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2
Go to the Robinson Crusoe: Adventure on the Cursed Island  page
9
Wanadran {Casual Gamer} Apr 26th, 2015
“Practice Makes Perfect”

I played this game with a group of my friends that enjoy complicated games with lots of strategy. While we didn’t win the first game or even make it to the end of the scenario before losing, there was a very steep learning curve. By the fourth round, everyone had a good idea of how the game mechanics worked and what we should be doing to meet the common goal. One friend said that it reminded them of Camelot, minus the saboteur.

This game does require patience for new players. There are quite a few things going on that can throw a wrench in to a well laid plan. If one player gets too impatient and wants to hunt with a low weapon level or focus only on crafting when their character specializes in exploration, they will more than likely pull down the group as a whole very quickly and make the chances of success very low.

The replay value of the game is very high due to the chance and luck aspect that is given with card draws and dice rolls. What worked one game may not necessarily work out as well the next time. While the components are of good quality and durable, one would expect a box with more organization or bags to handle the numerous pieces so they aren’t all jumbled. If you have a veteran player, the game is easy to learn as they will help guide the group through the different phases of each round. While it is not impossible to learn alone, patience and an open rule book are a definite must to properly learn the mechanics. The game also suggests different house rules if it is deemed too difficult, which can include extra starting items, adjusting what what weather dice and how many are rolled, extra “filler” players such as Friday (a native of the island) or a dog (a possible castaway like yourself).

While this game may not be pulled off the shelf very often, it is still one that can bring a group of people together to attempt to survive an unforgiving island and is a definite buy for people looking to get immersed in a great story telling adventure.

VN:F [1.9.22_1171]
4 out of 4 gamers thought this review was helpful
Player Avatar
7
Sentinels of the Multiverse fan
Military Service
Go to the Shadows over Camelot: The Card Game page
3
masongamer {Avid Gamer} Apr 26th, 2015
“Something's Rotten in Camelot”

Now I like Shadow’s Over Camelot, but this card game does the game a disservice. In this game you draw cards and remember numbers to get a certain total to successfully complete quests and earn Swords. Seven white swords and you win the game. If you get less than a certain number or have 14 or more points you gain black swords. Seven black swords and you lose.

I found this game to be very uninteresting and dull. If you like counting cards then you may like this game, otherwise; skip it.

VN:F [1.9.22_1171]
2 out of 6 gamers thought this review was helpful
Player Avatar
2
Gamer - Level 2
Go to the Magic: The Gathering page
10
YoshVision {Avid Gamer} Apr 26th, 2015
“Amazing”

The progenitor of the modern TCG, one of the deepest, most replay-able, and most engrossing games ever made. I have been playing Magic since i was in grade school, and it holds a huge place in my heart even now as an adult. No game has given me the hours of joy, and also frustration that Magic has. This game is fun to play, relatively easy to learn, but deep enough that it is nigh impossible to master. If you choose to jump in be warned, this game will infest you thoughts and never let go. A true all time great!!!

VN:F [1.9.22_1171]
1 out of 6 gamers thought this review was helpful
Player Avatar
1
Go to the Camel Up page
 
harveythekid Apr 26th, 2015
“Spontaneous, exhilarating and incredibly fun”

Camel Up is a betting party game. Rather than controlling a single camel through a race, players try to earn coins as they bet on different camels throughout the race. The game is played in legs (each leg ending when all camels have progressed via random dice roll) and the placement of each camel can change vastly from leg to leg, each player is kept on their toes and may have to change strategies halfway through a leg. Several rounds can be played easily in one sitting!

VN:F [1.9.22_1171]
2 out of 9 gamers thought this review was helpful
Player Avatar
4
Tide of Iron fan
Go to the Tide of Iron: Next Wave page
 
Capt_Ron {Avid Gamer} Apr 26th, 2015
“Memoir 44 on steroids!”

I started out playing Memoir 44 and have written over sixty scenarios for Memoir. But then my wife bought me Tide of Iron for Valentines Day! I really liked the snap together squads and bases, and the mechanics of play is more strategy and less luck induced. I also liked the ability to activate all of your units in a game turn (or round, as it’s called in TOI). The operations cards may modify your units, or terrain, but they don’t have anything to do with which units are activated. The strategy decks give reinforcements, supply, ground support, air support, artillery support, leadership bonuses, or provide morale. Each turn (round) is divided into three parts; the action phase, the command phase, and the status phase. The action phase is where you move and shoot your miniatures. These rules are fairly simple, if you don’t move and shoot, you roll a number of dice equal to your firepower for the unit that is shooting. If you move and shoot, you roll a number of dice equal to half the firepower rounded up. Or you can assault, where you move into an adjacent hex and fire with full firepower, but the defender in this case gets to fire back. Assaulting is like fighting with everything you’ve got (guns, baynets, fists, ect). When squads (infantry) fires, they can fire standard or suppressive fire. Suppressive fire doesn’t remove figures when successful, but can pin, disrupt, or rout the enemy unit(s). If pinned, they cannot move or fire (unless there is an officer in the same hex), if disrupted, they cannot move or fire for two rounds, and if routed, the whole enemy squad is eliminated from the game (only infantry can be attacked with suppressive fire). Once your unit (squad or vehicle) moves or fires its weapon, you place a fatigued marker next to it so that you know it has no more actions this round (although it can still support an assault on an adjacent hex). Your squads may be specialized with a specialization token. Specialization tokens for the base game include engineers, medics, flamethrower units, and anti-tank units. Heavy weapon units include mortar and machine gun units. The heavy figures take two of the four holes in your squad base, which means you can have two heavy weapon figures, or one and two other figures. There are enough different armored units to make a WWII history buff happy.You may also activate a strategy card during action phase. These might be air support, ground support, artillery support, supply, or other action phase activated strategy card. In the Command Phase, you add up the number on the command objective markers you control and receive that many command tokens. To take a command objective marker, you must have either started on it, or have placed a unit on it and kept it there until the command phase. If you have captured victory objective markers, you receive that many victory points. You then spend your command tokens on cards, or on initiative for the next round. The Status Phase is where you remove all of the fatigued and pinned markers, place units on opportunity fire, transfer standard squad members to empty pegs in a squad in the same hex, and advance the round marker. Then the next round begins!

VN:F [1.9.22_1171]
8 out of 11 gamers thought this review was helpful

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