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Terraforming Mars: Colonies
Terraforming Mars: Colonies
2018 | Game Expansion, Science Fiction, Space
The Colonies expansion to Terraforming Mars is an interesting addition to the game. It adds new cards that deals with a new mechanic called colonies. Colonies are represented by randomly selected tiles of small moons/planetoids (Sorry Pluto) that give bonuses such as cards, or resources when a trade fleet is sent out to trade with them. Each player starts with one trade fleet ( possible to get more later) that can be sent out for credits, energy, or titanium. This flexibility in choices allow for multiple engine types to be able to use colonies. A player also has an option to colonize one of these colonies, which gets them an initial colony bonus and an additional one anytime anyone trades with it.

This expansion adds a little extra bloat to the game, but it enable interesting options to help improve your engine or get that little extra push. There are some additional floater cards as well to help support the theme from Venus, and some other cards that make for additonal VPs. I do enjoy this expansion, even if it adds an extra bit of time to the game.
  
The Sims 4
The Sims 4
2017 | Simulation
Graphics (1 more)
Creativity
I am a sims player from the beginning. I play at least 3x weekly. With new expansion packs, game packs and stuff packs coming out regularly there is always something to learn on the sims 4. I like to complete challenges and I have recently learnt about mods. I love the sims 4!
  
Battue: Storm of the Horse Lords
Battue: Storm of the Horse Lords
2007 | Fantasy, Fighting, Wargame
Low price, simple, "random" setup, quick setup, quick play (0 more)
Low replay ability, some rules not very clear but easy enough to improvise. (0 more)
I bought this game and the expansion both for less than $10. In terms of price paid it is definitely worth the money. My friends and I still come back to it occasionally.
  
The Sims: Complete Collection
The Sims: Complete Collection
2002 | Simulation
The back story (0 more)
Hard to find (0 more)
The History
For those of you who have only ever played the Sims 3 or 4 there is so much you have missed out on and so many Easter eggs you do not get.
All the expansion and game packs you love. Find out where they come from.
  
Cards Against Humanity
Cards Against Humanity
2009 | Adult, Card Game, Humor, Party Game, Print & Play
Funny (0 more)
Needs expansion packs after a while (0 more)
Great for Parties
I love this game. I play it with my family at Christmas and on holiday (because we are strange and inappropriate). It is always hilarious and often lasting jokes are created by the conversations we have whilst playing. (n.b. I would not recommend this as a "family game" for most families!)
The only drawback is that we play it a lot and thus some combinations of cards get played again and again which makes them less funny. Therefore we have to keep buying expansion packs to save from getting tired of it. However, that does make buying presents easier as Cards Against Humanity regularly bring out new decks and we can all buy them for eachother.
  
13 Monsters Armed to the Teeth
13 Monsters Armed to the Teeth
2020 | Bluff, Dice Game, Fighting, Game Expansion, Memory
Let’s talk expansions. Some expansions are absolutely worth everything to have in with the base game, and some expansions just take up space on your shelves because either you A) love the base game so much that you can’t imagine anything adding to the experience, or B) just can’t seem to pull the trigger to try them out. What about when expansions completely change the game? And those that merely give you more of the same? And where does this expansion for 13 Monsters land? So many questions!

13 Monsters Armed to the Teeth (which I will call “the expansion” from here) is a big expansion to the successful 13 Monsters that recently fulfilled their Kickstarter campaign rewards. I was lucky enough to be able to preview OG 13 Monsters, and I suggest you take a look there before continuing on if you aren’t familiar with the base game. 13 Monsters can be summed up as, “a game of Memory where you use the pieces you’ve matched to battle your opponents.” Once you add in the expansion, though, the description takes on new veribiage, “a game of Memory where you use the pieces you matched along with enhancement items like weapons, shields, new abilities, and a new elemental species to decimate your opponents.” Intrigued?

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, or through any retailers stocking it after fulfillment. -T


Setup will be the same as base 13 Monsters but with added components to lay on the table. These include a big mini (is that a thing?) of a new character named Trall, new black dice, weapon tiles, shield tiles, Metal monster tiles, and durability counters for the weapons and shields. Once all these items are added the base tile grid the game may begin!
Now, I won’t go into detail how to play base 13 Monsters, but rather give an idea of what the expansion adds. Trall is a smithy who is intrigued by new monstersets matched and added to a player’s tableau, so he will come visit that player once a match is made. On one’s turn, if Trall is visiting, he will allow the player to Forge an item (weapon, shield, or Metal monster tile) by rolling the black dice and taking a tile from the specific pile, or Steal an item from another player by winning a roll-off of the new black dice.

The new abilities given to players are numerous and include names like All Seeing Eye and Oopsie Poopsie. I will leave you to the rulebook to discover all the new abilities.

Obviously, when players attach weapons to a monster they will be able to increase their attack power, but will also have to account for hits in durability using the small counters. Similarly, durability counters are included for the shield tiles that assist in deflecting portions of attacks from opponents.


The Metal monsters are part of a new elemental species of monster and are helpful, but worth less VP at the end of the game.
Components. If you have or know of the component quality in base 13 Monsters, then you will be glad to know that the components in the expansion are just as good if not better. When I opened the box the first thing I grabbed for was the Trall mini. He’s a big guy and while the prototype version is a 3D printed mini, I have seen photos of a cardboard standee in a box (however, my money is on a resin mini of Trall as a stretch goal). The weapon, shield, and Metal monster tiles are the same quality as the base tiles so it’s a match there. The new dice are black with white print, which contrast nicely with the base game’s pink dice and white pips. All in all the production quality is great, even in the prototype!

So is this expansion good or necessary or bad or what? Well, let me state the obvious first: if you are happy with how base 13 Monsters plays, then you do not need this expansion. If you want a lot more meat from your game, then this expansion is absolutely necessary. It adds so many more layers of complexity onto a somewhat harmless base game. Yes, there is battle in the base game and stealing of monstersets, but to me it seems it hurts way more using the expansion because you can spend lots more time buffing up your monsters with the extra battle accessories and such to have them just pilfered away.

That still doesn’t answer if I think 13 Monsters Armed to the Teeth is good. Here are my negative points off first. Adding in the expansion content will most certainly add length to the gameplay as well, especially with higher play counts. Players have a ton of options available on a turn now and though some events will be triggered via dice rolls, the new abilities will adjust how players play this versus just the base. A game can now be well over two hours depending on how players play and which type of players are playing. To help combat this, the rulebook advises ways of reducing game time by 50% and I highly suggest you take that advice. I did and games are still around 90 minutes with players who know how to play.

On the positive side, though, there’s more 13 Monsters goodness in this box! And while I do not classify this as “more of the same,” I enjoy more 13 Monsters goodies. This definitely amps up the pressure for each turn and players are involved at all times. Now, I will not be using the expansion when pulling out the game with new players or when I might use 13 Monsters as a gateway game. The expansion just adds too much complexity. But, after a couple plays of the base game, go ahead. Throw it in and watch the eyes widen in anticipation.

So yes, 13 Monsters Armed to the Teeth is a great expansion to a great game. If you like 13 Monsters and want to add more complexity and options, then definitely pick up this expansion. If you missed out on backing 13 Monsters last time, maybe the team at Twisted Stranger will offer them during the next campaign for this expansion. I am quite happy to be adding this to my collection and I know it will see lots of table time for me. Good job team! Now go obliterate your friends! I mean, their monsters.
  
Tiny Epic Galaxies: Beyond the Black
Tiny Epic Galaxies: Beyond the Black
2017 | Dice Game, Science Fiction, Space
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.


This review is a breakdown of the Beyond the Black expansion for Tiny Epic Galaxies. Beyond the Black introduces several new components to the game: Pilot cards, Hangars, and Exploration cards. To set up for a game with the expansion, things are done as normal with a few additions. The deck of Pilot cards is shuffled, and a market is created above the row of Planet cards. Each player receives a Hangar mat with 4 Advanced Ships, and the Exploration cards are shuffled and placed face-down on the Exploration mat. A handful of new Planet and Secret Mission cards are included in this expansion, and are shuffled into their respective decks. Pictured below are some of the expansion components.
The gameplay with the Beyond the Black expansion is essentially identical to that of the base game, with two new action options. On your turn, when you have rolled your dice, you have the option to Hire Pilots. These Pilots will take control of an Advanced Ship from your Hangar mat, and will provide special and powerful abilities in the game. In order to Hire a Pilot, you must pay the dice cost for the specific type of Advanced Ship for which you are hiring. Take the Pilot card and place it on your Hangar mat, on the corresponding Advanced Ship. You then replace one of your normal ships with the new Advanced Ship, to be used throughout the rest of the game. Not all Pilots can control every ship, so you have to strategize on which Pilots to hire.

The other new action option is Exploration. On your turn, when you roll a “Move a Ship” action, you may move a ship to the Exploration mat. Exploring uncharted space could result in helpful discoveries (gaining resources) or dangerous consequences (usually losing resources). Once on the Exploration mat, you have the option to take any face-up card from the Exploration row, if there are any, or you have the option to reveal the top card of the Exploration deck. If you reveal the top card and it is a green Discovery card, you may choose to take it and reap the rewards, or you can choose to push your luck and draw another card hoping for something better. If you draw a red Danger card, you must immediately take it and suffer the consequences, thus ending your turn. The Exploration row can only ever have 3 face-up cards at a time, so knowing when to push your luck or when to take a safe card is key.

The game continues in the normal fashion, with these additional actions, until a player has earned 21 or more VP. Along with the base game VP, the expansion allows players to earn VP for hired Pilots and Exploration cards. When the game end is triggered, players will then score their Secret Mission cards and VP earned from Exploration cards, and the player with the highest total is declared the winner!

Official recommendation: If you’ve read our review of Tiny Epic Galaxies, and it’s newest iteration, Tiny Epic Galaxies Blast Off!, then you’ll know that we absolutely love this game. The gameplay is excellent, the theming is on point, and the mechanics are engaging. That being said, is the Beyond the Black expansion necessary? If you, like us, are serious fans of the base game, I would say yes. This expansion builds upon the great elements of the base game, and provides even more opportunities for strategy in your gameplay. Should you hire this Pilot now, and for which Advanced Ship? You’re allowed to replace Pilots in future turns, but what if you replace someone and then regret it? How far are you willing to push your luck to Explore uncharted space? The benefits are nice, but the consequences can be brutal. The gameplay is elevated by the inclusion of these new elements, and is not bogged down by unnecessary additions. When first introducing this game to people, I would probably just use the base game to build an understanding of the gameplay. But beyond that (see what I did there?), I would highly recommend grabbing a copy of the Beyond the Black expansion to include in your future plays of this awesome little space game.