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1
Go to the Dragon's Gold page
9
ahoymehearties {Casual Gamer} May 17th, 2012
“Much more fun backstabbing than Diplomacy!”

Dragon’s Gold is ALL about negotiation and backstabbing. When negotiations fail, you all fail – but that’s part of the strategy by itself. Where Dragon’s Gold really shines is with its magic cards – they can quickly change the flow of the game by allowing cheating or switching of hoards. Really a neat mechanic, and a great find.

VN:F [1.9.16_1159]
1 out of 8 gamers thought this review was helpful
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3
Gamer - Level 3
Go to the Space Hulk: Death Angel – The Card Game page
7
Bill Hartman {Avid Gamer} May 17th, 2012
“Quite fun solo, not sure I would want to play co-op”

This game has become a staple for my solitaire sessions. When I really desire a card/board game, but have no one available to play with, I had been playing Elder Sign or (more recently) Mage Knight.

However, Elder Sign takes a bit of time to set up, and Mage Knight is even more involved to get it going for a solo session (which led me to setting it up in its own room, and leaving it ready to go for subsequent sessions).

I had forgotten I had Death Angel, because when I bought it about a year ago, the rule book was so bad I felt it would give me an aneurysm. Seriously, you get to page 7 and read about setting something up, and the book tells you to go to page 27 for the real info. You read 2 pages of that, and go back to page 7, move on to page 8, and you are asked to reference page 16. Keep repeating like you are reading a bad “Choose Your Own Adventure” book. It made me want to throw the game out the window, and it got shelved.

I took it back out last week, though, and I’ve been playing it non-stop. I can see myself growing tired of it eventually, however, without some expansions. But it is a very quick, simple game to play once you get the rules down. That isn’t to say it’s easy to beat. It’s very luck driven, and once you get that first strike of bad luck, it can snowball into “REALLY BAD!” territory fast.

Basically, you have 3 cards to play for each squad – move, support, and attack. You can’t play the same card type for the same squad twice in a row, so you have to choose your actions wisely.

However, once you attack/defend, it’s all up to the die roll. I’ve had it go my way where I won 4 games in a row, and then have lost 7 games in a row aftewards (some quite early and horribly, others right at the end/last room).

This randomness can sometimes grate, especially when you have worked hard to get to the last room, and it all comes down to one **** die roll. But, it’s easy enough to wipe everything clean and start again.

I find a game like Elder Sign much more lore/theme heavy, and with a lot more mitigation to the luck factor, but SH: Death Angel is much quicker to set up and play (and transport). For that, even though I don’t think it’s quite as GOOD of a game as Elder Sign, I probably play it more often, at least for now.

I’ll definitely buy the expansions, though, to keep it fresh.

That being said, I don’t see this game succeeding for me as a co-op game. All squads/card play have to work together in unison. One person playing incorrectly can (and most likely will) end the game faster than you can roll a die. The game asks that you NOT play open-hands, to mitigate the Alpha Player syndrome. However, since you NEED to discuss/play your course of action each round, this rule really makes little sense. I can read the card text, talk about what I’m going to play, and make suggestions and discuss that with other players, but can’t put the card down?

Also, since there is player elimination, in a co-op game someone could be eliminated very quickly, and then just be sitting and watching the other player(s) try to stay alive. Honestly, it is NO FUN to sit there and watch a game in progress.

This game succeeds as a solo game, but not as a co-op in my opinion. I would probably never take this to my group/game night and suggest a co-op game of it. I have, however, shown it to people as a solo experience, and that has gotten the better response.

VN:F [1.9.16_1159]
10 out of 10 gamers thought this review was helpful
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3
Gamer - Level 3
Go to the Mage Knight Board Game page
9
Bill Hartman {Avid Gamer} May 17th, 2012
“AWESOME Game Mechanics... But the components...”

This is a tough game for me to rate, especially since so far I have only played the “tutorial” scenario (First Recon) four times so far. I’m still waiting to get this one to the group, but I want to be sure I have all of the rules down before I introduce it to others.

Gameplay is STELLAR. I am already head-over-heels in love with this game. Reading the “Walkthrough” book first, and then playing along to the walkthrough, is for sure the way to go for your first try. I had no issues playing along this way, and it was very fluid and solid. Dare I say, even quite exciting the first play through – although it took 3 hours (with setup and rule checking).

Getting 5 cards to your hand, and then trying to decide how to best move about the board, which direction to head off in, what you expect to do on your next few turns, is what makes this game shine. I have been lucky enough to start 3 of my 4 games with a good movement card in hand, and with a green mana die from the source, able to at least get moving across the map. This allows saving influence and attack cards, for the eventual clash with the Orc (especially, with my luck, hitting Summoners a few times in the first battle, which can be a bit tough depending on the summon).

When the tiles start coming out randomly (only played with the set order of tiles my first 2 playthroughs), things REALLY get interesting. The decisions seem endless. Do I head to the village first, and save a few influence cards to recruit a peasant for which to use as a meat shield, or possibly to gain a few more movement points from his ability? Or do I head for this mana mine, and gain a crystal first before I head on out. Is there a safe path out of this tile, by which to explore another? Or am I going to have to head into battle?

I have seen a few complaints on various forums regarding the game “forcing” you to do actions you don’t want to do. My response to that, is that I don’t want the game leading me around by my hand. I like the PUZZLE aspect, of having a hand of cards, and trying to figure out how to best use them with the END GOAL in sight. No, maybe this turn I CAN’T move up to that mage tower and assault it, BUT – if I spend these influence cards to move next to the desert tiles in my way, on the last turn of the day round, then I have a better chance of quickly moving through those tiles during night.

Decisions like that, are what make this game the best, imo. For me, it’s too simplistic to have a base movement, and just move and roll a die. Although I play Pathfinder and occasionally the D&D Adventure board games, I always find the die rolls a bit of a weak element. Especially in the beginning, I don’t feel like I can do much to mitigate the roll/randomness. Some find that realistic, but in my opinion, a HEROIC adventurer (or Mage Knight!) would have the intelligence to think of the best action before taking it, and wouldn’t just “trip” trying to swing at a lowly creature.

This game offers so many options above and beyond the other adventure games I have tried. There are a wealth of play options – co-operative, competitive, Player Vs Player, blitz, full length conquest, solo, you name it. I haven’t seen this kind of flexibility in a game yet.

THE NEGATIVE:
It has to be said though, I was a bit let down when I got the game home, and opened it up the first time. The first thing I noticed, was the tokens seemed “Damp”. I don’t quite know how to describe it, but they really felt like they would maybe dissolve in my hand, or pull apart. However, I haven’t had any issues with them yet.

Another issue upon opening the box, was the fame/reputation board and the night/day board. Both were warped pretty bad. They have mostly settled after these few weeks, but still not perfectly flat.

Miniatures also are hit and miss. Arythea has no eyes, only a large pink mouth. The other models appear fine (and are fairly nice), but the cities are VERY bland looking. Light grey (almost white), with just tips colored red, green, yellow, or blue. I would have liked a bit more detail on the cities, and a better paint job on Arythea.

The last issue, is the cards. They are THIN. The thinnest cards I have come across in any game, to date. This really bugged me, as after spending 80 bucks on the game, I had to also spend 16 bucks on sleeves. There was no way I was going to risk not sleeving these cards, and I have not sleeved a game YET. This one, there is no choice. The cards are really THAT thin.

This poses a slight problem with reviewing the game. Gameplay wise, I would easily rate this a 10. My first perfect rating for a game. But the components bring the score down, unfortunately, because for the price I honestly expected more.

Be sure, though, the tiles and artwork are of good quality otherwise (I love the artwork on the cards), and I’ll do everything I can to protect this game so that it brings years of enjoyment. But I can’t overlook the fact that I’ve bought 40-50 dollar games that have had far better card stock and many more miniatures in the box, or at the least a thicker/heavier stock to tiles and cards.

I will say, however, that so far nothing has appeared to wear or damage, and it’s been moved around from table to table, packed up, set back up, etc. This game takes approximately 15-20 minutes to set up, and about 10-15 minutes to pack back up (especially if you keep everything separated/organized in baggies). After that, it’s about an hour per player, give or take an hour…lol.

Be sure to explain the basic rules first, though, when introducing new players, show them the cards in their hand and how they work, and show a few monster/keep tiles first so they have an idea of what they are in for. OTherwise, it can be a slaughter for new players and a real struggle. Learn the rules first, be comfortable with the game, THEN introduce it for a few “Trial” runs with your friends.

VN:F [1.9.16_1159]
11 out of 11 gamers thought this review was helpful
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6
Intermediate Reviewer
Spread the Word
I'm Completely Obsessed
Go to the Ticket to Ride Pocket page
10
Millhouse {Avid Gamer} May 17th, 2012
“Hopefully the Standard for Digital Board Games”

I have not played very many board games converted over to mobile devices, but the production of this game is top notch in my book. There are a lot of things the developers took from the game and did right, and I think you will find very little they did wrong. Here is a little list of what I see…

PROS:
The artwork is great. And this carries over from the game, but even more, they went the extra mile in the little things. For instance, each train as it is placed on the board has its own shadow and it positioned on the board. So a train going east has a different shadow from one heading northeast.
There are lots of options for play. You can play by yourself, pass and play, play online, play with two bots, play with four. Whatever you choose.
The bots are smart. They programed them to make good decisions. They know to take certain routes such as HOU to NO right away or you’ll have to pay for it later. The same with other routes.
The bots are aggressive. And they will screw you. I have been screwed over by the bots way more times in the mobile game than in the real game. I’ve also seen them take routes that I can figure out why they took them, but this is a little more seldom
Fast play is great. You can get a game in in just a few minutes. This is nice because it allows you to test out some different strategies that you may not try in a real game.
The accomplishments are hard. There are a good number of accomplishments that seem really tough. For instance, don’t use one or two spaced routes. It can be hard and egg you to keep playing.
Cheap, cheap, cheap

CONS:
Don’t care for drawing tix. From a usability point of view its one too many clicks to draw new tickets. I know its small, but it kind of makes me crazy.
• Girlfriend yells at me for playing too much.

So obviously the pros far outweigh the cons here. This is a great little game that works for all sorts of people. Even people I know who are not big fans of Ticket to Ride enjoy the quick version on their iphone. If you’re wondering about if this would work for you go for it, you won’t be disappointed.

Side Note: It would be sweet if they released some of the additional maps, but some of different play mechanics would have to also be adjusted.

VN:F [1.9.16_1159]
9 out of 9 gamers thought this review was helpful
Player Avatar
1
Rated 5 Games
Go to the Mage Knight Board Game page
9
aaronandre41 {Avid Gamer} May 16th, 2012
“Awesome!”

I bought the game about a month ago, I just finished the first scenario and looking forward to play the full game. I feel I can get into the game, I just need to find the right players to play with. Found it Complex but fulfilling. Especially when your deck pumps up. TOP NOTCH!

VN:F [1.9.16_1159]
1 out of 12 gamers thought this review was helpful

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