Russell Evans (179 KP) rated Tyrants of the Underdark in Tabletop Games
Feb 24, 2020 (Updated Feb 24, 2020)
A brief overview of the Game
Each player controls a Drow house in the Underdark, competing to take control by getting the most Victory Points at the end of the game. Victory points are gained from various sources, for example, controlling locations on the board, assassinating your rivals troops, card abilities, cards owned in your deck or promoted.
Each turn the player draws cards from their own deck that determine what they can do in their turn. There are several different strategies you can pursue to try and win – subterfuge, violence, using spies, gathering a powerful deck etc. You can use influence that you gain in the game to buy new cards from the communal market to expand your deck and buy new minions with a range of different abilities. Random card drawers in the market can be frustrating when your opponents get the card you want straight after your turn, but that’s the nature of the game. Some of the cards can seem super–powered but there are several of these, so we find it balances out overall.
The promotion mechanic is rather interesting - it gives you the dilemma of promoting a card to gain increased victory points but means that the card (and its abilities) aren’t available for you to use for rest of the game. Do you hang on to it a bit longer to use that awesome ability and risk the game ending before you can promote that card for loads more victory points?
There are 4 decks included in the base game; Drow, Dragons, Elementals and Demons and they all play very differently. You use a mix of 2 decks each game, so that adds a bit of variety and re-playability. (Add in the 2 from the expansion for a bit more – Aberrations and Undead.)
Also worth mentioning; the artwork on the cards is nice and the board is good too.
I think Tyrants of the Underdark is a very enjoyable game and it gets a solid 9/10. I just wish there were some more expansions for it.
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Peter Shephard (2822 KP) rated Terraforming Mars: Prelude in Tabletop Games
May 25, 2019
For some of the Prelude cards, they appear to be are a bit of a "dud", but sometimes getting a boost of a few Titanium right at the start can be a massive advantage, whereas others having an increase in Tree production can be a game winner. I have found that the main factor in success is still the Corporatation, but the Prelude cards certainly turn some of the "easy" Corps up a few notches, and can turn some of the "advanced" ones up to 11!
The Marinated Meeple (1848 KP) rated Munchkin in Tabletop Games
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Britt (2 KP) rated John Wick: Chapter 2 (2017) in Movies
Nov 15, 2018
One thing that jumps out at me is that no one can truly leave. There will always be a connection that keeps them coming back even though no one can be trusted. Friends and caring relationships do not exist in this world but beneficial relationships can work temporarily.
This action packed gore fest pulls you through several gun fights that are not boring. You get pulled through several fast paced scenes that explain more to you than ever before.
Bubba Gee (147 KP) rated Coimbra in Tabletop Games
Jun 21, 2019
The dice drafting and card drafting together give players a nice introduction to both of these game mechanics as well as trying to grow multiple paths at the same time, like many other good gateway games this has a lot to keep you interested without being super heavy or overly complex.
You will find yourself planning ahead a lot in this and it is definitely good for replayability.
I think there are more directions in which they could go with this so I hope to see more expansion packs coming out for it.
There is only one currently which I haven't managed to snag yet but I will.
I will update when I get a copy.
Happy gaming folks
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