Reviews written by Ska_baron
Had great times with this one in high school/college and a little less so now. Solid game and really psychological. Great opportunities to screw with opponents - or at least try to. Fun role selection game. Nothing like assassinating the theif!
Great for playing with light gamers or folks in the mood for something a bit easier. You can play nice with no intentional blocking or cut throat. Having memorized a lot of the destination cards has given me an unfair (and usually unfun) advantage playing against casual gamers, but what're ya gonna do? Get the expansion? I think I'd like to...
3 for game as is.
4 as a gamekit.
Great production for the cost and neat ideas. Just left me let down, and some gamey parts (like placing the helipad at the end - you can just die, respawn and race there). Too long for what it ends up being, and as I recall, you might draw a card for a cool item, but the building you needed to be in to get it was across town. LAME. Really think scenarios would've made this one better.
One of my original board games that I played throughout high school. Pacing is kinda screwy, and we never really played with the economic victory conditions either, so games rarely ended, but rather we conceded when all seemed hopeless. I know many others complain about things being predetermined after the first few turns, and maybe we were just to retarded to see the writing on the wall, but it seemed like EVERY time someone would try SOMETHING new and it kept us entertained. And, along with Risk, this helped me learn my geography!
First boardgame that I came across as I was becoming spent on Magic. Opened up my eyes and I've always loved playing this one. I honestly think I always will. Solid ideas that have paved the way, but enough replayability to stand on it's own still. I probably couldnt play this game over and over all day, but pretty close. (varients and expansions are always there to help!)
If any Euro could get a 6 on FAT, it's this one. (but really, it IS a euro...)
I think I'm most let down by this because it's GREAT at what it does: it's a lite dicefest. I feel like there should be variable player powers or something to spice things up, but I still really enjoy the game. Cool plastic pieces, but the monolith piece sucks. Lots of good mechanics here, minus the fact they don't mention how to keep track of who you've moved in one turn, but that can be fixed (we do it by always moving those farthest away first). Great intro to the genre and one that can EASILY be taught, which for a bad teacher like myself, is well worth the price of admission.