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jmoslander

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Go to the Carcassonne page
Go to the 7 Wonders page
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Go to the The Settlers of Catan page
Go to the Letters from Whitechapel page
Go to the The Resistance: 3rd Edition page
8
Go to the Defenders of the Realm page
176 out of 192 gamers thought this was helpful

While Mrs. Games with Two is away, the boys will play. Time for another adventure in gaming with the boys. Last night we broke out Defenders of the Realm. This is a cooperative game set in a fantasy world (I compare it to Lord of the Rings without the licensing) for two to four players. Each player selects a hero with a special ability and everyone works together to defeat four invading generals. The game plays very much like Forbidden Island and Pandemic. However, DotR plays as if it is a more advanced version of these popular games. If this looks like a game you might be interested in, but the price is a little much for you check out Forbidden Island and/or Pandemic. Then if you like those and want more of a challenge then I would suggest grabbing a copy of Defenders.

Last night we began defending the Realm with 3 heros. A Dwarf, A Eagle Rider, and a Wizard. The realm quickly filled with minions of the four generals. We began collecting hero cards to fight the four generals as tried our best to keep the many minions at bay. At points it felt as if we were going to be overtaken. And then we would be successful at multiple battles in a row. Then the generals began to fall. First the Orcs, followed by the Demons, then Saphhire and finally the Undead. They fell like dominos. It was a victory for the heroes.

Although this adventure was an easy victory, this has not always been the case. We have played this game five times now, and we have three victories to two loses. So I would say this game presents a challenge. There are many expansions to give you more heroes and more generals. Therefore, victory can become more difficult to obtain. These expansions also give you plenty of variety. I do not currently own any of the expansions and right now I don’t have plans to get them. This game just doesn’t hit the table enough to warrant them.

Now you maybe be wondering will this game play well with two? And will my wife like it? The answer is no and yes. I think this game plays best with three or four. With only two heroes the game can be very challenging as you try to defeat for generals. It can be done, but not easily. So if you are looking for a challenge maybe a two player game would be right up your alley. Secondly, my wife does not get into many fantasy themed games. However, she has played this one and enjoyed playing it. She loves cooperative games, so I think that is a huge selling point. It is not one that she is ever eage to play, but she will play it and has a good time doing so. We found that this is a good one to break out on a couples game night. Do use caution if you go this route, as the fantasy theme can be a deteriorate for some. Although, with the right friends, the right combo of heroes, and a little luck you can enjoy a night of Defending the Realm. You can check out more of my reviews at http://www.gameswithtwo.blogspot.com

5
Go to the Munchkin page

Munchkin

51 out of 60 gamers thought this was helpful

I will be honest. I have played this game and I can’t get myself to enjoy it for what it is. This is a light take that game at it’s core. If you enjoy the RPG genre or poking fun at the RPG genre, then this game is right up your alley. At it’s core the goal of any Munchkin game is to level up to Level 10 by defeating 10 monsters. You fight monsters, level up, gain treasures, and fight more monsters. As you fight these monsters your fellow gamers are also trying to prevent you from defeating these monsters or black mailing you for their assistance.

The game is simple and easy to learn. The basic mechanics of the game can be picked up by almost anyone. My problem is that the gameplay can tend to drag after awhile. I think this is a great 20-30 minute game. However, most games that I have played go for 1-2 hours. I think if this game was timed and whoever had the most points at the end was the winner. It would be a much better game.

I understand why there are so many expansions and themes of this game. Half the fun is seeing the humorous cards. Well once you have seen them all they aren’t really that funny anymore. So you have to get new cards to keep the game funny.

Overall, Munchkin is a light filler game. Yet it tries to be something bigger than that. And this is where is falls short. I would like this game alot more if it had a little more structure and was shorter. It’s too long for what it is.

8
Go to the Risk: Legacy page

Risk: Legacy

63 out of 77 gamers thought this was helpful

This review is just on the components of Risk Legacy as I have not had a chance to play the game yet. Once I play I will post a indepth review, but that could be awhile as I want to get several plays in first.

The game comes in a briefcase style box. It opens up like a briefcase and has a nice handle. The artwork is new and very nice. Hasbro has created 5 distinct armies in this version of Risk. Each one has it’s own special abilities, unique miniatures, and own artwork. The game also comes with a slew of stickers and envelopes that you open once someone has accomplished something in the game. I have not opened these yet, but I am sure they have new cards, stickers, missions, and goals of some sort in them. There is a cloud of mystery over even the components that makes you want to play right away. The board is of a good stock, and looks like it will be easy to write on. Yes I said write on, and no it’s not dry erase.

The rulebook is also very nice. It is a full color manual. It gives you an overview of how Risk Legacy is different from other Risk games. Then it goes over the components of the game. Finally, it goes into the rules. There are several examples on each page. There are also spots to add new rules later in the game.

Overall, the components of this game are very nice. From what I can see they warrant the $60 price tag on this game. I also think that new components and gameplay may revive this classic game. The only complaint I have on the components is the cards. They are small and feel glossy. I would give the components a 4 out 5.

8
Go to the 7 Wonders page

7 Wonders

70 out of 77 gamers thought this was helpful

I picked up 7 Wonders after I kept hearing about it over and over again on the Dice Tower. I am fan of Dominion and this seemed like the next logical step in card games. The game plays in about 30-45 minutes and can be played with 3-7 players. This is the first thing that makes this game great. 7 people can play a game in under an hour. There are not many games like this. It also doesn’t matter how many people you are playing with it takes about the same amount of time with 3 as it does 7.

The basic game play of 7Wonders is easy. You deal out 7 cards to everyone and then each player plays one card and then they pass their hand to the left or right depending on the round. Everyone does this at once, and that is why the game goes so quickly. You do this until you only have one card left and then move on to the next round. After 3 rounds everyone tallies up their scores and a winner to proclaimed. Although the basics of this game are easy, to understand the game fully can take a few plays. There are lots of symbols on the cards and you will find yourself looking at the reference sheet a lot the first few times you play. There is also only one reference sheet, so you have to pass it around.

The components in this game are made of good stock. The cards are large and of a good quality. The rulebook and reference sheet are in color. And the artwork is wonderful. Overall great components. My only complaint is that I would like a reference sheet for each player.

I have loved this game every time I have played it. It’s a civ building game in 45 minutes. Once you get the symbols down the game goes quickly and can be alot of fun. There are many paths to victory, so there is always a challenge even for the most experienced player. Great game and this one is worth picking up. Especially if you have 7 people wanting to play one game.

8
Go to the Incan Gold page

Incan Gold

7 out of 40 gamers thought this was helpful

I just picked this game up via trade. We played it last night for the first time. It was an instant hit. We played the game 4 times. This is a classic press your luck game. Keep going to get more treasure, or leave now and keep what you gained. Great game. It’s short, easy to learn, and a theme that most people can get into. The price is also right, running about $25.

8
Go to the Survive: Escape from Atlantis! page
68 out of 83 gamers thought this was helpful

I heard everyone talking about how great this game was, and they were not lying. The Game plays great for gamers and non-gamers. It is easy to learn and quick to play (under an hour). The concept is simple get your ten meeples to the four corners of the board before the island of Atlantis sinks. But be careful. The sea is filled with monsters, sharks, whales, and other fighting to survive.

The game is light, so if you are looking for a deep game experience you won’t find it here. However, this game is very enjoyable. Especially if no one at the table takes the game too seriously.

The components are top notch. All the pieces are made of wood. And the game board and box are made of solid cardboard. The box also has plenty of room and has space for the coming expansions. The only issue I had with them is that the meeples have numbers written on the bottom of them and the blue pieces can be difficult to read.

I can see our family and friends playing this one for years to come. Great fun for kids of all ages.

9
Go to the Dominion page

Dominion

72 out of 91 gamers thought this was helpful

Dominion started the deck building mechanic. And has since spawned many copycats in many forms including chips and dice. Dominion has great replay value because you only play with 10 cards per game and there are 26 different cards in the base game. Plus there are many expansions and many more on the way. So if you get bored with the base set you can upgrade pretty quick and easily.

The Components are good. I wish the artwork was a little better, but you can’t complain to much. The theme is lost in the game, but the gameplay more than makes up for it.

Finally, this game is easy to pick up and learn. It takes less than five minutes to teach and start playing. Then a game only takes about 20-40 minutes to get through. However, the strategies are endless. With the countless cards it makes the game enjoyable. And then you can challenge yourself with new strategies to see if they work or don’t work. Wonderful game. Great with 2 player or 6 players. One of our favorites. We can’t get enough of Dominion.

6
Go to the Castle Panic page

Castle Panic

56 out of 88 gamers thought this was helpful

I have played Castle Panic multiple times now. And I believe that in all the times we have played we may have lost twice. Most of the people I play with have played lots of co-ops (Pandemic, Forbidden Island, BSG, and Shadows Over Camelot). The game is great fun. The price is good and the components aren’t bad. However, the game is not challenging. I believe that if you are playing with 5 or 6 people the game is more difficult, but if you are playing with any less you can easily beat the game. The only time I have had issues winning is win you just get a very bad string of monsters and no cards to defeat them. Other than that the game is on the easy side. I think this is a great game for families or kids, or beginners. However, you are an advanced co-op player you may want to shy away from this one. The game is what it is. And I still love it. However, it is losing its luster with each play.

7
Go to the Letters from Whitechapel page
139 out of 148 gamers thought this was helpful

I have been searching for a good deduction game. And this is one of the best ones I have played. I rank it up there with Mystery of the Abbey (however MOTA has a different feel to it than Letters from Whitechapel). This games brings together two great games styles; co-op and deduction. A

A quick overview of the game: The game is set in London in the late 19th century. One player is selected to play the serial killer Jack the Ripper. The other players will control the 5 policemen. The game takes place over four nights. Each night Jack select victim(s) to kill and then tries to make it back to his secret hideout. The policement are trying to catch Jack. Each night the policement know where the murder takes place and then they hunt him down. If Jack gets back home without getting arrested all four nights he wins the games. If the police are able to catch Jack on any night they win the game.

The Good: As I said this is one of the best deduction games I have played. The theme is great. The mechanics are well done. The artwork is great. It has some original pictures from the time period and the board is a map of the area of Whitechapel London during the time period. Once you have played the first round everyone understands how the game is played. If you love being a detective or an escape artist this is a great one to pick up.

The Bad: The bad is not so bad and are things that can easily be overcome. First, the rules can seem overwhelming at first, because there is a lot of steps. However, this is because each little step is broken down. So don’t be afraid of the 12 steps that have to take place each night. Second, the length. This game can take a little longer than it should. Especially if everyone is trying a little too hard to deduce where Jack is. When you sit down to play, I would inform everyone that this game can take awhile and to try to plan your moves ahead of time. Finally, since this game is a co-op it is prone to one person playing against Jack. Don’t be afraid to share your ideas with other players, but don’t dominate the game.

Score: Overall I give Letters from Whitechapel an 8 of 10. Very well done game. And something the gaming community hasn’t seen since Scotland Yard and Clue the Great Museum Caper

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