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Highland Wizard

gamer level 6
10558 xp

Use my invite URL to register (this will give me kudos)
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Review 8 games and receive a total of 380 positive review ratings.
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Go to the Get Bit! page
Go to the Carcassonne page
Go to the Phase 10 page
Go to the Lanterns: The Harvest Festival page
Go to the Zooloretto page
Go to the Guillotine page
Go to the Five Tribes: The Djinns of Naqala page
51 out of 57 gamers thought this was helpful

Place tiles randomly in a 5×6 grid. Place all meeples in bag and blind draw and place them on tiles until there are 3 on each tile. Determine player order and place markers on order track.

In turn order players place their marker on bid track one at a time.
Then in order each player picks up all the meeples on a single tile and places them one at a time on sequential tiles in a right, left, up, down pattern(any direction). No diagonal moves or backtracking.

The action now takes place with the last meeple placed. You determined what color meeple you placed on each tile when you placed them. The last tile where you place a meeple must already have a meeple of the same color already on the tile.

There are 5 diffrent colors for the meeples see rules for the purpose and functions of each color.

The actions on each tile may include place a palm tree, place a village, draw form marketplace or Draw a Djinns card. See rules for Palm Trees and Villages. The market place allows you to do set building with the cards you purchase. The Djinns grant you VPs at game end but can also have
useful special powers. After your turn place you pawn on the order track.

Replenish market cards and Djinns cards. Go to next round.

Game ends when a player places their last camel or there are no more moves that can be made with the meeples.

I love this game it is easy to learn and moves quickly. It plays well with 2-4 and is good for any age. Try it I am sure you will want to play it again and again.

Go to the Carcassonne page


52 out of 60 gamers thought this was helpful

About 5 years ago my husband tells me he is going to start playing Euro board-games. I told him he did not know an languages other than English how could he understand the instructions. He explained Euro games to me but I just heard board games. We were both already playing those. We played Games like Phase 10, Freight Yard, Sleeping Queens and Apples to Apples.

So he bought a few games one of which was Carcassonne. He expained that all I had to do was lay a tile and then decide if I wanted to place a Meelpe( a little wooden man) on the bard to control roads, farms, cities or churches.

He said scoring came at the end of the game so we started. He coached me on my first 5 moves then I was on my own. I connected roads, Built cities and put farmer meeples in open fields that would be scored later.

I won that first game and most others when we play one on one. When we play in larger groups of 4-6 he has won and I come in near the top. It has become one of our favorite games. It will never beat Phase 10 because Phase 10 is so portable but very close.

My husband has since collected over 100 board games and is very active in gaming groups. I on the other hand play with my grandchildren, friends and of course my husband.

This is a game that every gamer should have in their home and show it to as many people as possible. It has great replay-ability and as you can see by my explanation is very easy to learn.

I now play some more complicated games with my husband and friends but this game gave me the willingness to try other Euro games.

Play it then Buy it. You will not be sorry.

Go to the Monopoly Deal Card Game page
46 out of 52 gamers thought this was helpful

General Game Play

The objective of Monopoly Deal is to be the first player to complete 3 full property sets on the table in front of you. Each property card tells you how many cards you need of that color to complete the set.

There are 3 places where cards can be played during a turn:

1. A player can place money cards or action cards (rent, house, hotel, force deal, pass go, etc) face up in their bank.

2. A player can play property cards face up in front of them in their property section.

3. A player can play action cards in the middle discard pile.

Each player is dealt 5 monopoly cards at the start of the game and then picks up 2 cards from the remaining draw pile at the beginning of each turn.

Each player can play up to 3 cards per turn. A play is considered any time a card is played on the table (such as money into your bank, property cards on the table, action cards played into the middle, etc). You do not need to play all 3 cards per turn if you do not want to.

At the end of each player’s turn, they cannot have more than 7 cards in their hand. If they do, they need to discard the excess Monopoly cards into the discard pile in the middle.

Play clockwise around the table until someone completes 3 full property sets and they are the winner of that Monopoly Deal game!

Check out the Monopoly Deal Strategy section on tips and tricks to help you win Monopoly Deal.

Starting & Dealing the Game

Monopoly Deal Dealing Five Cards
Example of Dealing five cards to each Monopoly Deal player

Step 1:Take out the 4 cards that say “Quick Start Rules” from the Monopoly Deal deck.
Step 2:Shuffle the deck.
Step 3:Deal out 5 cards to each player.
Step 4:Put the remaining cards in the center face down. This will be the draw pile.
Step 5:All players can pick up the Monopoly cards that have been dealt to them but do not show anyone else your cards.

What does a Player do on Their Turn

Monopoly Deal Hand – Picking Up and Laying Down
Pick up Two Monopoly Cards During a Turn and Lay Down Up to Three

Each player must pick up 2 cards from the draw pile during each turn.

Then each player can play up to 3 cards on their turn. (a play is considered any card you lay onto the table such as money into your bank, property cards on the table, action cards played into the middle, etc). You do not need to lay all 3 card plays if you do not want to.

There will be 3 places where cards can be played during a turn: A player can place money cards or action cards (rent, house, hotel, force deal, pass go, etc) face up in their bank, a player can play property cards face up in front of them in their property section, and a player can play action cards in the middle discard pile.

At the end of a turn, a player cannot have more than 7 cards in their hand. If they do, they need to discard the excess cards into the discard pile in the middle.

My Thoughts
I love the game it is quick, easy to learn and has great replay ability.

We use it as a filler between games or when waiting for members to arrive at game night. My grandchildren and Senior friends enjoy the game and have asked to replay after they learn the rules.

I only added this review to answer the request from “dazia” asking for how to play instructions.
Other than my thoughts it is a direct copy from

I hope this will be of use to anyone looking at the game.

Go to the Timeline: Americana page
48 out of 54 gamers thought this was helpful

This is a game I love. It is easy to teach, fun to play and can be finished in under 30 minutes.
2-8 players

The setup is dealing the appropriate number of cards to each player. It changes per number of players see rule book for the number of players.

You choose a start player and after they deal they turn over the top card from the remaining deck. The dealer takes a turn by placing one of their cards from their hand to the left of this card indicating it has a date earlier than the date of the card that is currently displayed or the the right indicating they believe it to be later than the date of the card displayed.

If correct the card is placed and it is the next players turn. If incorrect the card is returned to box and the player draws another card from the top of the deck. Each player performs the same placement action.

Play continues until one player has played all cards in their hand. HOUSE RULE: this ends the game and that player is the winner. See rules for their version of end of game.

In the beginning it is easy to determine the correct place to place a card as more cards are exposed it becomes exponentially harder to place a card becasue the time between any two cards may have been reduced by cards played during the round.

Fun game for all ages. Adults will find they really do not know when something happened and young adults(children) will become more aware of when things happened.

There are many versions in the timeline series find the one that fits your gaming people and give it a try. I am sure you will become a fan.

Go to the The Grizzled page

The Grizzled

54 out of 63 gamers thought this was helpful

2-5 players
30 Minutes
Easy to learn
Hard to master

Each turn(mission) a different player assumes the role of leader. Your goal is to get to the peace card at the bottom of the draw pile. Which is increased at the end of each round.

You have helper cards to remove hard knocks from another player. The player that gets the most helper cards can discard two Hard Knocks card. If one player gets 4 hard knocks cards the game is lost.

A round consists of playing cards from your hand and trying to not get more than 2 of any of the 6 threats in the game.

If a player withdraws rather than playing a card to cause 3 threats to appear. He keeps cards in his hand for the next mission. Including all hard luck cards. If mission is successful only 3 cards are moved from reserve morale pile to the draw pile. If it fails cards equal to all cards in the hand of each withdrawn player are moved to the draw pile from reserve min of 3.

I like the game I would never buy it because I do not own many co-ops and others in my game meetup group own it. Have played it 5 times.

I am neutral on the game. Good for people who like quick co-ops.
In the rules they cover a Rookie, Regular and Veteran version of the game.
Try if before you buy it.

Go to the Marvel Dice Masters: Uncanny X-Men page
57 out of 69 gamers thought this was helpful

This 2 player game features Wolverine, Magneto, Cyclops, Iceman, Psylocke, the Sentinels and more.

You start with 15 dice for each player and can draft additional dice or members of your team as the game goes on. Like all WizKids Games dice games There are additional dice and cards that can be purchased to expand the game.

The starter set comes with 44 custom dice, 38 cards, two dice bags, and a core rulebook. Booster packs include two dice with two matching character cards.

I will play this game with others who own it but never purchase it becasue you can spend your entire gaming budget trying to keep up with the never ending expansions that will come to market for WizKids dice games.

Easy to learn. Plays quick. If you like dice collecting this game is for you.

Go to the Black Fleet page

Black Fleet

108 out of 117 gamers thought this was helpful

In Black feet you will control a pirate ship a merchant ship and maybe one of the two neutral naval ships.

The goal of the game is to purchase all 4 random development cards that may cost 5, 8, 11, or 14 doubloons. You also need to purchase the governor’s daughter card.  She costs 10 doubloons – or 20 for a longer session – to ransom. The winner is the player with the most gold plus having purchased all cards mention above. The end of game is triggered when any play purchases all their cards and continues until the last player in a round has a chance to play.

Gold is received by picking up goods and delivering them to port by merchants or plundering a good from another player as a pirate and burying them on an island or as a naval ship by sinking other ships. Remember you can play all roles each turn in this game. The amount you are allowed to move is controlled by cards that have a distance to move for Pirates, Merchants and Naval Ship. They may or may not have bonus features on them.

Any ship that is sunk comes back on your next turn.

You need to navigate away from from pirates and naval ships while trying to get your goods to port. It is hard to plan ahead since the board may change greatly from turn to turn depending on what movement cards are played by other players.

The game handles 3-4 players and there is a 2 player variant floating around.

I enjoyed the game and would play again. There are 2 members in my usual game group that own the game. It is more of an entry game then a heavy game. It is good for children and people new to gaming. Replay-ability is good. It varies because of the availability and the sequence players play movement cards.

Go to the Sutakku page


77 out of 85 gamers thought this was helpful

If you are looking for a quick filler game try it. If math is a challenge to a player they may not enjoy it.

It plays up to 12 people so it works well for a filler game. It plays in about 15 minutes more if explaining as you go. Easy to learn one time through and you got it.

Good replay-ability but not good to replay several time in a row.

The following is courtesy Boardgamegeek:

Steeped in Japanese folklore, SUTAKKU was originally developed to teach the common man the foibles of wishing for more than he had.

In this quick-playing, push-your-luck dice game, you attempt to create the tallest stack of dice in order to gain the highest score per turn. To play, roll three dice and add two of them to an ever-climbing stack of dice. You can choose to stop rolling and score your stacked dice at any time, but pushing your luck will net you more points if you succeed. Continue as long as you dare – but like the stonecutter of legend, who was never satisfied, you may find yourself with naught, right back where you began. The wise will distinguish ambition from reaching beyond one’s means.
SUTAKKU is beautifully crafted with classic Japanese design aesthetics and features hand-inked brush art characters on premium engraved dice. These twelve dice are ¾” on a side, perfect for stacking. The game also includes a cloth dice bag, stacking board, and scorepad.

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