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3
Rated 100 Games
Go to the The Doom That Came To Atlantic City page
8
NoLimitDB {Power Gamer} Jul 31st, 2015
“Non-Euclidean Revere Monopoly!”

A very fun game that is easy to learn and play, but that’s not what you’re hear for, please let me give you the scoop.

The Overview: In The Doom that came to Atlantic City you take on the role of one of eight gods in the Cthulu mythos. You will rampage and pillage throughout Atlantic City, opening your personal gates to bring forth your reign of terror upon the Earth.

The Rules: At first blush this game resembles the board game classic, Monopoly. However, a deeper delve reveals something very different and strange indeed. The object of the game is to destroy buildings on each named space to open six of your gods gates, the first to open six gates wins. You also are given a ‘Doom’ card with certain win conditions on it, complete the conditions and you also win. During your turn, you roll two six-sided dice to determine how far you move, then once there you are faced with several decision points. If there is another player token on that space you must have a combat, if there is a player in the same colored zone as you then you may choose to fight them or not. If you choose not to fight, or are successful, then you move into what’s called the Destruction phase. Here, you roll the dice to determine if you destroy a house that’s currently on the space you landed, if you remove the final house you place one of your gates there. All of this gets thrown through a loop, however, because each deity has his/her own special abilities that augment themselves or punish their opponents and you have the opportunity to pick up additional powers along the way. Providence cards add a static variable or ability to your character where Chants cards provide a one-time, powerful benefit or hindrance. You can utilize cultists and houses as sacrifices for these powers. The gates also provide some shenanery in the form of movement choices. If you start your movement phase from a gate you can freely move from any gate of that god as if you were on that space.

The Art: The game board has some very good artwork, there are eight landscape images of various Chthulu Mythos realms and the cards and player boards are very well done. The best part about the aesthetic of this game, though, are the pieces. Absolutely some of the most detailed and impressive looking game pieces I’ve ever really seen outside of a Fantasy Flight game. The only caveat is that the pieces are grey, but really, it actually kind of fits if you have a small understanding of the Cthulu mythos as the colors that these beings are not meant for human eyes. Good artwork, sturdy construction.

The Gameplay: The game flows almost exactly like a game of monopoly but only takes about 30 minutes to play. One person at a time takes their turn while the rest wait patiently and chat amongst themselves or mock the current player for their deities terrible existence. There is some downtime, but the game doesn’t last that long so I can forgive that.

The Opinion I like this game. It’s not my favorite, but it’s a great casual game. It’s playful and funny, easy to learn with a simple premise. This game is a favorite of those in my group who prefer games that are light on strategy but foster a playful experience. With its’ twisted, Chtuloid monopoly-esque feel it calls to those who are fans of that mythos no matter what kinds of games they enjoy playing. It takes less than an hour to fully set up, play and put away so it’s great for a game night where you want to get several different games in and it’s even great if you have an hour to kill in an evening. One of the most impressive things about it is that it is the fruition of a Kickstarter scandal saved by Cryptozoic. You can google the story, it’s quite interesting. I like this game and recommend it to just about everyone.

VN:F [1.9.22_1171]
7 out of 7 gamers thought this review was helpful
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1
Go to the Tokaido page
9
Jcarpe Jul 30th, 2015
“Fun for us "big kids"”

This game is very addictive and the expansion truly adds a new dimension to the base rules.

One of the most delightful discoveries over the course of playing the first few games of Tokaido is that the game reveals it self as more complex and more strategic than it appears at first. At the same time, there is not such complexity that the game is pushed out of the reasonable realm of play for families and kids.

While not terribly difficult to learn, it is billed as a “family” game and could stand to be confusing to younger folks.

VN:F [1.9.22_1171]
2 out of 7 gamers thought this review was helpful
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6
Sentinels of the Multiverse fan
oddball Aeronauts fan
Go to the Coup page
9
Mike B {Avid Gamer} Jul 30th, 2015
“Resist to bluff”

Coup premiered at Essen 2012. Designed by Rikki Tahta it went on to be a huge success and pretty soon unfortunately went out of print.

Skip forward to early 2013 and Indie Board & Cards announced that they had picked up the rights to a re-theme and re-print setting it in their Resistance universe, a sort of cyberpunk dystopian future world deal. Having played this fiendish little game and loving it, but not owning a copy, I jumped at the opportunity to pick it up and backed the project.

So I’m now very excited to report that popping through my post box this morning was my pimped up Kickstarter exclusive version of this cool little game.

While Indie sensibly hasn’t messed with the rules; they have given this the Resistance makeover. Personally I liked the originals simple art style and while this isn’t a slouch in the visuals department, I enjoyed the earlier version.

This is a bluffing and push your luck style of game, and if you have played Love Letter and enjoyed that then you should just go and pick this up right now. It’s also very quick to explain and set up and is ideal filler material. These sort of games are my home groups bread and butter and having dined out on many an evening of Love Letter, I know this will be a huge hit.

The base game uses just a deck of 15 cards made up of 3 each of the following types.

The Duke, Assassin, Captain, Ambassador and Contessa. Each of these has specific powers that we’ll get to in a moment. To play you shuffle up and deal everyone two cards that are kept face down by the players (their influence). The remaining cards make up the Court deck.

You also get a set of summary cards with all the characters powers and actions you can perform. Helpful for the first couple of games as it’s hard to bluff if you can’t remember what the card you were pretending to have.

The idea is to win the game by eliminating the influence all the other players have over the court. You do this by removing their cards from play. But how you may ask do I do this? Well rather like poker by getting a tell on the other players and bluffing, a lot of bluffing.

Each turn you get an action, it can either be to take coins, the basic is one but you can select to claim foreign aid and receive two. If at any point you have 7 or more coins in your hand you can stage a coup on a player of your choice and they instantly lose one influence. If you’re not doing any of that, then you can choose to use one of the characters actions and this is when things get interesting.

You can choose to play it safe and pick one of the characters in you hand and play that action, or pretend you have a power that takes your fancy. Once you’ve announced your intentions, the other players decide whether they want to challenge or counteract that action.

The challenge is the most dangerous move because somebody is probably going to lose a card. When you issue a challenge, you select a player who has just made an action with a character and call them out as being a liar. They then have to prove that they have the card they said they did, by showing it.

If successful then the challenger loses one influence and must reveal one of their cards. Now they are in a tricky situation as you don’t get any more and must play on with their remaining card, this also paints a big bulls-eye on you for the others. The player who successfully repelled the challenge gets to replace their shown card from the Court deck.

And so it continues until everyone else is knocked out.

Right let’s take a look at these cards and what they do:

The Duke
He will allow you to take three coins from the Treasury.
And blocks foreign aid. (handy if somebody is starting to accumulate wealth)

The Assassin
Can assassinate one of the other players.
You pay three coins and pick a player. Unless they successfully block this move, they lose one influence.

It’s a dangerous card for players to bluff with, if caught out, they lose an influence for the failed bluff and then the assassin takes out their other card.

The Captain
Can steal two coins from another player.
And he also blocks any attempts to take from you, a very powerful card if you are building that wealth up for a coup attempt.

Ambassador
Can exchange cards with the court deck. Handy if somebody thinks they know what cards you are holding and make you a wild card at the table. And then you can lie about whatever you like.
He can also block a player attempting to steal from him.

Contessa
She blocks any assassination attempt. It’s a very useful card to hold. As blocking an assassination attempt with a bluff can be a very dangerous game.

As you can see all the actions are pretty easy, the fun comes from trying to work out what cards everyone else is holding and whether they are just a big fat liar. Remembering who did what in previous turns is essential. A Player, persistently bluffing and going unchallenged will eventually make the silly mistake of claiming a third card type they can’t realistically have unless the first two actions were both bluffs! It soon turns into a minefield with players bluffing a bluffing player. But once cards start to be flipped, and you can see what’s out of the deck then the tactics change gear and everyone has to play things very tight.

It’s marvellous fun, deceptively simple and a joy to play.

As I have the pimped out Kickstarter edition, it also came with an additional character card for mixing up games. And that’s the Inquisitor.

He has a couple of choices.

He can either exchange a card with the deck or look at one of his opponents cards and then choose whether he will force them to change it. I’d suggest leaving him out for your first few games. The opportunity to know what an opponent is holding does give you significant power over them.

Additionally he also blocks anyone with a captain attempting to steal from him. (If you play with him, he replaces the Ambassador)

If your a fan of these types of filler games then this is a must buy. The retail version should be hitting pretty soon, be aware this is just the base game and is missing some of the extra cards found in the Kickstarter edition.

If you can hunt it down in addition to the inquisitor and the shiny coins you also get 12 additional cards, 2 each of the roles but with alternative art, these allow you to play with up to 10 players.

Whatever version you do get, this is still a very cool little game and I can’t recommend it highly enough.

VN:F [1.9.22_1171]
9 out of 10 gamers thought this review was helpful
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1
Go to the Sheriff of Nottingham page
9
Donbow {Casual Gamer} Jul 30th, 2015
“Better than I expected”

I pulled out this game for a couples get-together, and was not sure whether they were going to be gamers or not. Wow! They really got into it and started roleplaying the sheriff like they were born to do it. I think this game is replayable just because it makes you ponder how other strategies may work. My wife does not care for bluffing games, but after one play she said, “I really like this game.”

VN:F [1.9.22_1171]
3 out of 8 gamers thought this review was helpful
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3
Rated 100 Games
Go to the Chaos in the Old World page
10
NoLimitDB {Power Gamer} Jul 30th, 2015
“In the grim darkness of the far future there is only war...for exactly 4 players...”

I do not normally start out reviews this way, but I wanted to stress at the beginning just how awesome this game is. This game is easily the best Warhammer-based board game on the market today, I say this with the understanding that Space Hulk has been remade recently. This game is awesome. I will now commence my review.

The Rules The object of this game is to assume the role of one of the four gods of chaos, the bloodthirsty Khorne, the fateweaver Tzeentch, the Beautiful Slanesh and the corpulent Nurgle to gain complete domination of the Old World. Each god has his own set of minions and magical abilities and you will utilize them to defeat/outsmart your foes. This game is played in a similar fashion to a specialize game of Risk. You will deploy your troops, you will invade locations and/or defend a strongpoint and you will have table talking for strategy. Each player will taken turns, determined by how much ‘threat’ your god commands, casting magical spells, invading, defending and interacting with the board. Then you will determine if you ruin an area, you ruin an area when you leave too much of your influence around it. Then you will determine the score for the round. There are two ways to win the game. Each god has a spin dial that can be advanced through completing certain objectives each turn, spin the dial enough and you will win. The other way is to gain points through ruining areas, invading and controlling territories. However, there is a catch, the people of the Old World are actively fighting against all four of you. Each turn, there is a new ‘Old World Card’ flipped over to reveal a hindrance to you, there are a finite number of cards (depending on the number of players) and once the last one is resolved, the game ends in a loss to all players.

The Art The aesthetic of this game is very much inline with what you would imagine a bunch of chaos gods fighting over a map would look like. The map is etched into leathered human skin, with similar features strewn about in the various interactive pieces of the board. This makes for a very gruesome feel, which is great and adds to the gameplay experience. The pieces are pretty simple, plastic molds of the various minions of the gods, but they are nice. Each god has a greater daemon that is very well detailed. The board is well put together and sturdy.

The Gameplay The game flows very smoothly. Turns go quickly despite having a lot of things to accomplish each turn. You never have a lot of downtime as you are always engaged in either performing your actions, defending against opponents, upgrading, calculating scores, talking with the other gods about who to gang up on, etc. You’re never bored playing this game. There is a caveat to this, though. The game flows optimally with four players, any less than that and the game feels clunky and awkward, despite having less complexity. The game is clearly designed to have four at all times. You can tell this because with less than four, the game unbalances itself and Khorne becomes very happy. With four, however, each god has a rival and two neutrals. Despite this, the game flows nicely and you’re never bored playing it.

The Opinion This game is awesome! It combines two of my favorite things, complete global domination tactics with asymmetric gameplay. Each god has its’ own strategy and mechanics and the way you play the game is very different depending on which god you are. I like that. Everyone is not equal, yet the power levels are balanced (but only if you have 4 players). I have a lot of fun just watching the interaction of the gods. I find the game to be satisfying in every phase and is one of the more complete games out there. It does have it’s black spots, though. As I’ve said before, the game seems unbalanced with less than four players which does decrease the fun. My group has house ruled that if there are less than four players, no one can play Khorne because he needs to be kept in check by the other gods. Also, since the game is asymmetric and each player will have completely different abilities and strategies from the others, there is a learning curve. Despite all of these, I’ve had a lot of fun playing this game and my group loves it. It is a perfect game for a group of four that love a strategy game set in the Warhammer Fantasy universe. Fantasy Flight does it again!

VN:F [1.9.22_1171]
7 out of 7 gamers thought this review was helpful

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