – (9/10)

Introduction – Whenever I teach someone Carcasonne, I teach them Hunters and Gatherers, which is my favorite Carcasonne spin-off game. I love the theme and I think this particular spin-off marries its theme to a modified Carcaonne gameplay more successfully than any other Carcasonne spin-off.

Concept (7/10) – Prehistoric Carcasonne.

Components (9.5/10) – All the quality components you’d expect from a Carcasonne game: terrain tiles, meeples, and a couple of new elements: bonus tiles and wooden huts. Like Carcasonne, the box is the right side and functional in the storage of pieces.

Gameplay (9/10) – Hunters and their prey take the place of Farmers and their fields, Gatherers and forests take the place of Knights and their cities, and Fishermen and rivers take the place of Robbers and roads. What makes this spin-off feel significantly different than Carcasonne and avoids making it Carcasonne-opoly is the interaction of hunters and their prey, the interaction of fishermen and the fish in the lakes at the end of rivers, the addition of the huts as a meeple substitute (they get played on lakes and score points for every fish in a connected water system), and, most importantly, the addition of bonus tiles (which players get to place whenever they score points for a forest with a gold nugget in it. The bonus tiles are very diverse and powerful tiles, granting a variety of exclusive effects.

Complexity (9.5/10) – Like Carcasonne, Hunters and Gatherers is an easily accessible game. The gameplay is quick to learn, teach, and implement. Carcassone players and gamers new to the Carcasonne system will be able to compete against each on equal footing, discover and implement their own varied strategic plans, and react to the plans of opponents.

Fun Factor (9.5/10) – Carcassone’s fun lies in the satisfaction that comes from completing the various terrain types of the game, getting in on opponent’s points, and creating intricate terrain systems. Hunters and Gatherers combines that satisfaction with the fun of unleashing saber tooth tigers on your opponent’s prey. Best of all is gaining and using the bonus tiles, which most players will be able to do several times throughout a game.

Replay Value (9/10) – As a spin-off, not only does Hunters and Gatherers represent replay value for players of classic Carcasonne, but it also possesses plenty of replay value in its own right. In part, I think this has to do with the that successful marriage of theme and gameplay I mentioned earlier – players really feel a connection between themselves and their meeples that may be lacking in other Carcasonne games. For both veterans and new Carcasonne players alike, I think once you try Hunters and Gatherers, you’ll find, like me, that Hunters and Gatherers will become your Carcasonne of choice.

Fri, 2014-01-24 23:14
5
Takenoko Takenoko - one of board gaming's perfect games

Overall Score – (10/10)

Introduction – I devoted most of my demo time at GenCon 2012 collecting all those fun Mayfair ribbons. The lone exception was when I walked by the Asmodee booth and this cute little panda miniature caught my eye. What kind of game includes a cute little panda miniature? I wondered. So my wife and I demoed it, loved, returned the next day with funds to purchase it, discovered it was sold out, ordered it that very night from coolstuffinc.com, and have played it about two dozen times since GenCon. It’s our most played game from GenCon and has quickly cracked my top 10 list of all time favorite games. I think Takenoko is one of boardgaming’s perfect games, now I’ll tell you why as concisely as possible.

Concept (10/10) – The game of bamboo cultivation and panda feeding. I have no idea how this game got thought up, but it’s an absolutely original idea. There is no other game quite like Takenoko.

Components (10/10) – From the lush, colorful box to the comic-style instructions, from the highly detailed and individualized Settlers-sized hexes to the meticulously painted and interlocking bamboo shoots, and from the best of card-stock goal cards to the game’s custom die – everything about this game is top-notch and of the highest quality. Even the insert is functional!

Gameplay (10/10) – Players take turns exercising two or three various actions which result in placing new landscape tiles or irrigation canals, drawing a new goal card, growing bamboo shoots, or feeding the panda. The object of the game is to complete a given number of goal cards through landscaping tiles in a certain pattern, growing different colors of bamboo shoots to specified heights, and feeding the panda various combinations of bamboo. The winner is the player with the highest total of victory points on their completed goal cards at game’s end.

Complexity (10/10) – The instructions are well-written and diagramed and make for an easy learning, teaching, and playing experience. More importantly, don’t let the colorful art and cute outer surface of this game fool you – there’s a highly strategic game here lurking under its exterior. You will find yourself planning moves several turns in advance, exercising carefully plotted maneuvers, and thoughtfully considering each and every play.

Fun Factor (10/10) – If going, “nom, nom, nom” every time you feed the panda isn’t fun, I don’t know what is.

Replay Value (10/10) – Diversified paths to victory, continuous reaction to opponent’s moves, and the implementation of a wide variety of strategies all equate to a game that is never the same, you always look forward to, and you don’t mind losing because it was a genuinely fun experience.

Fri, 2014-01-24 23:11
5
Agricola link to my thorough Agricola Review

http://boardgamegeek.com/thread/702061/agricola-review-910

Fri, 2014-01-24 23:06
5