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Rated 25 Games
Go to the 7 Wonders page
lasttruegypsy {Family Gamer} Jun 28th, 2016
“Great fun, But best with 4-6 players”

The gameplay of 7 Wonders is tight and smooth. This game is easy to teach compared to games of similar weight and depth. I have played this with many different groups. I have found that younger players (teenagers 17 and younger) have a tendency to prefer games with stronger themes or more player interaction.

There are special rules that allow this game to be played with 2 players. This variant requires the players to include an imaginary middle player who will allow one player each turn to draw an extra card to play. This is a horrible variant which should never be played by anyone. If you are interested in a 2 player version of 7 Wonders you should check out 7 Wonders Duel in which all of the 2 player problems are corrected.

Overall, this game is incredibly fun and has a very high replay value as there are many strategies to imply. The game plays best with 4-6 players.

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16 out of 18 gamers thought this review was helpful
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Gamer - Level 7
Book Lover
Advanced Reviewer
Go to the Eldritch Horror: Strange Remnants page
Write_By_the_Edge {Avid Gamer} Jun 26th, 2016
“The Stars Are Right”

Strange Remnants is a slightly different approach to Eldritch Horror and the Ancient Ones, and one that fits very well with the themes of the game: exploration, world travel, and ancient mysteries. At first I was a bit surprised at this expansion, which contains the Syzygy rather than one of the typical Ancient Ones drawn from the ranks of the Other Gods and Great Old Ones that have appeared in the other games in Fantasy Flight’s Arkham Files game line. Part of my surprise was that they would take this direction when so few of the “classic” Ancient Ones had made their way into the game–at the time Strange Remnants came out, only seven of the Ancient Ones had made an appearance (one of which was The Rise of the Elder Things, which was also somewhat divergent from the usual style of Ancient Ones in this game’s predecessors).

That said, it turned out to be a very pleasant surprise. In Strange Remnants, the investigators are faced with an event rather than a supernatural entity–a cosmic alignment that is approaching. There is still a Mythos force at work, however, as the arrival of the Syzygy heralds the coming of Azathoth. This makes for a fun variation of the usual Eldritch Horror game, as well as giving Azathoth an appearance in a more complex game mode than the standard, very straight forward “when Azathoth awakens, the world ends” version (though, like an Azathoth game, with Syzygy when doom hits zero, the game is over).

Investigators still explore the world trying to solve mysteries, close gates, gather clues and combat the forces of the Mythos, but in the case of the Syzygy Ancient One solving mysteries does not mean the investigators win the game. Instead, the Syzygy Ancient One card is flipped over once the investigators solve two mysteries or when there are three Eldritch tokens on the red space of the Omen track, with one token being added each time the track lands on the red space. When the Ancient One card flips over, the cosmic alignment begins and the investigators must now solve the final mystery, regardless of how many mysteries they have solved previously. The more mysteries that were solved before the Syzygy flipped, the closer the investigators will be to completing the final mystery. Also, investigators are not eliminated if defeated or devoured in a Syzygy game, unlike most Ancient Ones.

The other major feature of Strange Remnants is the Mystic Ruins deck, which is used in games involving either the Syzygy or the related Prelude card (in the latter case, there will be an Adventure to follow, similar to the Doomsayer of Antartica Prelude in Mountains of Madness). This functions similarly to the Expedition Encounter deck, with a Mystic Ruins counter being placed on the space of the board corresponding to the location depicted on the back of the top card in the deck. The locations in the Mystic Ruins deck are The Great Wall of China (Shanghai), Stonehenge (London), Chichen Itza (space 7), and Easter Island (space 3). Each location has the investigators exploring ancient places of power to learn more about the impending cosmic alignment, with each card having a complex encounter with a pass/fail effect.

This expansion is a lot of fun, and demonstrates the different directions Eldritch Horror can take in terms of introducing new ways to play the game. The Mystic Ruins are a lot of fun to explore, and the Syzygy makes for an entertaining variation from the usual battle against the Ancient Ones, making this a fun addition to the game. I hope to see more expansions like this one in the future!

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26 out of 30 gamers thought this review was helpful
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Plaid Hat Games fan
AEG fan
Tasty Minstrel Games Fan
Go to the Mage Knight Board Game: The Lost Legion page
X-hawk {Avid Gamer} Jun 25th, 2016
“5 player Mage Knight”

You’ve played Mage Knight up to 4 player by now – this expansion gives you a 5th player.
I’d recommend less than 5 players (3-4 players) in Mage Knight because this will make your game even slower – 4 other players making you contribute less to the making of the campaign. But if you like more players this is great! In addition you will get a quite different character consept to try out.
Wolfhawk is a solo character that will boost your combat prowess hunting with less npc’s in your entourage and add a quite different playstyle to the game.
As of General Volkare (your enemy in this scenario) you will meet a lot of resistance and interesting takes on the game.
I use the expansion without Volkare but with the other content (Wolfhawk and tiles) and it’s a really good adition and makes the game (both competative and coop) a step futher into the realms of Mage Knight fantasy.

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40 out of 47 gamers thought this review was helpful
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Gamer - Level 7
Book Lover
Advanced Reviewer
Go to the Eldritch Horror: Under the Pyramids page
Write_By_the_Edge {Avid Gamer} Jun 24th, 2016
“Explore the Secrets of Egypt”

The second “big box” expansion for Eldritch Horror takes investigators to a new side board: Egypt. The Egypt side board can be accessed through different points in the main board, differing somewhat from the Antarctica side board from “The Mountains of Madness.” Also, unlike Antarctica, Egypt’s locations are categorized (city, wilderness). Like the previous side board, there are two ways for Egypt to be introduced to the game: either through the Prelude card “Under the Pyramids” or through choosing the Nephren-Ka Ancient One. While not as directly connected to the Lovecraft story “Under the Pyramids” (also known as “Imprisoned with the Pharaohs) the way that Mountains of Madness was, this expansion adds a lot of thematic elements that fans of the Mythos will recognize from stories such as “The Haunter of the Dark.”

Nephren-Ka, the Dark Pharaoh, is one of the two new Ancient Ones included in this expansion, the other being Abhoth, the source of uncleanliness. Both have distinctive elements–when facing Nephren-Ka, investigators must unravel the secrets of the pharaoh’s rule, much of which has been stricken out of history, while also contending with the possible threat of one or more of the many Masks of Nyarlathotep. Abhoth, meanwhile, has what is perhaps the most unique Cultists to date for Eldritch Horror. They aren’t really cultists at all, but rather the Spawn of Abhoth, so when investigators meet a Cultist monster during an Abhoth game they have a card encounter against one of the Spawn in place of a standard combat encounter. This can be especially interesting and challenging, as unlike a traditional Cultist the investigators may have to resort to different skill rolls to overcome the encounter, which comes in the form of a complex (pass/fail effect) encounter.

This expansion also brings with it some fun new investigators like the perpetually-Cursed Rex Murphy (who gets some pretty solid benefits to offset the fact that he’s always Cursed) and Monteray Jack, who is geared towards acquiring ancient treasures and using them to push back the danger of the Ancient One. As always with Eldritch Horror expansions, there are also new cards for the various desks, including a selection of Glamour spells that provide some sort of standing effect but require a Lore roll during Reckonings to control the magic.

Overall, I really liked this expansion. It introduces some great new elements and characters to the Eldritch Horror game, and also expands on the existing decks and game play. It also seems to indicate that the game designers are learning as they go, building on what they did with Mountains of Madness and finding ways to keep the game evolving and changing.

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27 out of 31 gamers thought this review was helpful
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I play green
Amateur Advisor
Go to the Barony page
Outarde {Casual Gamer} Jun 23rd, 2016
“Conquer the world and become Duke”

You start the game with the noble title of Baron and your goal is to become Duke. You do this by building villages and strongholds (collecting resources) or building cities (victory points). Expand your territory or destroy villages by moving your knights.

The components are beautifully made: the pawns are great and the land tiles are thick and subtile illustrated.

The rules are well explained and easy to learn. Only 6 possible actions, straightforward scoring.

The game plays a bit like “Catan meets Chess”, there is no luck involved, 1 action per turn and no hidden information. But Barony is an elegant game, there are no more than 4 different pieces and only the knights can move. The random setup makes every game different, and the turns can be very quick. I don’t like Chess but I love Barony!

Negative points
Possible problems for the colour-blind (not for me)? Placing your 3 cities at the startup will be crucial for the rest of the game. It’s a tense game, but the end can be a bit of an anti-climax.

Barony is a beautiful, strategic and elegant area-control game. Check ik out!

Link to “Live Play” by GreyElephant Gaming: https://youtu.be/Q6Q6X1xl91A

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44 out of 50 gamers thought this review was helpful

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