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John Crowson (2 KP) rated Risk Legacy in Tabletop Games
May 29, 2019
The game is not flawless however. Due to the evolving map and rules, you really need to play with the same group of people each time, meaning if you can't get together too often it could take years to play your 15 games. Due to there being such a wealth of modifiers and variants (many of which occur only under certain conditions and as a "pick one of these two options") a large number of things arnt used, but you won't really notice this. Being a 15 game series there is also the possibility that you may make some modifications early on that cause game breaking OP/UP territories/playable factions, and you will have to live with these for the rest of your games.
All in all, I would recommend this game. But, not without warning. If someone has not played RISK before I would recommend a few games of the base edition before embarking on a 15 game run on RISK Legacy to see if you genuinely l like the game. This is ultimately an evolution of RISK not an alternative.
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Kelly (279 KP) rated 221B Baker Street: The Master Detective Game in Tabletop Games
Jan 2, 2019
Unlike Cluedo, however, the game relies upon written clues, some being simple statements, some riddles and some designed to throw the player completely off course. The game itself is significantly more challenging than Cluedo and requires a lot more thought into solving the case- I use the word case, as each murder requires different information to be found, for example the first case requires the murderer, weapon and motive, later cases require more information than this.
At the beginning of play, the case is read out, players have access to the case throughout play and can read it whenever they like - this is particularly useful, and I found myself reading over many times to familiarise with the clues and characters. As individuals or small teams, you go around the board to different places to collect clues (which are stored in the clue book that comes with the game). It is up to the player as to where they go first to seek out clues, although strategically it makes sense to visit a location connected to the case. Players are provided with a sheet to record thoughts and findings, before going back to 221b Baker Street to declare their theory. The creators of the game have deliberately placed red herrings into the clues, designed to mislead and throw us off course.
An element of logical thinking is required in order to solve the mystery, which I found particularly enjoyable. I found that this game certainly requires a good hour or more to complete, and was not a game that could be completed quickly, however did get us together as a family spending quality time together.
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Tzolk'in: The Mayan Calendar
Tabletop Game
Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players...
Boardgames
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Phoenix Suns Mobile
Sports and Entertainment
App
This is the official mobile app of the Phoenix Suns. Make your iPhone or iPod Touch a unique part of...
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Purple Phoenix Games (2266 KP) rated Century Golem: Eastern Mountains in Tabletop Games
Apr 21, 2021
The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.
Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L
Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!
Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.
To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.
Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.
The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.
Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
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The Marinated Meeple (1853 KP) rated Pentago in Tabletop Games
Mar 14, 2018
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Jump Ball Quest
Games and Entertainment
App
Move your ball to the designated point by simply touching left or right on your screen! Avoid...
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Mega Tic Tac Toe Online
Games and Education
App
Join millions of players on the most challenging Tic Tac Toe game ever made! A revolutionary...
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Mickeydubz (4 KP) rated Dark Souls: The card game in Tabletop Games
Apr 29, 2019
If you are planning on playing it though, you're going to need a few hours free to clear a full game. Most of the games I've played have been 3 hours from setup to takedown, though I have had games as short as 2 hours and as long as 4, it really depends on the skill and experience of your play group. Fortunately, DS is a mostly skill based game with elements of luck that you'd expect from any card game. Build your deck right and play as a team and you shouldn't have too many problems though.
In short, this is a great way to spend an evening, but it's definitely not a game you'll want to play every week. Pick it up and bring it out when you fancy a challenge, you won't regret having it in your collection.