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9
Gamer - Level 7
BoardGaming.com Beta 1.0 Tester
Petroglyph
Explorer - Level 3
Go to the A Dog's Life page
 
Marvin K. {Avid Gamer} Aug 18th, 2019
“Fun view of being a dog”

I am reviewing this edition pictured. There is an earlier edition from 2001 with most of the same dogs but there were a couple of different dogs and the art work was not(in my opinion) as nice. Basically, you ,as a dog, wander the streets marking your territory, begging for food, hiding from the dog catcher, drinking from a public fountain, burying bones, delivering newspapers, escaping from the pound and occasionally fighting with other dogs. Each dog has it’s own deck of cards showing success or failure at the six different actions a dog can take and how many action points it has to take actions on a turn. Smaller dogs are generally more likely to succeed at begging but more likely will lose a fight. When you spend action to do an activity such as beg you turn over the top card of the dog’s personal card deck and look up the results. If you are just walking or drinking water or marking your territory,done by leaving a pee marker on a lampost by the way, that costs action points but not a card. The game play is fun and innovative and has a light strategy to it as to what to choose and when to choose it, for instance you cannot beg at the same location twice in a row on the same turn, but you can beg at location A, then go to B and beg and then return to A to beg again if you have enough action points,however, it is also legal to arrive at A and beg and end your turn and then beg at A again on your next turn. There is supposed to be a kickstarter version of this game with some rules changes and new dogs coming out in September that I will be watching for.

VN:F [1.9.22_1171]
2 out of 2 gamers thought this review was helpful
Player Avatar
9
Gamer - Level 7
BoardGaming.com Beta 1.0 Tester
Petroglyph
Explorer - Level 3
Go to the Machi Koro: Bright Lights, Big City page
 
Marvin K. {Avid Gamer} Aug 18th, 2019
“The City at Night”

I have enjoyed Maji Koro since it first came out but this edition solves the major problems. There is a good video review of how to play the game by Tom Vassel on Boardgamegeek.com so for this review I want to concentrate on why I prefer this version to the original. The original version, which is in a light blue box was fine. It is a city building game using cards to build your 6 key buildings to win the game. These buildings have game effects once built. This version of the game uses many of the cards from the original game (+) cards from the 2 expansions (+) new cards. As I said earlier I enjoy the game and so does my wife, but if you buy the first edition and the 2 expansions you end up with a huge deck of cards to draw from and this can slow the game down so much as to make it unplayabe because you cannot get engines started. Engines are combinations of cards that let you earn money. On your turn you may buy one card to add to your city-the display of cards in front of you- after you first roll the dice. You need to build engines that give you larger amounts of money at a time because some cards steal money from you on your dice roll or allow you to steal set amounts of money based on your dice roll(1-3 dice) and the cards people have face up in front of them. There will be a set amount of cards available for purchase in a common pool area and when one is bought it is immediately replaced for the pool from various decks of cards. This edition was a Target edition and so availability may depend on your local situation. Check it out and see if you like it.

VN:F [1.9.22_1171]
2 out of 2 gamers thought this review was helpful
Player Avatar
4
Pick a Favorite LGS
Go to the Vindication page
9
Pentegarn {Avid Gamer} Aug 13th, 2019
“A spectacular adventure euro”

Orange Nebula published a beautiful looking adventure euro

Gameplay/replay

Running in almost opposition to another favorite of mine, Dark Domains, you play a wretched adventurer thrown off of a boat who washes ashore on an island where you are found by your first companion, as a fire of inspiration is lit within you you vow to explore this new island while seeking to redeem your past misdeeds. Each round you (in any order) move, activate your power and your companions’ powers gaining stats and abilities, and use (and possibly gain control over) a building. Controlling buildings your opponent uses gains you honor (VP) as does gathering new companions, claiming relics, gaining new traits, upgrading your movement speed, and vanquishing monsters.

Movement is done between the hexes, you can move up to 2 spaces initially, you can go through occupied spaces but not land on occupied spaces

Using your or your companion skills will cause you to exert influence to gain one of 3 basic stats as well as possibly activating a companion’s special powers. Influence is limited however (more on what that might mean later)

Activating buildings allows you to use a building based off cost. Some you can repeatedly use, some you can only use at most once per turn.

You also have free actions. Spending 3 cubes from a stat for example can give you a specialization tile which counts as 2 cards from that stat (which can help you win majority of that stat at end game) You can combine 2 different base stat cubes to get one advanced stat cube and returning a cube to your influence supply. You can recall influence from a companion (causing them to abandon you and costing you honor, told you there’d be more on what limited influence might mean later) as well as other free actions

As an aside, this might be the most organized rulebook I have ever seen. Almost every time a rule is mentioned, they tell you what page in the rulebook you need to go to to get further details. Why don’t ALL rulebooks do this?! Also the Game Trayz inserts hit it out of the park again. If I were Dictator of Board Games I would require ALL board games to have game trayz and rulebook’s like Vindication. One more thing, and sit down for this one, they have a start player rule that is not ridiculous. It is based off the numbered spot you randomly start on. No “start player is the last person to purchase wood pulp from a prominent clergyman” or something like that

The Bad

Depending on the random game end conditions, the game might end really fast, this might be fixed by playing again though, so is it bad? Who can say

In conclusion

Play it now dagnabbit!

VN:F [1.9.22_1171]
5 out of 5 gamers thought this review was helpful
Player Avatar
4
Pick a Favorite LGS
Go to the The Manhattan Project: Energy Empire page
9
Pentegarn {Avid Gamer} Aug 11th, 2019
“Manhattan Project's 1st sequel is a good time”

Ever play the original Manhattan Project and think “This ends too abruptly, and it needs dice”? Enter Manhattan Project Energy Empire

Gameplay/Replay

In a post WW2 era, producing energy so the world can move on is important. You play one of several countries trying to efficiently produce power and resources, rub elbows with the UN, and do so while keeping the pollution your efforts produce minimized.

Your turn consists of wither taking a work action, where you pick one of 3 sections, government, industrial, and commerce to take an action on, if you do so you may activate buildings you own that match the section you take an action from. Energy generated can activate your buildings as can your workers. When placing a worker, if nobody is in that space, it requires one worker, if someone got there first, you must add energy or workers till you have one more than whoever has the most in their stack there.

Your other option is to generate, where you can take an achievement if you have 2 of any combination of workers or energy left when you do, then you pull back all your workers, then roll your factory dice to generate energy and if your highest factory die has pollution on it, gain pollution. Each time pollution is gained, be it through the generate action, building a structure that creates pollution, or through an event, it is pulled from the event track, which acts as the games timer. When an event’s pollution runs out, that event happens and your score based off how unpolluted your nation’s air, land, or water is.

After 6 events (the latter 3 events being much more harmful to everyone than the first 3 are) the game ends. Buildings, unpolluted squares on your board, factory dice, achievements, and your rating on the UN track are totaled to determine the winner.

The Bad

This doesn’t have much bad to be said about it. If I have to poopoo something I could say the power plant theme has been done almost as much in the world of euros as vikings has, but that’s not a valid critique, I just needed to put SOMETHING here

In Conclusion

This is a great game. It plays under 2 hours usually so it doesn’t wear out its welcome. The cardboard workers and energy tiles are thick and easy to work the way the mechanics of the game iintend them to. Worth finding and playing.

VN:F [1.9.22_1171]
2 out of 2 gamers thought this review was helpful
Player Avatar
4
Pick a Favorite LGS
Go to the Brass: Birmingham page
10
Pentegarn {Avid Gamer} Aug 8th, 2019
“Pushing a nearly perfect game even closer to perfect”

With a few slight changes, Brass Birmingham adds to an already great classic.

Gameplay/replay

Brass Birmingham is played over 2 eras, the canal era, where each player may only build one building per city, and the rail era, where those shackles come off and the more expensive rails start replacing canals to link shipping between cities. Each round, players take 2 actions by playing the cards they have. These actions include

Build: Discard a card with the city you are building in, or the building type that matches a building symbol in a city you are connected to

Ship: discard a card and flip a manufacture, textile, or pottery by paying the shipping cost in available beer

Take wild cards: discard 3 cards (one to take your action, 2 to be replaced) and take a wild city and wild building card, you my never have more than one of each in hand

Build rail/canal: discard a card and pay the cost for a canal (3 money) or rail (5 money and a coal for one, 15 money, 2 coal and a beer for 2)

Take a loan: discard a card, take 30 money, move your income marker back 3 full units

Develop: discard a card and remove up to 2 tiles on your building mat to access more advanced buildings

When your turn ends draw 2 more cards (if available)

When a round ends you either take income or pay debt, when you have no cards left the era ends that round.

When the era ends you score flipped buildings (shipped or fully emptied goods buildings) and connection points per rail or canal you built. The game ends after the rail era scoring is done

The Bad

This is an overwhelming game when you first learn it. Once it clicks you realize it isn’t that complex rules wise (turns are always discard a card and take an action) but for novice hobby boardgamers this always seems to overwhelm them initially

In Conclusion

I highly recommend you learn this one, it is one of the best board games ever created

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4 out of 4 gamers thought this review was helpful

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