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1
Go to the Power Grid page
9
Howard {Avid Gamer} Dec 20th, 2014
“Fun to play”

Presents a good challenge. Enjoyable game. Good family game, as well as a competitive game for friends. Doesn’t take too long to learn & even my 10 year old grandson (smart for his age) enjoys playing it. Love that it has two sides you can choose from (Germany and the United States of America). Not to keen on some of the cities they selected for the U.S., but it’s not that big of a deal. Lots of strategy and one wrong move can leave you without enough money or resources to win the game.

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2 out of 3 gamers thought this review was helpful
Player Avatar
5
My First Game Tip
Strategist
Go to the Smash Up page
9
Eragar {Avid Gamer} Dec 19th, 2014
“Smash Up--A Mathematician's Review to 11”

The idea behind Smash Up is reasonably simple: There are a bunch of groups–Pirates, Zombies, Robots, etc.–trying to take over the world. But they’ve realized that they can’t do it by themselves.

So they’ve teamed up.

That’s right, now Zombie Robots, Alien Pirates, and Dinosaur Ninjas are trying to take over the world.

Yes, you read that right. [i]Wizard Pirates, Ninja Zombies, and Alien Dinosaurs are trying to take over the world![/i]

The game starts with each player taking turns choosing one of the available factions and the twenty cards that make that faction’s deck, and then choosing a second faction to go with that first one.

Once everyone has chosen their factions, players take turns placing Minions on the various bases. When the total power of all Minions (the number in the upper-left corner of the card) is equal to or greater than the base’s breakpoint, it scores. Whichever player had the most power gets the Victory Points for first place, the second place player gets second, and the third gets third. A new base then enters play. Players also play Actions that change how things work and give special abilities.

Each faction is themed differently and plays differently, making 28 entirely unique combinations to play with.

[b]The Stats[/b]

Components: 7.583/11

Cost Value: 9.5/11

Replayability: 9/11

Strategic Elements: 8/11

Social Value: 8/11

Thematic Value: 8/11

Rules Clarity: 7.5/11

Balance: 9/11

Fun Level: 9.75/11

[b]GRAND TOTAL: 8.481/11[/b]

You can read my full review (as well as get explanations on why I rate things the way I do) on my site: mathematiciangamer.net

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7 out of 12 gamers thought this review was helpful
Player Avatar
9
Miniature Painter
Rosetta Stone
Advanced Reviewer
BoardGaming.com Beta 1.0 Tester
Go to the Pass the Pigs page
7
“The most adorable dice game ever!”

Have you ever thought that dice would be so much better if they were pigs instead of cubes or dodecahedrons? If so, there is no reason to read any more of my blather. Go buy this right now!

What?

For the 99.99999% of you who read that and are confused, yet did not click “not helpful” and moved on, Pass the Pigs is a clever push your luck dice game that replaces your tried and true cubes with adorable, slightly squishy pink piggies.

What?

You already said that.

Well, what is in the box? Wait, that isn’t a box…

Nope. It is a plastic case. You pull on the ends, and the inside slides out. There isn’t much here, but it is everything you need to play in a small container. There is a scorepad, two little pencils, a scoring reference sheet and the aforementioned (slightly) squishy pink piggies.

What do you do?

Take the pigs and roll them like dice. You score points based upon how the pigs land. For example, if they land on their feet or on their back, you get five points for that pig. If both land the same way (on their backs, for example) you get bonus points (in this case, you score 20). They can land on their snout or jowls for even more points.

As previously stated, this is a push your luck game. You keep rolling the glorious bacon givers, racking up points, until you decide to stop and bank the points you earned that round. If the pigs end up on their sides, one on their right and one on their left, your turn ends and you get no points that round. If the pigs land and are touching, your turn ends and you lose all points you had accumulated so far this game. Play continues until a player reaches a pre-determined number of points.

Thoughts

Is two tiny rubber pigs in a plastic case for somewhere around $12.00? Sure, but it is so much more than just that. It is two tiny rubber pigs in a plastic case that you throw around on the table like dice hoping one or both will land with their snout on the surface and their hind legs up in the air!

The case is easy to carry, can fit in a pocket or purse, contains writing implements and scorepad and can be pulled out to keep the kids quiet at the restaurant for a little while. Certainly just a novelty for adults, but something your kids will be up for playing again and again. If you have little ones, I guarantee you spent this much or more on things that get a lot less mileage than these delightful little oinkers. Just keep them out of their mouths. They don’t actually taste like a spiral ham, and they don’t stand up as well with teeth marks all over them.

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9 out of 10 gamers thought this review was helpful
Player Avatar
2
I'm a Real Person
Go to the Eldritch Horror page
9
dogfromhell {Avid Gamer} Dec 17th, 2014
“An Epic Experience ”

I’m a newbie to the whole board gaming hobby, I’ve only started collecting (and playing) these modern board games this year. Coincidentally, I’ve only recently started reading Lovecraft’s fiction. Being the type of person that dives deep into a new interest, I bought Eldritch Horror after weeks lusting for it.

I won’t delve into the mechanics as the other reviews have already put it into more detail than I ever could.

Experience

I’ve had this game for a month and have only been able to play it three times due to limited opportunities to actually play. I’ve played it once as a 2-player and twice as 3-players cooperating against the Ancient One.

The rules are actually fairly easy to learn – but the game is difficult. We haven’t won a yet and have our behinds handed to us when we thought we were doing fine.

That’s what the game does well. At the start, you and your fellow investigators are all confident and optimistic. You’ll have a strategy in your head and amongst yourselves. However, the random challenges that the game throws at you can quickly throw a wrench in your plans.

You’ll quickly feel the desperation as you and your fellows are scattered around the globe trying to rest but looking at the Mythos deck and what horrors it can spew at you.

All three of our plays were exciting and there were some moments where we exclaimed happily at triumphs and really felt down when a character died.

Conclusion
The game is intimidating (well, to a noob like me I guess) and the difficulty is quite high. But the game’s disregard for your (in-game) health is what makes me and my group keep coming back. We want to uncover more experiences, buy more assets/items so that we can rescue the world from Cthulhu (or whoever).

I’ve already picked up the Unseen Forces expansions and me and my mates are already chomping at the bit to face our next deaths.

Highly recommended to gamers who love theme and co-operation.

Two tentacles up!

9/10

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22 out of 22 gamers thought this review was helpful
Player Avatar
5
AEG fan
Miniature Painter
Go to the Yardmaster Express page
7
Topdecker {Avid Gamer} Dec 17th, 2014
“Light-weight frenetic filler”

When you first get Yardmaster Express, you get to marvel a moment at the packaging. The outer-sleeve for the box is slick and glossy and is a tight fit for the game box it is protecting. Once you slide the outer-sleeve off, it reveals a game box with a magnetic clasp that opens to reveal the components.

I have the Kickstarter version, so your contents may be a bit different. You’ll see a deck of cards wrapped in plastic, a wooden first player token, a cloth bag with the game logo, the rules, and a caboose expansion which is a small set of cards that is also plastic wrapped. All of this fits into what is essentially a double-sized card box and it is well laid out and considered. The component level is surprisingly high.

The game itself is very simple and very fast to play. It can handle up to 4 players, but it might be best with two. Anyhow, a shared hand is dealt, with one card for each player in the game. The active player then draws a card – so in a two-player game, there would now be three cards. You choose a card and attach it to the end of your train.

Attaching the train is where the rules get as complex as they will be. You can attach a card if it has the same color or the same number. If none of the cards meet that criteria, you can flip the card over to turn it in the a low-point value wild card.

Once you have played a card, you are done and you pass the remaining cards to the next player. Play continues until a set number of cards are on the table (7 in a 2 player game, 6 in a 3 player game, and finally 5 cards in a 4 player game).

Scoring is pretty easy – just add up all the numbers on the cards. Whomever got the longest run of unbroken colors adds the length of the run to their score – and this is often the difference maker.

The play time can be under 10 minutes once everyone knows the rules. As you add players, you add time. To me, the game feels a bit more random with 4 players since so many cards are taken by the time it returns to you. It also takes longer to play a game with more players. Two or three players seems to be the sweet spot.

There is a bit of room for gamers to make some choices, but towards the end you will often find yourself wishing for a lucky card draw. Knowing when to flip a card and set yourself up for connecting any card is probably the biggest choice to make in the course of a game.

If you want a super light-weight fast playing filler game, Yardmaster Express is quick and easy.

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7 out of 7 gamers thought this review was helpful

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