Reviews written by Sagrilarus
Perhaps the ultimate engineering-geek game, neck-deep in its theme and full of technical goodness. This is a game you feature for an evening event. Imbibing alcohol is not recommended for this title, though likely hilarious.
The quintessential pick-up-and-deliver game. The variable setup of this game makes for a different play each time, inspite of relatively simple concepts driving the play. I absolutely love this game, and if three or four people that know the rules get down to business it can finish in 90 minutes. This one is not to be missed.
Oh, by the way, original rule set. Apparently FFG rewrote the rules, which is kind of like rewriting MacBeth to tighten up the dialogue. Sometimes you just need to let things alone!
Very accessible, light, but technically interesting wargame. This is at the same level of complexity as Memoir '44 or Manoeuvre, but in some ways is much more free-wheeling. Games are quick, giving you the opportunity to play both sides and see which of you really has that wargame gift. Much recommended.
The original printing is beautiful, with thick cardboard counters that have great art. Nice production all around. The new version has little plastic guys if that's your thing, but either is a fine play.
It's more than a bit surprising that a mass-market roll and move title can capture the joy of hobby gaming the way that "Buffy" does. But there it is, a game with team play, variable player powers, the works in a pulp package. A keeper for sure, if you can find a copy.
C&C Ancients is the epitome of accessible, serious wargaming. Introduced after Battle Cry and Memoir '44 (two games in the same series) it benefits from the lessons learned on those titles, expands the scope and plushes up the packaging. This one is a keep-forever title, but watch out -- it has an acre of expansions, and they'll call out to you if you give this one a go.
Really great gaming.
A great play in the German Game tradition, with theme and setting beautifully woven into the gameplay. Historic, strategic, engaging. Everyone I introduce this to wants to play it again and again. Not to be missed!
This isn't my kind of game, but in spite of that I really enjoy Terraforming Mars. There's a lot to do and plenty of options to explore, and you get the feeling that you're really building something. The game lets you tell a story with your decisions, which is particularly enjoyable for science nerds like myself.
People complain about the "component quality" of the game, but straight up? If you're passing this up for that reason you're missing the point of your time at the table. This game delivers, and that's the primary.
Junta is a game with a set of rules that occasionally are important for game play. More often than not, the heart and soul of Junta is in the side-deals, the nods across the table, the stack of bills stuffed into the shirt pocket of the guy that isn't sure which side he should throw in with. Designed to simulate the machinations of a third world dictatorship, the rules have been well designed to allow for a tremendous amount of wheeling and dealing between the players, all in an effort to get things to fall their way. Undying loyalty and sudden betrayals are all part of the mix in this out-of-the-ordinary game that really gives good talkers an opportunity to show their negotiation skills. There may be a bunch of people on the winning side, but only one is going to be the game winner.
The more players the better!
Vegas Showdown is a game of buying, building, and generating income. Simple rules and good solid economic concepts mean the game is accessible to noobs and veterans alike.
The game sets a basic economic system in place and gives you the opportunity to outplay your opponents. Spend less, build better, make your opponents spend more, and you win.
Nothing Earth-shattering here, but a good solid game. I'll likely not buy it (in spite of its low price) but I'd be up for a game given the opportunity.