Reviews written by Sagrilarus
Pound for Pound this game packs more punch than anything of its size, and especially price.
This game is $12 Print 'n Play and you can build it with a few printed pages, penny sleeves and a bag of M&Ms.
Excellent dynamic play, the game tells a story with its innovative initiative mechanic, it's even historical if that's your thing. There likely will be a dozen versions of this because the system is so sound. This is Magic The Gathering Lite on the cheap and a bunch of fun for two people that have half an hour to spare.
Deep, immersive play from exceptionally simple rules. Let's hope they stay that way!
A very easy to learn wargame with solid options during gameplay. This one is a keeper, well worth your time to sit in on a game. Fair warning -- you'll likely want to buy afterwards if you do.
Great play with teams and long tracks. With 12 or more segments this game is an excellent play.
In fact, I'd recommend teams of two, on a six or eight segment loop, two laps. This is when the game really shines.
Essentially a perfect game. I'm not just talking gameplay -- I'm talking the entire execution of the product. This is a game designed to appeal to ages 3 through 100, has magnificent components that are designed to be brutalized by small children with little or no damage resulting, and to appeal to all on three levels -- building, role-playing, and competing. Nothing in the marketplace is at the same level as Heroscape from an overall packaging perspective.
Available for $18US for a period of time, I simply don't think any other game has ever provided this level of value at this price point. Or even close. None ever will again, because the nature of the World's economy has fundamentally changed. The door has closed on this level of material for that kind of price.
Fun game. Great for boys between five and ninety-five. I've played the advanced rules with my five-year-old twins. A bit of patience was required, but they had fun. The big pieces make for an impressive look and feel which is not lost on kids. Many expansions -- you [i]could[/i] drop a few buckazoids on this critter, but you don't [i]have[/i] to. Requires a bit of time and space to set it up, but once it's there it is positively glorious. The quality of the components is simply magnificent -- gorgeous AND tough.
My kids love all aspects of it -- playing pretend, setting up the boards like a puzzle, playing. This is THE game for young boys of this generation to own. This is the one they'll talk about with each other on the golf course fifty years from now.
This basic set is the one to go for -- nice variety of pieces and plenty to play with -- you need never buy an expansion. Simple rules means thirty minutes to master the concepts, then you can play for hours. Short quick battles, huge drawn-out campaigns . . . anything is possible given the modularity and variability of the pieces and their basic concepts.
Simply the best birthday present you'll ever give a seven-year-old boy. If you see this grab two copies -- you'll likely have grandsons someday.
Every time I play I think I have it figured out, and as the game progresses I have to change my strategy. The game is legendary, you owe it to yourself and to your kids to have a copy around the house. Catch-phrases from Settlers are entering mainstream culture the same way "Do not pass Go" and "Free Parking" have from Monopoly. This may be the one game from the last quarter of the 20th century to establish ubiquity.
The discussion after any game will give you a good clue about how good a play it is. Settlers always produces a good post-game show.
Not too complicated, but has some interesting twists. Plenty of expansions if you want to see things get more intense. A nice introduction to new-style games for your friends who only play Monopoly.
This isn't my personal favorite game, but it's hard to miss just what a gem this one is for any experience level. If someone plays this game once, they want to own a copy.
Exceptionally nice package. I had the opportunity to play with the painted characters and that was a nice upgrade as well.
In spite of the nature of this game's theme it is designed to keep luck in its appropriate place, even when considered on the very narrow scale generally enjoyed by the denizens of this web site. Most luck in the game will have more impact on the overall narrative than any individual player, and will therefore give each play of the game a bit of a spirit of its own. Hidden treasures keep you guessing a bit, and with multiple paths to the finish (literally that is, not figuratively) you have good control over your own fate, and ownership in a game such as this is key.
What appears on the table before you is a fun romp through a slice of Indiana Jones-style adventuring. Plush pieces and simple rules make for a quick startup and larger-than-life play, making it ideal for kids and grandparents as well as seasoned gamers looking for something different even if it only lasts 30 or so minutes. After you've bent your brain cells on a play of 'gric or PR this game will be just the tonic you need to get smiling and laughing at each other.
The only drawback to the game in my mind is its length -- THIS much fun needs a bit more time to play itself out and that means it's time for expansions baby! Different treasure cards and special player powers could be pumped out on the cheap and in short order, but I want boards. BOARDS! Modular design would be a lay-up to add on to this critter and would make it every bit as valuable a property as Heroscape or BattleLore have ever been. Modular design could let you purchase a bit here and a bit there, and people could combine their copies to build grand sets. Given the theme, the sky is the limit. I look forward to the swinging pendulum trap.
AEG found the bullseye on this one. If they're smart they'll gently eject the casing and fire again at the exact same target. I could blow $150 on this title and not regret one penny of it.[/b]