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Go to the Mystic Vale page
Tedmiami Oct 22nd, 2016
“You'll Soon See Through The Mechanics !!!”

This is a deck building game fairly consistent with other games in this genre as far as game play goes but it does include some differences that make it more than a worthy adversary to those games for space in your game collection. It uses AEG’s “crafting system” where the 36 Vale (Reward) cards, the player’s starting decks and subsequent Advancement cards are all printed on strong but flexible clear plastic which slide into sleeves to build the cards whilst also building your deck.

Each player chooses a similarly constructed deck, the cards of which are slipped separately into clear plastic sleeves. The Advancement cards show illustrations in either their top, middle or lower section that show through the clear plastic when slipped in with cards from the player’s own deck, thus building the card’s abilities. A 9 card grid is formed in the centre of the table from the Advancement cards along with Fertile Soil cards; players build their hands from these.

The game relies on players skills in deck building. There are no Dungeoneering or Adventure groups, no weapons or equipment that to be attached, just skill with a little amount of luck in the market-place, and even then your savvy can affect your luck. There is no real player interaction as you do not fight opponents in any way, neither can you steal cards from them. All of this means that games can be played and enjoyed in 30-45 minutes.

Definitely for players who enjoy deck building but want something a little more quirky and generally faster to play.

VN:R_U [1.9.22_1171]
0 out of 0 gamers thought this review was helpful
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Go to the Gamma World page
The Dubious Gentlemen Oct 20th, 2016
“A Childhood Favorite!”

I started playing Dungeons & Dragons back in 1978 when I was 7 years old. Some older boys down the street taught me to play, and the oldest brother was our DM. He had most of the TSR games that were available, and I instantly fell in love with Gamma World!

Gamma World was similar to D&D, except instead of being set in a magical realm of swords and sorcery, it was set in a dystopian future of radiation and ruin. Laser guns were common, and you could be a Pure Strain Human (resilient, but boring), a mutated human, or a mutated animal.

The original module was “Legion of Gold”, but I seem to remember more about “Famine in Far Go”, and I believe there were giant radioactive chickens.

I admit, we played D&D much more than we played Gamma World, but it has always held a special place in my heart.

I haven’t played any of the newer versions, but based on the popularity of the latest edition of D&D, I hope that it gets another re-issue soon. It seems that the latest edition was made in 2010 by Wizards of the Coast and came with cards of some sort, so it seems to have changed considerably from the old pen and paper version that I grew up with.

Pros: Fun and different for people who tire of elves and dragons.
Cons: Not as much support as D&D.

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3 out of 4 gamers thought this review was helpful
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Z-Man Games fan
Plaid Hat Games fan
Novice Advisor
Go to the Cosmic Encounter: Cosmic Conflict page
5 of 5 gamers thought this was helpful
HarryCallaghan79 {Avid Gamer} Oct 20th, 2016
“More is not a bad thing”

As this is an expansion, this review will be shorter than my normal ones. For good reason too! There is not much to say here. What does buying this get you?

1. An extra player, this is good, as an extra person means more players in the fun, it is slightly bad though, as an extra player can drag out rounds.

2. More Cards more play variety and options in-game.

3. More Aliens means more variety, some are not great but 25 extra means there was bound to be a bit of miss in the hit and miss ratings. But I feel that the more aliens, the merrier as this is a game about chaos and more variety adds to the chaotic nature of the game.

4. Lastly is the hazard deck. This is the component that my group and I feel makes the expansion worthwhile. This is a deck where random events happen depending on if the destiny card drawn has a symbol. It might mean that players have to play low value cards for the next round, or any ships that are supposed to go to the warp go out of the game instead etc.

This part of the expansion is worth it as it freshens up rounds and can only show up on one of the three colored cards for each player in the destiny deck. On average it activates every 3 to 4 turns and keeps everything interesting while not wearing out it’s welcome.

This expansion is worth buying as I believe all of them probably are to add the aliens to the deck but the hazard deck is a bonus that makes it one of the earlier expansions you should buy.

Replay Value – One of Cosmic Encounters biggest strengths and this adds to the re playability.

Components – Same card stock. nothing to report except you get nice shiny black ships, woooooo.

Easy to Learn – Hazard deck is easy to understand and the aliens are rated in how easy they are to use or complicated. No problems here.

VN:R_U [1.9.22_1171]
5 out of 5 gamers thought this review was helpful
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Go to the Doomtown: Reloaded - Base Set page
JOhnny13 Oct 19th, 2016
“Doomtown: Reloaded Review”

Doomtown: Reloaded contains typical mechanics features in deck building and card games. For starters, players form a deck of cards to use as a play hand and a gambling hand. The gambling hand holds, in the gambling phase, a mechanic almost identical to poker in that the player with the lowest hand rank goes first and collects the ghost rocks betted by other players. This initial gambling mechanic allows any player to potentially win the hand due to the outcome being luck based. However, the players have reaction cards that can alter the outcome based on the whether a hand is honest or cheating. This adds variety to the game so that this phase is not simply a draw and reveal stage.

The upkeep phase and high noon phases give players the chance to build saloons and establishments to gain control points, move their dudes which are their playing pawns, add abilities to their dudes or initiate shoot-outs for territorial gain. The game enforces the behavior of fighting and establishing temporary alliances amongst players to avoid any player from having too many control points at the end of the high noon phase.
The rules do not limit the amount of actions a player can perform during the high noon phase which can have its advantages and disadvantages. In a 2 player game, the flow of taking turns to perform actions becomes seamless as it is easier to keep track of the abilities of an opponent player´s dudes and the strategies said player is following. This immediately becomes more cumbersome in a 4 or more player game as the high noon phase now can span over 30 player turns. In some cases, players decide to not continue playing by passing or run out of playable dudes. This in consequence makes the game a waiting game where only a subset of the group of players are actively participating in the high noon phase of that day.

Once all players have passed, the day is considered finished and the influence and control points of each player are counted. If no player has an amount of control points greater to the amount of influence points of the individual sum of the dudes of each player the game continues. If the opposite happens, the game is over. These winning conditions while simple to achieve are difficult to attain when multiple players are in-game. At the end of each day, a significant amount of time needs to be taken to compare control points and influence points for each player.

Though the high noon phase in its entirety feels long with multiple players, the shoot-outs are more interesting as players can aid others by adding their dudes to the targeted player´s posse. Having companions in a posse is favored because each dude grants an additional bonus to the drawing hand of the player. With these additional bonuses comes the risk of taking more casualties since every dude in a losing posse can potentially get a casualty. However, as in the gambling phase, resolution cards can turn the tables on the outcome which again brings a sense of variety to the game. This allows for players participating in a shoot-out to have, potentially, even odds of winning.

Doomtown:Reloaded invites players to mix and match dudes of different gangs for further experimentation as these cards are paid depending on the amount of influence points the dude has. Adding dudes of a different gang make for more interesting combinations in shoot-outs as normal dudes can be combined with harrowed type dudes. A strategic example would be to use a harrowed dude to take casualties in a lost shoot-out since they take an extra casualty to be discarded. The game does not penalize the player for using both types such as in other card games where attacks can deal damage to characters of a certain type.

Players who are in need of an additional bonus can choose to try and accomplish jobs to get ahead of the curve but these can only be won by a victorious shoot-out which is very difficult to accomplish in a game with multiple players.

Overall, Doomtown:Reloaded offers players a wide variety of game mechanics to experiment with and a plethora of cards to build the ultimate deck. It sticks to its western theme by relying on the traditional gameplay of poker and the mechanics of calling out and initiating a shoot-out.

VN:R_U [1.9.22_1171]
4 out of 4 gamers thought this review was helpful
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I play blue
El Dorado
Go to the Shadows of Brimstone: City of the Ancients page
6 of 6 gamers thought this was helpful
Stargazer1 {Avid Gamer} Oct 17th, 2016
“Shedding Light Upon the Shadows”

Shadows of Brimstone (SoB) is a dungeon crawl set in the American Old West. Its theme is derived from the movie “Aliens vs. Cowboys” released several years ago. Players take on the role of ordinary old west townsfolk, such as the Marshall, Gunslinger, Saloon Girl or Bandido, who are thrust into playing the hero due to dark circumstances. The characters form a posse which investigates the local mines and Other Worlds, fights a host of monsters and attempts to complete a scenario mission. SoB is a fully cooperative game for up to 4 players ages 12 and up and plays usually in about 3 or 4 hours depending on the scenario. Combining the two core sets allows for up to 6 players. SoB is at its best with 3 players and can also accommodate solo gaming with ease.

The components are fair at best. The thick cardboard double-sided modular boards are the highlight of the components. There are thick cardboard tokens and plastic playing pieces. The character boards are cardstock quality with very good artwork. The cards are marginally durable with good artwork which sets the theme. Unfortunately there are not enough tokens, or in some cases the correct tokens to mark some of the game functions. The plastic figures require assembly and are unpainted. Expect to spend some time assembling the figures. The character boards are virtually useless due to the changing stats of the characters. There is no way to mark the stat changes without destroying the character boards and no chits or tokens provided to do so either. More cards should have been included as a lot of items that can be obtained in this game aren’t represented. The worst part of the components is undoubtedly the rulebook and scenario book. One of the worst rulebooks I have ever seen. The rulebook does not have an index and is poorly organized. Rules are also scattered between the rulebook and scenario book. You’ll spend some time searching through both books trying to find rules. The rules are also very unclear on many aspects of the game. Be prepared to House Rule many things. One of my biggest disappointments with the rules is the lack of a detailed campaign system. The core set contains a few campaign rules some of which are unclear.

Set-up for SoB takes a moment. You’ll need to pick a scenario and possibly piece together the map if required (some scenarios have a fixed map and other scenarios require a random map). There are a host of different decks to shuffle and of course the character boards with their respective equipment and abilities need to be laid out.

Shadows of Brimstone is played in a series of turns which consist of the following four steps:
1. Hold Back the Darkness
2. Hero Activation
3. Room Exploration
4. End of Turn

Hold Back the Darkness
The hero holding the Old Lantern rolls 2D6 and adds them together. If the total is equal or greater than the current level on the Depth Track, then Darkness has been prevented from advancing. If the roll is less than the current value, then the Darkness Marker on the Depth Track advances one space. Certain spaces on the Depth Track cause a Darkness card to be drawn and resolved. Other spaces cause a Growing Dread card to be drawn and saved for resolution before the final battle. Rolling doubles causes a Depth Event to occur. None of these things are good for the heroes. If darkness advances out of the mine, then the heroes have failed the mission.

Hero Activation
Each Hero is activated in order of initiative, from highest to lowest. The player rolls 1D6 to determine the number of spaces the hero may move this turn. On a 1, the hero also recovers Grit. Grit allows the Hero to reroll a die roll. If there are no monsters on the board, then the hero may Look Through the Door to reveal another map tile if he is at the map edge or scavenge. The hero rolls 3D6 to scavenge. A card is drawn from the Scavenge Deck for each 6 rolled. The hero will gain minimal experience points (XP) and could find gold, dark stones, an item or nothing at all.

If there are monsters on the board a hero may attack monsters within range. A hero can use his melee ability to attack a monster adjacent to him or use a ranged weapon, such as a rifle, to attack a monster within the weapon’s range. To make an attack, the hero rolls the indicated amount of D6 or D8 according to the weapon’s card. Any rolls equal to or greater than the hero’s melee/range ability scores a hit. Any rolls of 6 on a D6 are critical rolls. The hero then chooses a monster and rolls a die for each hit. The number rolled minus the monster’s defense is the number of wounds inflicted. Critical rolls negate the monster’s defense. The hero gains XP for killing monsters. Once all monsters have been vanquished, each hero draws Loot cards equal to the number of monster cards drawn for the battle. The hero will find gold, dark stones or an item and gain XP.

Room Exploration
Once all heroes have completed their activation, any new revealed map tile is discovered. New map tiles receive an Exploration Token. The exploration token is revealed and resolved. The exploration token will indicate the number of passageways leading from the new map tile, the number of events which occur or if there is a monster attack. If it is an event, then a card is drawn from the appropriate deck, for example a mine event is drawn for a mine tile or an Other World card is drawn for an Other World map tile. If an attack is indicated, then a monster threat card is draw to determine what type of monster attacks and how many.

End of Turn
Other affects occur such as healing.

The heroes continue to search the mine/Other World until the final fight begins or until darkness escapes the mines. At the start of the final fight, the Growing Dread cards are revealed one at a time and resolved. If the heroes defeat the monsters in the final fight, then they have achieved a mission success! Regardless of the mission outcome, each player rolls a D6 to determine if any Travel Events occur. Once Travel Events, if any, are resolved the posse arrives at the nearest town. The heroes can buy items, try to heal permanent wounds, stock up on supplies or have an event at one of the town locations.

Heroes level up as they gain experience similar to an RPG. XP can be spent to obtain the next hero level. The Amount of XP required increases as the hero level increases. Upon obtaining a new level, the player rolls 2D6 on the Upgrade Bonus table and chooses a special ability according to the character’s Upgrade Chart. The Upgrade bonus grants a minor ability, usually more health, sanity or +1 to an attribute (Agility, Cunning, Spirit, Strength, Lore & Luck). The Upgrade Chart gives the hero another unique capability.

My gaming group struggled to learn how to play SoB. I played the game solo a few times in an effort to learn the mechanics but still had many questions. Our struggles were largely due to the unclear rulebook.

The scenarios leave a lot to be desired. There isn’t much creativity in the scenarios included in the core set. For the most part, the scenarios feel pretty repetitive, find 2 or 3 clues and then fight the final battle which might include a big baddie. There is also no consistency in the scenarios. We played a few scenarios multiple times and found that sometimes you’ll have heavy combat and sometimes there will be virtually no combat at all. It could take uncovering only three map tiles or many map tiles to find the clues.

I’m going to gripe about the components again. I feel as though for the cost, the ‘core set’ should have included more stuff for the City of Ancients Other World. There are only a handful of cards pertaining to this Other World. And there are no monsters specific to the Other World contained in the box. Basically the monsters for the mines are used, but given different names. You’re basically buying the map tiles for the Other World. The expansions are badly needed to bring out the City of Ancients theme. Can you say Cha Ching?!?!

In my experience game length for SoB is usually either very quick or drags on. When the game length is quick, it’s most likely because you had a lucky draw and found the clues quickly and/or there isn’t much combat. This isn’t a very satisfying game. Most of the time game length is long. Downtime in this game can be painful, which is why I strongly suggest having no more than 3 players. There are times when an endless stream of monsters appears. The dungeon crawl aspect comes to a grinding halt while combat is resolved and the game feels like it drags.

Enough of the bad, on to some good stuff. I like how scavenging is handled. Any space can be scavenged and there is a chance of finding something. The number of times something is found feels right. The Loot mechanic is along a similar vein and feels right too. I really like how XP for monsters is doled out. A hero receives XP for killing small monsters. However, a hero also gains XP for damaging large monsters, not on just the kill. This helps to spread XP among the posse members a bit more evenly.

Shadows of Brimstone is a game I really wanted to like and after a couple plays I did as my rating reflects. However, as it turns out, I was lucky those first couple of plays as the amount of combat and clue token timing panned out to provide a good gaming experience. After more plays I did not find this to be the norm. I now rate SoB a 5.5 due to many of the points discussed above. SoB feels like an underdeveloped game with many issues and I strongly suggest considering the points above before you buy.

VN:R_U [1.9.22_1171]
6 out of 6 gamers thought this review was helpful
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Go to the Doomtown: Reloaded - Base Set page
4 of 5 gamers thought this was helpful
shimei Oct 17th, 2016
“Doomtown Review”

Doomtown: Reloaded is an expandable card game that is accessible to 2-4 players. Giving an overlook to this game, the game theme was set in the wild west, in the town if Gomorra around the year 1860. Each player can take a role in 1 of the 4 factions (The Law Dogs, The Sloane Gang, The Morgan Cattle Company, The Fourth Ring). Like other card games, Doomtown: Reloaded comes with hundreds of cards in the base set for players to build their deck with. Each faction has 52 cards for players to use. The game has 4 phases which I will explain more in detail in this review. Gameplay time is roughly around 30 minutes for Intermediate/Advance players. Keep note that this game has an extremely steep learning curve. It might take hours for new players to just learn the game’s basic mechanics. Once you learn how to play, the real fun begins.

By starting the game, each player can choose a faction to play with. Each card set that comes with the faction has 4 different types of cards. Spades, Diamond, Hearts, and Clubs. Spades are referring to “dudes” in this game. It is the cards that players can hire to work for them and use for different purposes depending on the gameplay. The dudes have its own abilities and cost. Diamonds are usually location cards, referring to “deeds” in the game. The deed cards can bring players special abilities and advantages to the game. Each building/location has its own cost to build and income for players every round. Hearts in this game refers to “attach some sort of enhancement” to a dude. Either it is an item or a spell, it is something that can boost your dude’s ability. Clubs are action cards. The card itself has 1-time use abilities. Once it’s used, it will immediately be discarded into the discard pile. However, before using the action card, a player must pay the amount that is assigned to the card like the deed/dude cards.

The gameplay goes through 1 day that contains 4 phases. Gambling Phase, Upkeep Phase, High Noon Phase, and Sundown Phase. Gambling phase, players draw 5 cards and the player with the lowest hand wins the gamble. It will the effect the game play order as well. On the left side of each player’s board, there is a chart that players can see the ranks of the cards that they just draw to determine who’s the winner. Upkeep phase is the phase where the player collects money, hire dudes, pay wages and build deeds. Players can regard this phase as a “setup” phase for the day. The deeds you build, the dudes you hire will dramatically change the gameplay. High noon phase is probably the core of this game. In this phase, players should expect some intense gameplay. In other words, this is the phase where all the card actions, dude/ deed action, excitement, disappointment happens in the game. Control points and Influence points are now being introduced to the player. Players can control opponent’s deed depending on the control points on their dudes. The higher the control points a deed has, the higher or equal amount of influence points the dude requires to have in order to take control. The players will take series of action to maneuver around the town, call out fights, gain control points. Then this leads to the sundown phase. This is the phase where players count the total amount of control points/influence point that they gain in the previous phase. A player who has the highest control points wins. However, if players have the same amount, new day starts and players will repeat the 4 phase again.

To sum up with, Doomtown: Reloaded definitely brought to the player some solid gameplays. From deck building to strategic usage of each card, Doomtown: Reloaded did a great job on combining traditional poker card games to a western steam-punk card game.

Pros for this game: 1. Great value for the content in the box. 2. Contains a sample gameplay tutorial. 3.Great card and ability design.

Cons for this game: 1. Has a really steep learning curve for new players. 2. Keeping track of stats might be really difficult in this game. 3. Some terminology in this game might be confusing to people in different cultures.

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4 out of 5 gamers thought this review was helpful
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Go to the Doomtown: Reloaded - Base Set page
CoalTiger Oct 17th, 2016
“Doomtown Reloaded Review-Strategy's pistol ”

At its best DoomTown is an imaginative immersive tale set in alternate version of the Wild West. The narrative is very much intact, presenting a masterful job of world building. Gomorra is a living breathing boom town that is detailed right down to the personalities who make up the outfits vying for power. DoomTown is a card game that is steeped in strategy and deck building. Players (between 2-6) make a bid for their associated “outfits” (four total, initially) to control Gomorra. This is truly where the language and writing of the narrative excels. DoomTown comes packaged with two booklets, “Gettin’ to Know Gomorra” and the second booklet “Rules O’ Play”. The “Rules O’ Play” functions as the mythos and ultimate guide to the rich lore of DoomTown right down to the thematic writing. In actuality the “Rules O Play” is an instruction manual which highlights the different modes of play, phases of the games such as “High Noon” and “Calling Out” while continuing to cover other aspects of gaming in a clever way that is akin to creatively using storytelling to make the gamer want to read and understand the rules and world. “Gettin’ to Know Gomorra” Is a walk through guide, helping the player along in some of the initial phases of the game, building a deck and outlining card placement.
At its worst DoomTown is horrendously hermetic that will easily thwart anyone simply curious enough to explore Gamorra before you can say “I’m your huckleberry”. It can also be said that DoomTown is actually a card game twice. Once in the sense of card collecting and deck building. Second in that DoomTown employs Poker suits that run parallel to being the deciding factor to whether or not a game action can be taken or not. The complexity increases when the fact that the poker suits are rendered inert in that they mean the opposite of traditional hands won or held in Poker proper. For example, aces are equaled to a value of one so they are lowest values in pulls and hands. Along with this approach to card values “counters” such as “Ghost Rocks”, “Blue Counters”, “Red Counters”, and “Green” and “Black” Counters all operate at different capacities within the confines of DoomTown that have to be considered in addition to the current “hand” held by a player at any given time while going through the game’s different phases. The various properties of the counters range from monetary gain which equals mobility across the board allowing the player to interact with multiple activities such as paying a bounty or buying property, while “Red Counters” have to do with affecting influence. While attempting to manage all of those resources, deck management at this point is laughable. Arguably complex for a seasoned table top gamer, the numerous piles of cards that the player has to keep track of is bad comedy. Cards have to be specifically placed and sorted to comply with game mechanics. This includes moving across the board, “booting” and making certain cards playable during certain phases of the game. DoomTown is broken up into different phases over a series of days.
To begin with there is “Gamblin’ Phase which essentially sets up player order based on the
winner of this having the lowest hand. The “Upkeep Phase” is the time for players to
strategically fortify their holdings and allies by allocating funds to certain areas on the board
which would affect their interests and holdings. “High Noon” is essentially where the players can
play their card actions and special actions such as “Actin’ ” “Movin’” or “Shoppin’ “. Lastly the
Sundown Phase allows players the opportunity to check for winners or losers who has emerged
from the showdown phase as well as draw or discard the allowable limit of a player’s hand.
There is also a card functionality that a player must be aware off when traversing the board.
Booted cards are cards that skills have been used, the way a player boots a card is by turning it
from its upright position to its side. Locations and adjacency plays a factor in how card structure
and placement is handled in DoomTown. Moving, shopping and building a posse all use detailed
card placement systems that require a specific action to carry out the intended task. An example
for this would be if a player is “Shopin’ ”. The player must first pay a ghost rock to the bank,
then place the card on the table “unbooted”, the player can then use the abilities of the card
purchased in their next turn. The player brings a card into play depending on the type of card it
is. That example is but the first half of the process a player has at their disposal. Strategically a
player can build their deck to include additional expansions or create their deck to be tactically
advantageous in a way to anticipate these elaborate card placement systems.
Depth and strategy is the true name of this game. In all honesty this reviewer has played
several games of DoomTown and still finds the intricacies of this game design over his head. It is
not clear if there is more rules than game present in this package. All the heart in the world can
be found in this game’s narrative design. Though beyond the colorful language and authentic art
design, this game is truly intended for individuals who are willing to routinely exercise and
passionately contemplate building a strategic language. Similar to chess, DoomTown could very
well be the only game an individual or player base needs to play for years to come, consuming
any and all expansions to get the absolute most out of their ever growing and vast tabletop eco

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1 out of 3 gamers thought this review was helpful
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Professional Grader
Go to the Qwirkle page
4 of 5 gamers thought this was helpful
Rukkus {Avid Gamer} Oct 17th, 2016
“Scrabble without letters.”

Qwirkle is a great game for many different groups of people. If you need a change of pace, Qwirkle fits the bill. If you want something simple to learn but offers some strategy, Qwirkle. If you have a mixture of ages Qwirkle does nicely.

Qwirkle has tons of replay because you are drawing from a blind bag and the board is forever changing depending on what the people before you play.

Qwirkle has simple rules matching up either colors or shapes, but quite a bit of strategy as you look for the perfect place to play your tiles to maximize your point total. There is also a defensive strategy to block others from cashing in.

A game can be played easily with-in 30 minutes so it doesn’t feel like a huge time commitment.

We don’t play this one continuously like some family favorites but it is a regular for a break from some of our more involved games like Descent or Axis and Allies.

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4 out of 5 gamers thought this review was helpful
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Professional Grader
Go to the Pit page
5 of 5 gamers thought this was helpful
Rukkus {Avid Gamer} Oct 17th, 2016
“Great ice-breaker game.”

This is a game that was a family go-to game for many years. I still remember having to use some of the extra “Ad” cards that came with the game as substitutes for the bear and bull because they got mangled and people wouldn’t trade with you because they knew what card you had.

What’s great about this game is that it is fast paced, you can play with a lot of people 5-8 (is best), it is easy to learn and get people out of their comfort zone pretty quick.

The game is versatile, adapting to the number of players you have. Just remove the grains that you are not using. You can play to really any score you want, so the game can be long or short. With a bigger group we usually let each person deal and tally the points after one complete round.

The game travels well, the bell isn’t necessary you just need another way to signify that you are going out.

Interesting mechanics, fast paced trading, everyone shouting at once. Instant engagement right from the beginning. My grandpa was hard of hearing and a little slow to get his cards out in the market. So, many times no one could go out because grandpa was sitting with the one or two grains they needed.

Some my knock the game because of lack of strategy, but it’s not all luck. Check out my tips to see what has worked for me.

I have seen the game for between 5- 10 bucks or if your lucky for cheaper at a garage sale. Worth the investment.

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5 out of 5 gamers thought this review was helpful
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Go to the Doomtown: Reloaded - Base Set page
Ajay Oct 17th, 2016
“Kill them all with poker!!”

Doomtown-Reloaded is a re-issue of the original game which was released in the 90s.

There is a total of 4 factions available in this game, each faction represents a powerful group where they face-off against each other and tries to control the area/territory. Each faction has a total of 52 cards in them. The game follows a pure Western style; everything is Western: the card art, the box art, the manual, the slang, etc.. The shape of the card is wonderfully designed and captures the essence of the game. It has an attractive eye-catching graphic design and layout which conveys meaning to the player. Everything is related to the West, the box art, the card art, slangs…

Approach to the game:
The offensive strategy used in the game is through the “dude cards”. Each dude card has a particular influence value and bullet value (the bullet value and the type of bullet are used during shootouts). Using dude cards the player can attack other players and call them for shootouts. If the player decides to play defensively he can build his game by using the deed cards. The deed cards have a certain control value in them. Players can buy deed cards by using moon rocks (the in-game currency). The control value helps the player in winning the game. If the control value of the player is more than the influence of his opponents, he gets to win the game. The key is to strategize on building the control points and simultaneously think of attacking the opponent’s dudes or occupying the opponent’s deeds at the right time.

Poker mechanics in game is interesting:
The game has infused the mechanics of poker in it. The poker like mechanism comes at two stages in the game, the initial stage where the player is allowed to draw up to 5 cards where the player with the low ball gets to start the game. The other stage where poker is used is while resolving various events in the game – from shootouts to spellcasting.

The core and exciting part of the game: SHOOTOUTS
The shootouts in the game is a very short but intense event where a player draws 5 cards. Depending on the bullets of the dude card the player can draw more cards (in the case of a stud bullet) and choose the best of 5 among those cards or replace cards (in the case of draw bullets) where he can discard a card and take a new card from the deck. Each draw can produce up to 11 combinations. Each combination is prioritized and the winner of the shootout is the one having a higher priority combination than his opponent. It’s a tense experience because one tends to lose his important dude cards into the Boot deck if his combination resulted in causalities of the card. This happens if the priority of the player hand combination is two or more levels lesser than the priority of his opponent. Once the card is in the Boot deck, the particular card cannot participate in the game. If the priority of the card is one level lesser than the priority of the other card, he gets to discard his card into the discard pile. He can use this card later on in the game.

Deck Building:
The player can also decide what kind of deck he wants to build for the game, he can choose between either building a strong deck for the poker playable or he can think about building a deck which has a good combination of dudes and powers. There’s nothing worse than building a deck full of killer cards and then pulling a godawful poker hand during a shootout. So care should be taken as to how the player builds his deck to fill in both the needs in the game.

Give the game some time, understand the complexities and convoluted set of rules, once you get a grasp of it, you will have one of the best board game experiences with its powerful theme and mechanics. The one good thing about Doomtown is it has a wonderful tutorial series which gives you a walkthrough of each phase of the game and helps you to some level in understanding the game. I recommend you guys to go and try out the game and I’m sure you won’t regret spending a few hours in understanding the game!

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