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Akward (448 KP) rated Terraforming Mars in Tabletop Games

May 24, 2018 (Updated May 27, 2018)  
Terraforming Mars
Terraforming Mars
2016 | Business / Industrial, Economic, Environmental, Science Fiction, Territory Building
Theme (1 more)
Mechanics
The Hottest Game of The Year
Terraforming Mars is one of the most refined games that our group has ever played. One of the problems that plagues so many games is that once you find a winning strategy, you basically just play that strategy until you get bored of the game and movie on. In Terraforming Mars, there are a significant number of strategies that can win the game. We have had people win by focusing on playing the board, building up actions, focusing on production, or focusing on money. There does not appear to be one central strategy that trumps the others. A lot of people will complain about the randomness of the cards that you receive, but this helps guide you in to a strategy that you may not otherwise play.

There are enough mechanics to keep the game interesting. But all of the mechanics are simple enough that explaining the game to new people is not challenging. You would also expect a game of this type to take a long time to play, but once everyone is familiar with the rules, games can be as short as an hour.

I will agree with other reviewers that the default mats to manage resources do not do a good job, and aftermarket solutions make life easier (although not required). The expansions are also nice, after you've played a few games. Hallas & Elysium adds two additional boards that change the game slightly, and also provide different awards that keep you on your toes. Venus Next adds a few additional mechanics, and also introduces the World Government rule, making games faster.

Other people have mentioned that they do not like the artwork, and that they have had issues with the resource cubes wearing out. I don't really have a problem with either one of those things, but I may just be lucky. My cubes still look great after 50+ games.

There is a reason that Terraforming Mars has exploded in the last year. I would highly recommend everyone try it. Even my wife, who isn't traditionally a fan of more complicated games, likes it.
  
Final Challenge
Final Challenge
2021 | Card Game, Humor, Party Game
Have you got some stiffs in your gaming group? Do you introduce lots of new gamers to the hobby? Are you looking to get up off the table every once in a while and just play something wacky? Well, I may have the answer for you here. I am a natural performer, so many things do not affect me, and I do not have performance anxiety AT ALL. But what if you have a table with a bunch of people who do not really know each other? What do you pull out then? I might suggest you keep reading.

Final Challenge is a crazy party game for up to six players. In it, players are attempting to earn cards from different categories in order to place themselves in the Final Challenge round where they will attempt to compete for all the marbles.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign coming October 2021, or through any retailers stocking it after fulfillment. -T


To setup, shuffle all the cards in the game (in this prototype version I was given a smattering of each type of card, including several from planned expansions) and make a large draw pile. Place the timer nearby and give each player a player board and reminder card. Determine the first player and the game may begin!
On a turn, the active player will check their board to see if they have any active challenges. These are challenge cards that have specific timing applied in order to complete. Completed challenges are either placed face-down on their board or discarded. Next, the active player draws the top card from the deck and has three choices: Perform the Challenge, Ask for Volunteers, or Attack Another Player.

The active player will most often prefer to Perform the Challenge by reading the card’s challenge aloud and attempting to satisfy the requirement. Other players at the table are the judges in determining if the attempt is successful or not. If so, the challenge is placed face-down on the player’s board. If unsuccessful, the card is discarded. As this is the only way to progress in the game, it is usually the best bet on a turn.

However, the player may not wish the complete the challenge and can Ask for Volunteers to help perform the challenge. Whomever accepts and completes will win the card and be able to place it in front of themselves for a quick extra boost of completed challenges.

Should the active player not wish to complete the challenge drawn, and to Attack Another Player, they may assign the challenge to another player who already has completed a challenge of the same type previously. This offers some benefit to the assigned player, as they may collect another card of a similar type, and forces them the complete the challenge card instead of the active player. Should the attacked player lose, however, they lose not only the attacking card, but the face-down card they have previously completed!

Once a player has locked (earned completed face-down cards) one challenge card of each type, they have unlocked the Final Challenge. On the back of each challenge card is one word. When placed on the player board the words will spell out a ridiculous prompt that the active player will need to perform in order to win the Final Challenge. In the example photo below, the prompt is: Mischievous Cavegirl Uses Force On Someone’s Ear While Moaning Loudly. Therefore, in order to win this Final Challenge, the active player will need to exemplify this prompt to the satisfaction of the other players/judges. Think about how you would complete this one.


After a successful Final Challenge, the winner collects the red Personality card to add to their winnings. On the backs of red cards are abilities that are now in effect for the rest of the game. The winner is the player who collects two red cards. The rules indicate any stopping point that is agreed upon by the players is acceptable, but they suggest just to two.
Components. Again, this is a prototype copy of this game, and I do not know which, if any, components will be different in the final version. That said, what I received was a box of cards, player boards, reminder cards, and a sand timer. Also included were card dividers, which confused me since the cards are to be shuffled for play. I like the direction the game is going, especially with regards to aesthetics. In a crazy over-saturated niche of party games, Final Challenge is trying to be a little different. The art is quirky, and that is definitely not a bad thing here. All the text is easily legible and the sand timer… works. It is fine as is, but I am sure that a successful Kickstarter will improve all the components in the game.

I am definitely not a party game kind of guy. My wife always makes fun of me when I groan at them, like I am some board game snob. And maybe I guess I really am. I know how I would like to spend my gaming time, and usually it is not with a party game. That said, Final Challenge does offer something a little different by having each card present a challenge that could be storytelling, actions, impersonations, and all kinds of cuckoo… but I like it. Now, I think every game has its place, and for me and my typical game groups, this would be a great one to pull out when I introduce fresh gamers into the hobby, or as something to completely break the ice/tension. As long as all players understand that they may need to get out of their comfort zones to have a good time with it, Final Challenge can be that entry into the hobby for some.

My highest-rated party game to this point is Happy Salmon, and I use it for silliness between heavier games, or to help re-energize my players. It works wonders, and I love it for that. I don’t think Final Challenge will replace Happy Salmon for me for its purpose, but I definitely can see instances when I would need something with just a little more meat on its bones, but still in the ridiculous category. So if you are in need of a weird, quick, zany, little card game (with origins in Serbia – how many Serbian games do you have?) then check out Final Challenge, coming to Kickstarter in October.

For those more raunchy gamers, I have some insight for you as well. I said earlier that Kerber was kind enough to pepper this copy with a few cards from expansions as well, and one of them is the “Rated R Expansion.” I won’t give you exact examples of cards from that set, but just as a levels-check, two cards I pulled from the normal deck has this text on the front, “You have ended up in a talent show. Tell a joke. If no one laughs, you lose.” On the back of this it says, “Their Nipples.” Another example from the core set is, “Someone in this group just got immensely attractive. Point that person out by casually looking at them in a seductive manner until your next draw.” On the back? It says, “While Praying.” Soooooooo, the fronts and backs don’t necessarily have anything to do with each other… but they could. Enjoy the game, everyone!
  
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Small World
Small World
2009 | Fantasy, Fighting, Territory Building
A neat thing about this hobby is getting in on all the hype of a soon-to-be-produced game. It’s exciting to follow the development, and neat to get sneak peeks and inside access to the production. But another awesome thing about this hobby is getting to discover a game long after it’s release, and still finding yourself excited about it. That’s what happened with me and Small World. That game is 10 years old at this point in time, but I was only introduced to it within the last year. I thoroughly enjoyed it, so when I saw it at a used game sale, I knew I had to have it.

The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?

DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T

Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.

One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.

Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.

The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.

Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
  
    AirTycoon 3

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Roll Player
Roll Player
2016 | Dice Game, Fantasy
Build Your Own Hero
Roll Player- is a excellent board game, i love the theme, the gameplay, the replayablity, everything about i love.

In Roll Player, you will compete to create the greatest fantasy adventurer who has ever lived, preparing your character to embark on an epic quest. Roll and draft dice to build up your character’s attributes. Purchase weapons and armor to outfit your hero. Train to gain skills and discover your hero’s traits to prepare them for their journey. Earn Reputation Stars by constructing the perfect character.

The player with the greatest Reputation wins the game and will surely triumph over whatever nefarious plot lies ahead!

Gameplay:

In Roll Player, a game round is divided into 4 phases. The Roll Phase, the Dice Phase, the Market Phase and the Cleanup Phase.

ROLL PHASE - The Start Player draws dice out of a bag, rolls them, and places them in numerical order on Initiative cards in the center of the table.

DICE PHASE - Players take turns selecting an Initiative card, placing their die on their Character Sheet and taking Attribute Actions associated with the Attribute the die was placed in.

MARKET PHASE - Players purchase cards from the market that represent Traits, Skills, Weapons, and Armor.

CLEAN UP PHASE - Return remaining dice to the bag. Return Initiative cards to the center of the table. Refresh 1 Skill card. Pass the Dice Bag to the player on the left.

The game ends at the completion of the round in which all players have filled all Attribute Rows on their Character Sheets.
Players then calculate their Final Scores to determine the winner!

Its a fun, entertaining, excellent game and i highly recordmend buying it.
  
    SIEGE: TITAN WARS

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