Gamer Reviews

Return here often to read the latest reviews by gamers just like you. Rate their reviews to become a Professional Grader. Increase your Critic score by writing your own reviews and encouraging your friends and followers to rate them.

Recent Reviews

Filter by: Order by:
Player Avatar
Go to the Lancaster page
OneCrazyCanuck {Avid Gamer} Nov 23rd, 2014
“A thematically deep yet easy to learn game!”

Lancaster is definitely one of my favourite games! Where else do you get to vie for the King’s favour, go to war and pass legislation all within the same game?

Without describing the rules of the game in too much detail (you can read that elsewhere), Lancaster offers a variety of mechanics as you try to convince local lords to join you for dinner, wage war against the French, renovate your castle, upgrade your knights and vote on legislation all in the name of earning power points that will propel you ahead of your competition. It’s a worker-placement game at heart that offers you a variety of ways to achieve your goals. Will you spend your time gaining influence so that you can pass the laws you want or will you upgrade your castle or increase the rank of your knights? It’s all up to you and the number of ways to tackle the problem of gaining power points is one of the most interesting aspects of the game.

While sounding like a lot to take in, the rules are surprisingly straight-forward and I’ve had little problem teaching to them to gamers of different interests who have joined our table. Every game we’ve played has been interesting and the final scoring has always been extremely close.

The game components are top-notch and really draw you into the game’s theme.

The only problem that I’ve had with the game (and I’m not sure it’s much of a problem) is with Analysis Paralysis on the knight placement phase. People sometimes pull their hair out trying to figure out where to place their pieces and the fact that other players can boot them off of a location with a stronger army make the consideration of adding squires or more powerful knights to the placement even more interesting. I think it’s really best-suited to 3 or 4 players although we’ve had a blast with it with 5.

So if you enjoy confrontational worker placement games that include a voting mechanic and an excellent theme, Lancaster is a game I’d highly recommend you check out!

My Score: 9/10

VN:R_U [1.9.22_1171]
3 out of 4 gamers thought this review was helpful
Player Avatar
AEG fan
Miniature Painter
Go to the Star Realms page
10 of 10 gamers thought this was helpful
Topdecker {Avid Gamer} Nov 23rd, 2014
“The Little Game that Could”

Star Realms

If you were to mail order Star Realms, the first surprise that you will get is how small and portable the game is – it fits in a single triple-thick deck box. Small and almost pedestrian, you can easily fit the game into the palm of a single hand or tuck it into a pocket to carry.

We are often asked to believe that good things might come in small packages, and weighing in at only 128 cards, Star Realms is indeed a very small game. If you were to compare it to most other deck building games, it is not even the size of a small-box expansion favored by other titles. So does something good come in this little box?

Introduction to Star Realms

Each player starts with the same amount of authority (life or hit points if you prefer) and reducing your opponents authority to zero is the goal of the game.

Star Realms starts with a simple concept. You get 5 cards every turn except the first turn, and you have to play them all – there is no cost associated with playing a card. The real goal of the game is to improve and expand your card pool until your resources overpower those of your opponent.

Your cards do one of three things: they can place a ship, they can place a base, or they can place an outpost. Ships are temporary and go to your discard pile at the end of the turn and they represent the bulk of your combat and economic power. Bases are permanent structures and typically lend small advantages to you. Outposts are bases that must be destroyed before bases or the player can be attacked.

The cards are divided into 4 major factions. When you have two or more cards from the same faction in play, this often activates a special power on each card. Since outposts and bases satisfy the need for an ally, they are frequently the important element in taking an early lead or winning a fast victory.

The factions and their strengths are thus:

The Blobs – Green. The Blobs are unique in that they have no Outposts and and five bases. They do have a wide selection of ships, with some of the strongest combat vessels in the game. They have modest card drawing powers, some deck thinning capabilities, and are the only race that can destroy cards that are for sale.

The Machines – Red. The Machines the masters of deck thinning and even have an outpost or two that will help thin your deck. They have six different outposts with one of them acting as a ally wild card which can be very powerful indeed. They also have a ship capable of cloning another ship that you have played, so the Machines often fit neatly into decks and are perhaps the most flexible of the factions. The Machines also have ships that can destroy outposts and bases as an ability – no lost combat points and they make an excellent foil to opponents that have invested heavily into bases.

Star Empire – Yellow. The namesake of the game is adept at card manipulation. Most of the ships either allow you to draw an additional card or they force your opponent to discard one – and early in the game, losing a few points of purchasing power can be very telling later. For combat, The Star Empire relies a bit heavily upon having other Star Empire cards in play.

Trade Federation – Blue. The Trade Federation is excellent at making money and it is the only faction that can restore lost authority – they are basically wealthy healers. They only have a few ships that can attack directly, but they can act as the core economic engine for your empire while buying you time to expand and grow.

The most common powers that ship and bases provide are:

Draw another card
Force a discard by your opponent
Allow you to destroy a card in your hand or discard pile (deck thinning)
Gain funds
Gain combat strength
Gain Authority

Turn Summary

A turn is conducted by playing all of your cards. You total and spend your funds by buying new ships or bases which are immediately placed in your discard pile. You total and spend your combat by eliminating bases or outposts and by reducing the authority of your opponent if no outposts are in play. You then draw a new hand of cards and your turn is over.

That is it.

Yeah OK, there are a few other little things like scraping cards or activating non-automatic special abilities, but it all works like you think it should – it is printed on the card. Star Realms is gloriously clean of rules and turns flow very nicely.

Did good things come in a small Star Realms box?

Star Realms hits on all marks. It is inexpensive at $15, it is easy to teach, fun to play, and plays quickly. It has meaningful choices to make and you get the sense of building your armada as your deck gradually improves.

I give Star Realms my highest recommendation. I enjoy playing it and I greatly admire the design of the game.

VN:R_U [1.9.22_1171]
10 out of 10 gamers thought this review was helpful
Player Avatar
1A Games fan
Go to the Chainsaw Warrior page
5 of 6 gamers thought this was helpful
Chris {Avid Gamer} Nov 23rd, 2014
“You Have 60 Minutes to Save New York… So, why bother?”

I was working at my local game store in 1987 when Games Workshop released their solitaire game Chainsaw Warrior. I know the title of this review sounds like you should give it a pass, but bear with me on this one.

The premise of the game is that a rift has somehow opened between our world and another, and a strange being referred to as “The Darkness” has made its way here. It has occupied a building in Manhattan and is gaining strength enough to pull the city and its inhabitants back through to its home dimension… The United States government, desirous to prevent this fate from befalling so many tax payers, drafts YOU – a highly trained special forces commando – to go in to defeat Darkness and save the city. By the time you arrive on site, receive your briefing, and your necessary equipment, you only have 60 minutes before Darkness drags the city back to its home dimension (which probably won’t be very much fun for anyone other than Darkness…). As a setting, it strikes me as similar to the Mutant Chronicles setting, or the Lawrence Fishburne film Event Horizon.

The board consists of four sections which lock together as large puzzle pieces, and is nothing but charts and tracks for keeping track of the various bits of information and decks of cards you’ll need to play. The cards themselves come in perforated sheets and you need to separate them and sort them into their respective decks.

First off, you’ll need to know what you’re capable of. Each time you play you randomly determine your commando’s stats. You have 5 stats: Endurance, Hand-to-Hand, Marksmanship, Reflexes, and Wounds. Endurance reflects your ability to resist the adverse effects of both Radiation and Zombie Venom; Hand-to-Hand represents how deadly you are in, well, HTH combat; Marksmanship how good a shot you are; Reflexes is how fast you respond to danger; and Wounds should be self-explanatory…

Each of these stats has a track on the board where you note what your total is. Apart from your stats you also have one skill which you are exceptionally good at – Marksmanship & Endurance modify the stats of the same names, Agility modifies your Reflexes, and Strength your HTH. The final two skills – Climbing & Hiding – are used to counter the effects of some of the various “House cards” which you’ll encounter as you make your way through the building. Hiding is used more often, but Climbing is (IMHO) more useful to avoid the “Chasm” trap which requires you to retrace your steps and waste valuable time.

Lastly, it’s time for you to gear up! This is where the cracks in the premise appear for most players. You randomly determine what your Equipment Allowance is. There are 5 types of Equipment – Clothing, Devices, Guns, HTH Weapons, and Heavy Weapons; each type of equipment has a differing point cost in order for you to draw a card from the appropriate deck. (Yep, that’s right! The fate of Manhattan rests on your shoulders, so close your eyes and reach into this bag and grab some stuff and see what you get.) There is one other piece of equipment – the Laser Lance – which you MUST take with you, but doesn’t count against your initial Equipment Allowance. You need the LL in order to defeat Darkness, and to prevent yourself from dying if you find an elevator shaft (a type of house card) flooded with Slime.

The building is represented by the House Cards; shuffled into two cards – one for the lower levels of the building and one for the upper levels. Once the two decks have been shuffled and separated into equal piles, the House card for Darkness is shuffled into the second deck (for the upper levels). The building is now set for you to enter. Each house card when flipped over reveals what you encounter in that area (areas are Balconies, Corridors, Elevators, Rooms, or Stairs, and are noted on the backs of the cards). Most of the areas that you’ll enter contain bad things – Cultists (deranged humans who have sided with Darkness), Mutants (what you’ll turn into if you are exposed to too much Radiation), Traps (which range from deliberately set obstacles to weakened floors which you might fall through), and Zombies (which you will turn into if exposed to too much Zombie Venom) – but some are Empty (with a chance of a Wandering Zombie), and some contain good things (supplies dropped by the first teams to enter the building) for you to pick up and use.

Turns play out in the following sequence:
Move the time counter along the countdown track. You’ve only got 60 minutes, and this track is how you know time is running out. Each turn takes 30 seconds, so there are 120 possible turns. Each deck holds 54 cards (that includes Darkness in deck #2), so it should only take you 54 turns to run through each deck. But some House cards – notably traps – will take more than one turn to deal with. You’ll have to move the timer more than one space for those cards.

Explore the building. Flip over the top card of the House deck you are currently working through. You start with deck #1 and when that’s exhausted you move “upstairs” to deck #2. Read the card and do what it says. If it’s an enemy you have to kill it, or otherwise deal with it, before you can move on.

If you’re having a fight, you first have the chance to shoot it with a ranged weapon (if you have one). If you don’t have one (or choose not to use it – you have to keep track of your ammo, so choose what to shoot wisely) you engage in Hand-to-Hand. [NOTE: If you have the Hiding skill you can try and avoid the fight altogether.] If you fail to kill the enemy in the first round of combat you keep going until one or the other of you is dead, or you escape the fight. However, for each additional round the fight goes on you move the timer along the countdown track… so be quick about it.

Play goes on like this until the game ends. This happens automatically if the countdown hits 0 (in which case you and all of Manhattan die horribly), or if you die as a result of the hazards of the building (i.e. – you run out of wounds, or your exposure to Radiation of Zombie Venom equals or exceeds your Endurance).

Your only hope to win is to run through the lower levels of House cards, get to the second deck, and find Darkness (he’s a room card, but could be anywhere in the second deck; pray he’s towards the top). Once you find Darkness you have to kill him. This requires one of three things:

You shoot him with the Laser Lance; remember it? The one piece of equipment you have to take with you. It only has three shots, and you may have had to use one if you ran into a Slime filled Elevator. This is your best bet, but even so it requires you to roll 11+ (you get to add your Marksmanship bonus to this) to kill him.

You defeat him in HTH combat. This is virtually impossible as he has a HTH skill of 20(!) which makes him very hard to take down.

If you were ‘lucky’ enough to draw the Implosion Waistcoat (yes, Waistcoat; they’re British after all…) you can go all Kamikaze on him and kill yourself and Darkness (you saved Manhattan, but you die too. Oh, boy!). Technically, the card says “The Game ends in a Draw,” so you could use it in the first fight you get into and thus save the city early on, but that makes for a short game.

All in all, it’s hard to win. Over the years of playing, I think I’ve only done it two or three times (once with the Waistcoat). But this is where the game really wins out. Despite being almost impossible to win, players seem drawn back to try again and again. When you do win, it feels really good.

I come back to this game for the challenge and for the nostalgia value of playing it. Visually, it doesn’t stack up to more recent games like Zombies!!!, or Zombicide (although GW did make CSW miniatures, there was no way to use them in the game), but it’s still kind of a hoot to play now and then. There were rumors, back in the day, of GW making a sequel game, but that never happened.

There is an app version of the game available here. I haven’t played it myself, but I’m told it simulates the board game experience fairly well.

VN:R_U [1.9.22_1171]
5 out of 6 gamers thought this review was helpful
Player Avatar
Go to the Elder Sign page
3 of 9 gamers thought this was helpful
Olak {Avid Gamer} Nov 23rd, 2014
“A game for mixed kind of players”

Lots of cards, lots of monsters and 8 dices. A nice game either for experienced or novice players. I tried with my friends. i knew all the rules and i served like a game master. You dont even need to explain all the rules if they cant follow. It involves a lot of shouts also when the dice are thrown…
At first the rules seems difficult, but its not.
we have the adventure cards and the other world cards which is also adventure. you can complete them with dices.
There are 4 types of item cards/tokens
The mythos cards are drawn at midnight and have negative effects
Monsters often appears to make the adventures more difficult

VN:R_U [1.9.22_1171]
3 out of 9 gamers thought this review was helpful
Player Avatar
Go to the Black Fleet page
5 of 7 gamers thought this was helpful
Rothro {Avid Gamer} Nov 23rd, 2014
“Really good game”

Played this the other day and I really enjoyed this. It’s not a very heavy game but it is by no means a game that shouldn’t find time on your gaming table. There is enough strategy to keep hardcore gamers in your group happy. The idea is that you have a merchant ship and a pirate ship each in your own colour. There will also be 2 navy ships (yellow and purple). On your turn you will move your 2 ships and (most of the time) 1 of the navy ships. The movement will be decided by the cards you have in your hand. They will tell you how much to move each ship and you can move them in any order. Your merchant ships are sailing from port to port delivering goods and getting money (WOW is it nice money. Solid metal coins!), your pirate ship is trying to loot from the other merchant’s ships which they then bury for money and the navy ships are sailing around trying to sink pirate ships and to a lesser extent blocking merchants as you can’t sail through the navy unless you’ve played that navy card this turn (if you play a card that tells you to move the purple navy ship then for that turn your merchant can move through the purple navy ship) which gets you money for sinking a pirate. With all this money you may once per turn flip over an upgrade. The first person to flip all their upgrades wins. Now for my one knock against the game and that is we played a three player game and maybe my opinion would change with a 4 player game but this game needs to be 5 maybe 6 player game cause we ran into each other but in needs a little more interaction so that strategies can be more present. There is also cards that you may only ever have 3 in your hand of that bend the rules for that turn only and the upgrade cards there are many so the players will not get the same cards so the replay value on this game is high.

VN:R_U [1.9.22_1171]
5 out of 7 gamers thought this review was helpful
Player Avatar
Go to the Panic on Wall Street page
4 of 8 gamers thought this was helpful
Bentwonk Nov 21st, 2014
“Easy to learn and funny, great party game.”

Has become a clear family favorite, because it’s quick learn, quick to play and importantly all players are involved at once, no waiting for your turn to come back around, racing the egg timer adds drama. Panic totally outclasses Monopoly for entertainment, and teaches a little about risk vs reward in the process.

It’s also funny, the dice can be merciless, but you have enough control to feel your downfall was your own fault, not the games, and only motivates you for ‘just one more game’ that little more.

Only criticism, some of the Investor chips look a bit too similar in the heat of the moment.

VN:R_U [1.9.22_1171]
4 out of 8 gamers thought this review was helpful
Player Avatar
Go to the Pandemic page
15 of 17 gamers thought this was helpful
SockDrawerMonster {Avid Gamer} Nov 21st, 2014
“Ew, Cooties!”

But worry not, now you can fight against this childhood dread.
Pandemic is a board game about disease control and racing for the cure. If you have ever played mobile/pc game Plague Inc., its similar, but you’re the bad guys… well it kinda, it depends on the point of view.

Get those germs!
Pandemic is cooperative game for 2-4 players (I have played it with 5, can be done on easier difficulty levels. Beware time runs out faster though) where you try to contain 4 diseases simultaneously while looking for a cure for each disease.

You need to run around the world trying to heal cities in verge of outbreak and same time trying to get right amount of same color cards in order to cure the corresponding disease.

Every turn you have 4 actions where you move and do various things in hope of curing or buying more time to cure a disease. After your turn ends you draw 2 player cards which can be city cards with disease color which can be used for cure, travel or building additional research stations. It might also be an epidemic card that causes all **** to break loose and forces you to change strategy.
Lastly you draw from infection pile to determine where additional disease cube appears and if its right after epidemic card you feel the dread in air.

You win if all 4 diseases have a cure (which you can make when you have 4 same color cards) and you lose the game if one of following happens: player cards run out, outbreak counter reaches to 8 or disease cubes run out.

Who let this amateur in here?
Game is not really complex to learn. As it is a cooperative game you can lay down few basic rules and learn by playing, you get the gist of it in few rounds (as long as there is at least one player who knows the rules). Problem isn’t learning the game, but mastering it. This is one difficult game and even on the easiest setting it’s often a close call.

Where’s my petri dish?
Game components are neat. Especially the disease cubes, they are beautiful and nice to handle. They’re even fun to place on the board, which it really shouldn’t be.
Card art is good and very thematic, but the board is where the art shines. However biggest downer is the old time player pieces, but at least they’re color coded for player cards.

We’ve won… for now
This game can be very hectic and there is feel of impending doom lurking above you. Your group needs to work as a team and be in same page in order to win the game. Or you can have one alpha player to tell you what to do and remove all fun from this game.
Often cooperative games have issues with dominant player, but in this it really bleeds through and it’s arguably the weakest link of the game.

If you have a good group of players who can work well together, this game reaches its proper heights. There will be lots of planning in mids of playing and people asking advice from others what they think is best course of action. Some people might find it too much to handle, but most will enjoy this throughly.

This game promises thrill, anticipation and fun. It doesn’t fail to deliver.

VN:R_U [1.9.22_1171]
15 out of 17 gamers thought this review was helpful
Player Avatar
Amateur Reviewer
Video Game Fan
Go to the King of Tokyo: Halloween page
12 of 13 gamers thought this was helpful
Katte {Avid Gamer} Nov 21st, 2014
“Definitely a Fun Addition”

Daidoji Ryushi covered all the changes very well.

Overall, this is a great addition to add to your standard game. The artwork is awesome for the characters and these are often some of the most sought after characters because of this, even when playing without evolutions.

The costumes are certainly a lot of fun and add a new dimension to the game, I particularly love the cheerleader which makes you actually cheer in game for people to do extra damage. Makes it a bit more active and fun in my opinion.

The expansion cards are very unique and also a huge draw. My husband tries to play Pumpkin Jack as often as possible because he enjoys the unique expansion set for this character so much.

I highly recommend adding this to your collection. We managed to fit this in the original box once we took out the plastic shaped piece, so you won’t even have to carry around an extra box when you take this to your game shop or to a friend’s place. :)

VN:R_U [1.9.22_1171]
12 out of 13 gamers thought this review was helpful
Player Avatar
Amateur Reviewer
Video Game Fan
Go to the Pandemic: In the Lab page
16 of 19 gamers thought this was helpful
Katte {Avid Gamer} Nov 20th, 2014
“Mixing up a favorite to give it a more scientific feel!”

Assuming you have played Pandemic before and not somehow skipped playing the original without any expansions, you’ll find this fairly easy to pick up. Also, please note that if you have the original Pandemic this expansion will not work with it. It was revised and this is compatible with only the revised version so double check which version you have before buying. I read that there is a compatibility kit that can be purchased, so if you do have the original version you might be able to find this to avoid having to buy the revised version of the original game. Anyways, there are a few changes that come with this expansion obviously which I will list below:

New Challenge:
Similar to Pandemic you are still trying to cure 4 diseases that are spreading around the world, this time however its more than just ‘treating’ and collecting cards – now its actual science. You will Sequence the Disease by determining the make up of it so that you can collect the color cubes needed to create the treatment. You will then Characterize it to determine which color you will be treating. Then you will Process a Sample and next you will Test the Cure in a city of that disease’s color. Finally, you will cure it by Discovering the Cure. No need to explain in detail in a review though, you can always look up instructions for that. :)

This expansion additionally provides one player mode and team mode however this requires On the Brink which I do not have yet so am only reviewing part of this expansion.

New Roles:
The Pilot which allows you to move your pawn by ‘flying’ within 3 connections of your current position and allows you to take another (player willing) pawn with you. For obvious reasons this can be very helpful. You can move across the board very quickly and since you can take someone with you, the minor restriction of not being able to build research stations isn’t too much of a negative.

The Local Liaison allows you to give a city card of the same color of the city you are in to someone else in a city of the same color. This means you no longer have to carefully coordinate how to both get to the same city nor even worry about the city card matching the city you are meeting in! Additionally, when playing the Lab Challenge, this role has a second ability to Characterize a Disease or Test a Cure when at a research station as a free bonus action. I will explain these below but this is very helpful since its not using up one of your standard 4 actions.

The Virologist upon Discovering the Cure can exchange two city cards of the same color to replace one city card of the cure color. She also has the additional action option to discard a city card to remove one cube of color from any city, returning it to the supply. Personally, I have not used this card or seen it in play but it does not seem as helpful as some of the other roles. Perhaps someone who has used it can elaborate more in another review.

The Field Director can treat a disease not only in the city he is in, but also cities connected to that city. Also, as a free bonus action you can move another pawn that is in the same city as you or a connected city by drive or ferry. Both of these options are very helpful but I have not personally played this role to give a lot of insight on it.

Changes to past roles occurred for the Researcher and the Epidemiologist:

The Researcher now has an additional Lab Challenge option that allows once per turn while at a research station you may Sequence a Disease for a free bonus action. Very helpful change for this challenge and it can really come to your rescue at times.

The Epidemiologist also has an additional Lab Challenge option that allows her to Process a Sample while at a research station as a free bonus action. I am all for free bonus actions and this can be very helpful.

The Scientist card should have been revised however it was not. So if someone selects this card, we simply reduced the final needed number to Discover the Cure by one. This may not be the intended rule, I would have to look into this further to know for sure.

New ‘Lab’ Board and Action Tips:
I originally had several things listed here but will put them in the tips section instead to cut down on excessive text (sorry!). :)

Same rules for winning and losing from the original are still the same, card limits, etc are all the same. There are three new event cards which are all helpful like the original events.

Anyways, wow that was long but I hope this was helpful in understanding the many changes with this expansion. I personally love this and regularly play this expansion over only the base. If you like Pandemic and want to change it up this is certainly a great option. It puts a lot more emphasis on the science and less on the meeting and exchanging cards which is a nice change. :)

VN:R_U [1.9.22_1171]
16 out of 19 gamers thought this review was helpful
Player Avatar
2 Beta 2.0 Tester
Go to the Heroes Wanted page
17 of 18 gamers thought this was helpful
Adam Daulton {Avid Gamer} Nov 20th, 2014
“Every 100 Games Series - Heroes Wanted”

In the past week or so I’ve attempted to stop littering, bust bootleg DVDs, and keep all the crazies in the asylum of Zeta City. One of those plays of Heroes Wanted was my 5,500th game played and so my 55th review in this series of reviews.

Game Play
In Heroes Wanted players take on their alter-ego roles of such as Captain Rocket or DJ Volcano and attempt to gain the most fame in four different scenarios. The hero that gets the most fame then gets to join the Zeta City Super Hero Team (think Avengers, just more awkward). Players do this by first choosing their hero, which has top half and a bottom half, and will be unique every game. Then a villain is chosen in a similar way to the heroes, so it’ll be unique all the time and you’ll end up with villains like Baron Von Skunk or Big Bad Beast terrorizing Zeta City. Then you choose your scenario, set it up, and play the game.

Each hero gets 7 cards, with one they can get later on, and each turn they either play a card or rest. If they rest, then they get to pick up all the cards they have played in the previous turns (think Mission Red Planet). Those cards allow the heroes to move around, attack the villain, henchmen, or underlings, maybe even attack other heroes and use your super power to reach the goals of the scenario. Once all heroes have taken their turn the villain attacks, heroes take damage or prevent it by playing more of their cards, and the next round begins.

The action card backs are upside down, but I probably wouldn’t have noticed if I didn’t know that going in. Other than that this game looks fantastic. The art is perfect for bringing out the light and crazy super hero theme. The cards are excellent quality and I really like the board design that explains the scenario in a newspaper format, but at the same time is useful for actually playing the game. The henchmen and underlings are all unique wood shaped pieces. If I had a complaint at all it would be the extremely small threat marker (I replaced mine with a black wooden train). I also like that they fit a ton of stuff (it weighs a lot) in a box smaller than the normal “Ticket to Ride” sized box one usually expects with this level of game.

Strategy & Tactics
There can be strategy in this game, because for the most part the villain moves in a pre-determined format, but overall I think it is more of a tactical game. Assess the board, make your move, knock out a henchman, damage the hero, whatever you can do and try to set yourself up for the next turn. There are headlines in the game (essentially goals) in which not only do you get more points than your opponent if you complete them first, but it also gives you another bonus off your hero card. Timing when you get these headlines and thus the extra bonuses can be extremely important and strategic part of the game.

I’m really loving this game so far. I’ve yet to play with the quirks, which are basically funny roles the heroes must play, turning the game into an even lighter fare. I want to play with these sometime soon, but have yet to do so. As for the rest of the game, it is my favorite super hero game that I’ve played. I like the tactical play of it and love that I’m a different and odd hero fighting a different and odd villain. I’m also impressed with going the scenario route, instead of a the same city map over and over, it makes the game even more unique. Heroes Wanted is a game that I’m glad I wanted enough to kickstart and now own.

Super Spouse Gamers – This is one to pull out if your spouse is a super gamer. The best part about it is that you can avoid the player vs player attacking that in the game and just play it as a more competitive co-op.

Comic Book Fans – Personally I think this is the best super hero game available right now. I’m not into co-ops like Sentinels of the Multiverse. Legendary is a good game, but not really one that jumps out with the theme, then there is DC Deckbuilder which is a joke as far as the super hero theme goes.

Villain of Strategery – I can see serious strategy gamers being a bit turned off by this one. One of the types of heroes roles dice for their super power, the quirks could really bother such a person (which is one reason I haven’t used them quite yet), and the PVP can throw wrenches in your plans.

VN:R_U [1.9.22_1171]
17 out of 18 gamers thought this review was helpful
× Visit Your Profile