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6
Tasty Minstrel Games Fan
AEG fan
Mage Wars fan
Go to the Talisman: The Cataclysm page
9
6 of 7 gamers thought this was helpful
B. Chereaux {Avid Gamer} Apr 24th, 2018
“The World Is Changing...”

Lord of the Rings said it best, and so the world of Talisman is also changing. This Expansion offers a whole new base board to play on with updated art of familiar places with a very dark twist. Just as The Reaper expansion sought to clean up the boards clutter from time to time with card like Whirlwind and Earthquake, so this expansion offers ways to keep things fresh. The new mechanic is the complete renaming and changing of spaces on the main board, both by implementing the new base board and through cards that change a single space at random times during the game. It also capitalizes on NPC’s through the use of denizen cards, which can help the adventurer along the way.

Components: The new base board is a welcome addition to this series. I enjoyed how the Dragon expansion replaced the center portion of the board, but now they take it way further by giving us all new artwork to admire. It has a very dark feel to it (post-apocalypse high fantasy) that I enjoyed immensely. All of the artwork is Fantasy Flight good with great components. Some new characters offer different ways to play the game than your standard “stat change, new name” characters. The mutating ability of the Mutant is a fun way to gamble, and the Black Knight finally becomes a playable character! Trinkets are still utilized to help players have more objects available (they don’t count against your total items).

Pros: Plenty of new things to look at and great new mechanics. There is an alternate ending card that turns Talisman into a co-op experience…

Cons: Bigger box than the woodland expansion, but it contains a full size board so…

Overall: This is what a game expansion should be! Tons of wonderful new room to explore and new characters that behave in ways we haven’t seen before. Well implemented new mechanics that have a smooth flow to them but still let you play the game in ways you never have before. A good bargain, and in my opinion the best “big box” expansion for this classic game!

VN:R_U [1.9.22_1171]
6 out of 7 gamers thought this review was helpful
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7
I'm a Real Person
Smash Up Fan
I play yellow
Comic Book Fan
Go to the Fugitive page
 
burgerchief {Casual Gamer} Apr 23rd, 2018
“To catch a fugitive”

Fugitive is a 2 player asymmetric game where the Rook (now referred to as the fugitive) from Burgle Bros has robbed a bank and escaped with the loot. The Marshal is hot on his tail and is trying to catch him before he can make his getaway by plane. The mechanics involved are hand management, hidden movement, and deduction.

The basic game is that the cards are numbered 0 – 42. The cards are split into 3 shuffled decks with cards numbering 4- 16, 17- 28 and 29-41.

The fugitive starts at the 0 and is trying to play the 42 card. Each game they start with the 1,2,3 and 42 cards (plus other random ones). The fugitive moves by playing a card face down. This is called a hideout. Each hideout can be within 3 more of the previously numbered hideout. Example, if the fugitive is on hideout 5, he could play hideout 6, 7, or 8 ( if they have those cards). The fugitive can move more if they play sprint cards which allows 1 or 2 extra movement per card played as a sprint. After each turn the fugitive draws a card from one of the 3 decks.

The marshal is trying to guess ALL hideouts of the fugitive. Once that happens, the game is over. They can guess 1 or more hideouts each turn, but if even 1 hideout is incorrect, then nothing is revealed. A correctly guessed hideout or series of hideout reveals the hideout and any sprint cards used to sprint to that location. The turn consists of drawing a card from one of the 3 decks and making a guess.

This excludes some rules involving event decks and the “manhunt” which is a variant we always play with.

Pros:
-Quick gameplay, about 15-25 mins a game
-Nice art on cards
-Fugitive usually has tough, meaningful choices
-Asymmetric gameplay, and a good introduction into it
-Event deck can help balance game if players find one role better than the other

Meh
-People complain of balancing issues (for both), but seems to depend on strategies and group
-With 2 very different games, people may prefer one role over the other
-Over time, Marshal’s game of deduction turns into simple math
-If fugitive makes mathematical mistake, it can mess up whole game

Con
-Marshal’s turns are initially less interesting
-Some people say the Marshal feels like playing battleship in a bad way
-Bad card draws can ruin the fugitive’s strategy
-takes up a surprising amount of space on table
-Box insert does not fit sleeved cards

Asymmetric games may be my favorite. Anytime you can do something that your opponent cannot is exciting to me, using your unique abilities/mechanics to your favor is something I enjoy even with occasional balance issues. I’m not sure if this this perfectly balanced, our marshal tends to win more, but games often come down to the last turn or two. Some people have the fugitive win more, so that may be a sign of pretty good balancing. The marshal’s game can feel a bit dry, as you draw a card guess a number, then turn over. The fugitive can craft a strategy, decide to just sit and draw a card, sprint, fake a sprint or try to plan for the future. I feel like much of the game depends on the fugitive’s cards and strategies.

The game has a race like feel, and the last few cards played are usually TENSE. As the Marshal knows she is running out of time and frantically searching for the Fugitive. Likewise the fugitive is frantically trying to rush the endgame and make a speedy getaway.

While the fugitive has a lot of its strategy in which cards to play, and how to sprint or fake a sprint, there is additional strategy in which decks to draw from. If you notice the marshal drawing a lot from the last deck, you need to make sure to draw a few cards from there so you don’t run into the dreaded “roadblock”. However, maybe you allow for that and just sprint right over it.

Players on both sides need to be okay with losing to luck, and be willing to play again. This is a game that wants to be played multiple times in a row- the fugitive has many risky strategies to try again, and it often is the case where you switch roles after one game.

I enjoy this game, it’s easy to travel with, kinda easy to teach (as long as new comer plays marshal), thinky, and tense. I’m always surprised at how much fun I have, but too many repeated plays with the same people can make things stale and even great strategies can be ruined by awful card draws, which ruins the game for both players.

VN:R_U [1.9.22_1171]
2 out of 3 gamers thought this review was helpful
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1
Go to the Unfair page
 
5 of 6 gamers thought this was helpful
Meauxmen {Avid Gamer} Apr 23rd, 2018
“Don't lose your head, keep your hands and arms inside the game.”

Are you a theme park enthusiast? Can’t afford to travel though? If you like the thrill of the ride and have always thought I wish I could build a theme park…then you should pop over to the “Unfair” by Joel Finch with @coolminiornot and #goodgamespublishing This game has become a new delight in our gatherings. At first, I was daunted, but on the second play through the simplicity of the system became evident once the options didn’t seem overwhelming. If you have a more advanced gamer to help get you started than this game is a lot of fun for all ranges of playing. As long as you don’t have a person debilitated by making choices the game can flow pretty quickly. You only have 8 rounds to build your park so act quick, be nimble, and keep your eyes on the prize, not just the cash. The first time through can seem slow, try not to stress about your choices in gameplay though. two quick matches will teach you more about the game than one really slow long one. Don’t be afraid to get mean to other players, but you can also win by just buckling your head down and avoiding trouble.They have created a fun variation on the deck building platform. Build thrilling rides, awesome sideshows and food emporiums to slake the thirst and entertain the masses. But watch out, fate in this city isn’t always kind, and your competition sometimes employs dubious methods to rig the city hall worse than your midway games. Can you twist and turn and rattle your way to victory? Do you think you can sell more cotton candy than this fat kid? Go ahead and step right up, everyone’s a winner in the Unfair!

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5 out of 6 gamers thought this review was helpful
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1
Go to the Scythe page
 
Meauxmen {Avid Gamer} Apr 23rd, 2018
“Stay nimble, Stay flexible, and move quick”

Scythe is amazing, easily one of the top 10 games of all time for me. It can feel overwhelming at first given the scope of the options on the table, but when you start to see its a simple choice per round, you can really accelerate the gameplay. it only slows down when people treat it like chess. this game is meant to be played at a clip, its a race at its heart. get to the center and gain the most points before someone else ends the time. are you going for stars, for territory, resources, or the hearts and minds of the masses? problem is there is a way to win with each of these tactics. Its those vast arrays of options that make linear thinker and planners have a harder time with this game. I have invested in the upgrades and expansions for this and think they had a lovely depth in the tactile feel of the game. If you don’t like having to choose between lots of options then this game will probably drive you nuts, but if you are non-linear like me, and like outflanking your opponents through tactics and not just strength of force than you will find this game deeply rewarding. Add that to superior design and artwork, makes for an engrossing and stunning visual experience. You need an advanced gamer who has some time to learn the rules before play, preferably someone who can teach the ropes to the other players, but I like how the rulebook says “just try different things, you aren’t going to win your first round, and that’s okay, its the best way to learn.” So true. Don’t worry about winning the first 1 or 2 rounds, get used to the mechanics, and how the choices you have impact the options down the road, each person can find their own particular path to victory, vs other games that you have to discover the “true” strategy. All in all, this game has been a huge hit in my circle, and they clamor to try it again and again determined that have found a new way to win. That is the hallmark of a great game in my book.

VN:R_U [1.9.22_1171]
3 out of 4 gamers thought this review was helpful
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1
Go to the The 7th Continent page
 
4 of 5 gamers thought this was helpful
Meauxmen {Avid Gamer} Apr 23rd, 2018
“Lost, Confused...and Loving it.”

Were you a fan of the TV show LOST? Have you ever wondered how you would do if you woke up on a deserted island knowing something was terribly wrong but unsure of what exactly it was, equally unsure of where you are, and still worse, how to get home? Then rip off some jungle vines and lash together your survivalist skills in this awesome and unpredictable game The 7th Continent by #seriouspoulp. I recently received my copy from Kickstarter, I don’t think it’s out in general publication yet, but if you are a gamer who loves adventures then you should reserve a copy today from your local supplier. This game enhances the mystery of island exploration with a fun “fog of war” mechanic that keeps benefits and conflicts hidden until you commit to exploring a region. Each explorer on your team adds a new level of team play, will you venture together for safety in numbers? Or run off to cover more territory. Careful though, you quickly learn you are cursed and if you don’t solve it before your deck of actions run out you risk destruction. You have to keep your wits about you and delve into the beautiful geographic art on the cards, can you find the hidden clues to lead you? Or will you wander aimlessly? This game has been great for me and Elena, it’s fun with just two players which is great news for people who can’t find a large enough gaming group to commit to a game like this. It does seem to be on the longer side. We have played two rounds now and haven’t finished our first game yet. But don’t worry! You don’t need to reserve your tabletop for just this game. The creators have a great “save point” system in place that lets you pause and clean up your game and come right back where you left off with minimal hassle. This is awesome for people with busy lives and kids that don’t have huge blocks of time to dedicate to an epic adventure. It also has a fun way to allow new explorers to jump in mid-game or bow out if the party wants to keep going after they leave. The thrill of play and exploration has been great. I look forward to seeing how it ramps up as we come closer to the end, but I know that I don’t need to wait to give this title a hearty endorsement.

VN:R_U [1.9.22_1171]
4 out of 5 gamers thought this review was helpful
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8
Norway
Book Lover
I play blue
Paladin
Go to the Mystic ScROLLS page
8
7 of 8 gamers thought this was helpful
Elida {Avid Gamer} Apr 20th, 2018
“Messy business”

So you are about to cast spells? Go ahead. Just keep in mind, it will be a messy business……

Mystic ScROLLs is a fast paced dice game where 2-4 wizards frantically are trying to put together spells to cast. They all start with a given number of dice and their special spell cards. As they fullfill one of their spells, they leave the dice on the card, and take in the same amount of dice. In the end the dice pool will be exhausted, and someone will have to call stop! After that each wizard count up their lives recieved from the spells. Then they inflict damage to the one sitting to their right, unless a card says otherwise. The goal in the game is to stay alive (duh…?) . Oh, but there`s more. Each round a spell card accessed by all will be presented. The first to snatch this spell card gets it immediately call stop. The game ends when there is only one wizard left, victorious.

Overall the game is very engaging. Either if you keep your eyes on the dice, or scream, giggle, and yelp frantically, all focus is on your task ahead.Keep in mind what surface you use. Slippery tables will make your dice roll on the floor. And don`t think for a second your opponents will stop and wait till you pick it up.

So what do I think of it?
I like it a lot!
Two things are sort of wrong with that.
1. Me and dice are not on talking terms
2. I don`t really enjoy frantic stress games.

Still this hit my sweet spot. I believe it has something to do with the theme used. Wizards. It fits my interest in fantasy. THe special spells for each wizard suits them well. They each have a skill they exel at. What might be a bit off with the game is the extra spell card you can obtain. More than once we were so into our own spell cards that we simply forgot it. Other times someone would be so focused on this spell card, and disregarded their special spell cards. It might also be loud and noisy, so don`t sit in a room where someone are working at a heavy strategy game. You might get an angry look from someone.

I enjoyed the design of the game, the dice were looking good, the art on the cards are clear and vibrent. Overall a good game for a filler. And you might want to play it again and again. I had it at a gathering, and many of those I played with liked it so much we had to set it up once more, and once more, and even once more after that… 😛

Go wizard it up!

VN:R_U [1.9.22_1171]
7 out of 8 gamers thought this review was helpful
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7
Guardian Angel
Baron / Baroness
USA
Miniature Painter
Go to the Above and Below page
8
13 of 13 gamers thought this was helpful
Chris {Avid Gamer} Apr 15th, 2018
“Strangers in a Strange Land”

Above & Below is the first game in Ryan Laukat’s Arzium setting. This family also includes Islebound and Near & Far; I gather that there may be at least one more game coming (as of this writing), but I don’t know what it might be just yet.

In Above and Below each player controls the actions of a number of refugees as they strive to build a new home in a strange land. The events detailing the loss of their former home are chronicled (lightly) in the rulebook, but happen before play begins.

At the start of the game, each player (2-4) has three villagers each with their own skills which they will need to build a new village. The game played over a set number (7) of rounds in which each player takes as many actions as she can until there are no more villagers to activate. Play then passes to the next player. Once all players have performed as many actions in their turn as possible, the round ends, some book keeping is performed, and the next round begins. After 7 rounds, victory points are tallied and the winner is determined.

Simple, right?

Not so fast…

Let’s start by looking at the villagers. Each of a player’s starting villagers will have some symbols on the top—a Hammer (he’s a Builder), a Quill (she’s a Trainer), and all villagers will have one (or more) d6s on them with a number (1-3) of small lanterns beneath them. Builders, well… build things, and Trainers train new villagers to grow your population. You start with one Builder with a Hammer and one die, one Trainer with a Quill and one die, and one non-specialized villager with two dice but no skill icon.

On your turn you can perform various actions:

  1. Build: You can “exhaust” one villager with a Hammer in order to buy a building. Aside from needing a builder, you’ll need some gold to pay for the building. There are four areas on the table which you can buy buildings from.
    1. The House track is a row of four buildings which you can choose from; these represent the buildings Above ground.
    2. The Outpost track is a row of four buildings which you can choose from; these are the buildings Below ground (we’ll come back to that). NOTE: you can only build these buildings if you have explored the caves and have staked out a spot to do so (again, we’ll come back to that).
    3. The Star track is a row of six buildings which is that same in each game; these are high value buildings which will help you win the game.
    4. The Key track is a row of four buildings randomly selected from a set of nine possible buildings at the start of each game during set-up. The buildings all have perks which will help you in one way or another.
  2. Train: You can exhaust one villager with a Quill symbol to train a new villager to join your ranks. New villagers are selected from a row of five currently available villagers, each with a cost listed beneath them (ranging from 2 to 5 gold). New villagers join your population exhausted, so they can’t be used immediately.
  3. Harvest: You can exhaust as many of your villagers as you like in order to harvest any goods which your buildings produce or provide. This is an important distinction as some buildings provide a set number of a specified good (say Fruit), but once you have harvested it all, they produce no more. Other building produce goods on an on-going basis—once you harvest from it, it will refill with more at the end of the round. Goods are key to winning, so we’ll come back to them as well.
  4. Labor: Much like harvesting, you can exhaust as many of your villagers as you want and gain one gold piece for each one who labored. In addition, if you are the first player to have performed a labor action in the round, you will gain a coveted Cider token (useful during bookkeeping or to sell for gold).
  5. Explore: You can send 2 or more (as many as you like, but always at least two) villagers underground to explore the caves. This is how you get to build underground Outposts (and you want those), as well as how you go on Adventures (and you want to do that). Since you want the things which go along with Exploring, let’s take a look at why…

Forward! To Adventure!

OK, so you’ve chosen some villagers to go underground. Did you choose the right ones? This is where those dice symbols on the villagers will come into play. Look at the villagers; each one has at least (a possibly two) dice symbols with some lanterns (aka exploration successes) beneath them. The value on the die face must be equaled or exceeded on 1d6 in order to score the indicated number of successes; so a die showing 5 with 2 lanterns beneath it means you need to roll a 5 or 6 in order to gain 2 successes. Why do I need successes?

So, now you’ve chosen your villagers. Next you draw a card off of the Cave deck. This card will have six die results on it, each with a number beside it. These numbers represent a specific paragraph in the Adventure book. You pick a card, roll 1d6, and get a result. One of the other players takes up the Encounter book, turns to the indicated paragraph and reads it to you, thusly (NO SPOILERS):

31. Your party reaches a camp in a sandy-floored cave. A lone man with a short beard sits near a fire, roasting what looks like a rodent of some kind on a stick. ‘Got anything to trade?’ he asks. Do you sit and haggle or keep exploring?
Keep Exploring: Explore 3 (reward)
Trade With the Man: Explore 3 and pay 1 Coin (reward), Explore 6 and Pay 1 Coin (reward)

The first part sets the scene for you. The next parts offer you possible choices (Keep Exploring vs Trade) as well as how many successes you’ll need to accomplish the various choices (3, 3 or 6). All of these things are read to you; what isn’t read to you are the rewards. Rewards can be various items—Coins, Goods, etc…—sometimes, it can point you on to another paragraph (for a longer adventure), or, it could even lead you to find a unique special villager (such as the Metal Man).

Now, you choose you option—say, Trade with the Man—and roll 1d6 for each villager on the adventure. You compare your die rolls to the symbols on their tokens and see how many successes you got. If you got a number equal to or greater than one of the success options, you get the reward. In the above example, if you chose to Trade, and you got 4 successes you could pay the man one coin and gain the reward for 3 successes. If you got 6 successes and pay him one coin you would get the reward listed for that level of success (not both rewards for 3 and 6, just the reward for getting 6).

Now, if you didn’t get successes to get a reward (say you only got 2) you may choose to injure a village for an additional success. For each villager you choose to injure, you’ll get an additional success, but it will take them longer (potentially) to recover and be ready to perform actions of future turns, so choose wisely.

Neat, huh?

But wait! That’s not all… IF you succeeded at your adventure you also have scouted out a place Below ground where you can build an Outpost. Outposts are much like the buildings you build above ground—you need a builder to build one, you choose it from the current list of four available Outposts, they take Coins to build, and they give you some sort of bonus/perk for having built them. Unlike Above ground buildings which you can pretty much just build willy-nilly, you have to have a cave card (which you get by succeeding at an adventure) to build an Outpost on. However, many of the Goods which are available in the game—Amethyst, Fish, Mushrooms, and Ore—are ONLY available from Outposts (we’ll come back to why you want goods soon). The other reward you can gain from Exploring is Reputation. At the end of the game, the player with the highest reputation will gain additional victory (Village) points; have a very high (or very low) reputation can also gain (or cost) you victory points.

Now, Goods; each player has a Player Board where he keeps track of his Villagers, Coins, and Goods. Goods can be placed in various places on/around the board; placed up for sale to other players, held aside for use later, or they can be committed to your Advancement Track (at the bottom of your Player Board). The Advancement Track has a number of spaces on it for goods to be placed. Each space can only hold one type of Good, and once chosen, can only hold that specific Good for the rest of the game (choose wisely). Placing Goods on the track does two things: 1) increases you Income (aka the number of Coins you will get at the end of each round. Income starts at 4, and then goes up from there). It also gains you victory points at the end of the game. Each space on the track will have a victory point amount associated with it (ranging from 1 to x); at game’s end, you’ll gain a number of victory points equal to that number times the total number of Goods in that space (so if I have 5 pieces of Rope on a space worth 2 VP, I’ll get 10 VP at game’s end).

OK, so you’ve built, labored, harvested, trained, and explored, and now all your villagers are shagged out. Not having any further villagers to exploit, err… activate… you declare a Pass and play moves to the next player who does the same to her villagers.

At the end of each round (after all players have had a turn) various bookkeeping takes place:

  1. Advance the Round Marker The round marker is advanced by one, the Cider marker is replaced on the main game board (we’ll get there soon).
  2. New villagers are revealed. Remember training (above)? When you Train/buy a new villager from the track of available villagers you don’t replenish the track (until now), so gaps will appear in the list until now. When the track is refilled, any villagers still on the track are slid down to the left (thus decreasing their cost for the next round) and any empty spaces are refilled from the stack of remaining villagers.
  3. Rest your villagers. So, after your villagers do things (Labor, Harvest, etc…) they become exhausted, or they may have been injured while Exploring the caves below. Now is when they get better. Probably. Various buildings will provide you with beds. For each bed you have (either Above or Below) one villager can move one step (from Injured to Exhausted, or from Exhausted to Ready). What if I don’t have enough beds? That’s where Cider and Potions come in. Cider will allow you to move one Exhausted Villager to Ready without needing a bed. Potions (found on Adventures or produced/provided by Buildings) allow you to move a Villager from Injured to Exhausted. And yes, you can use a potion to move from Injured to Exhausted and then a Cider to move the same Villager from Exhausted to Ready all in one bookkeeping phase. Same goes for beds. Got an injured villager? Give him a potion and now he’s Exhausted, but if you have an available bed, he can also rest and then move right into Ready all in this round. If you still can’t get all your villagers back to Ready for next round, you choose which ones get to which state (Exhausted or Ready).
  4. Collect Income. Gain a number of Coins equal to your income. This starts at 4 Coins/round, but will be increased based on how many goods you have on your Advancement Track.
  5. Refresh Goods on Buildings. As mentioned above, some building will produce Goods on an ongoing basis. If you have such a building, and you Harvested all the Goods it contained (i.e., it’s now empty), you now put one of the specified Good back onto it (so it can be Harvested next round.
  6. Pass the First Player Card to the Left. Whoever was the first player this round, now passes the First Player Card to the Left and that player goes first in the next round.

If you reach bookkeeping and are unable to advance the round marker, do not perform any of the rest of the bookkeeping actions. Instead go straight to Village (victory) point calculation and determine the winner.

There’s a lot going on this game, and various paths to victory. You’ll need to balance the availability of your Villagers, with your ability to rest the sufficiently to be able to use them on the next round. You’ll need to look at what buildings are available to be built and what bonuses they grant you. Some are good for harvesting Goods, while others allow you to rest more villagers, others grant you bonuses to use while Exploring, and still others grant you Village points outright (or based on how many villagers/resources/etc… you have at game’s end).

I like Above & Below, but don’t play it very often. It takes a little bit to set up (not as much as others, say Firefly or Twilight Imperium, but more than say The Lost Expedition). My biggest gripe with it is that seven rounds seems just a wee too short. I like having a set number of rounds, it limits the game from going on endlessly, but seven often seems abrupt. It seems that you get your engine going right around round 5 or 6, and then only get to exploit it for a round or two at most.

That being said, it can lead to some surprise endings as one player suddenly jumps out ahead as the VP leader.

As always, my highest recommendation is that I would buy this game, but I already own it, so you decide how I feel about it.

VN:R_U [1.9.22_1171]
13 out of 13 gamers thought this review was helpful
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2
Gamer - Level 1
Go to the The Quest for El Dorado page
10
3 of 6 gamers thought this was helpful
Etienne {Strategy Gamer} Apr 12th, 2018
“El Dorado: great racing deck-building game”

Created by legendary designer Reiner Knizia, El Dorado is a really underated deck-building game. It’s easy to learn, teach and win. I’ve played it with family and friends and it is always a hit.

Often, games will be really tight and engaging through out. Plus, at roughly 30$CAD, it’s a must!

The first expansion should be coming out in 2018 and I’m really looking forward to it.

Indiana Jones in a box!

VN:R_U [1.9.22_1171]
3 out of 6 gamers thought this review was helpful
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4
I'm a Real Person
Go to the Azul page
7
8 of 10 gamers thought this was helpful
Jobby {Power Gamer} Apr 4th, 2018
“Abstracts can be beautiful”

It doesn’t matter what the theme is meant to be for Azul – the rules of the game don’t reflect anything that is really happening. It is a beautiful abstract. I don’t just mean the pieces, the gameplay is beautiful, too.
In this game, players are taking tiles from little groups of tiles and adding them to their board in rows. The restriction is that all the tiles taken must be the same colour and all the tiles of that colour must be taken. When added to the player’s board, the tiles must be placed in a row and all the tiles in that row must be the same colour. The rows have 1 to 5 spaces – if there’s no room left then the player will be penalised for extra tiles. At the end of the round, all of the full rows will have one of the tiles taken off and added to the main ‘picture’ on the board, a 5×5 grid. Once someone completes a row in the that ‘picture’ then the game ends.
It’s these restrictions that make the game so enjoyably brutal. You can see what you need and so can your opponents. They can then make sure that the tiles you want aren’t available leaving you with unwanted tiles that will lose you points. As the round goes on the options become less until you find yourself painted into a corner. But it’s a great feeling because all the players are in the same position.
Since Azul plays quickly it never outstays its welcome. In fact, I have sometimes felt surprised that the game ended so quickly!
Go get it – it’s lovely and it’s brutal!

VN:R_U [1.9.22_1171]
8 out of 10 gamers thought this review was helpful
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1
Gamer - Level 1
Go to the Welcome to the Dungeon page
 
2 of 7 gamers thought this was helpful
dbalmerjr {Casual Gamer} Apr 1st, 2018
“A push your luck game that pushed its luck too far for me”

Nice art, good price, a solid game with a couple flaws. First is the “well, I died, so I’ll just sit over here while the rest of you have fun” effect. It’s just not fun 2 of 4 players die and are playing with their phones for 15-20min. The second issue is replay value because the complexity is hard to find. There is some bettering strategy involved but it falls flat unless a couple of the players are playing randomly. That said, if you get addicted to pushing your luck and maybe have some drinks on hand this might be your game.

VN:R_U [1.9.22_1171]
2 out of 7 gamers thought this review was helpful
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