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8
Go to the Star Trek: Catan page

Star Trek: Catan

126 out of 137 gamers thought this was helpful

KEY POINTS:
-Typical Catan resource gathering and development game play, but with a nice speed boost and a strategy twist.
-Support cards add unique abilities that can be used to enhance the normal collecting/trading/building processes.

GAMEPLAY:
The gameplay is more or less identical in almost every way to the standard Settlers of Catan board game. You gather resources under new names: Dilithium = Wood/Lumber, Tritanium = Clay/Brick, Food = Sheep/Wool (lamb chops, anyone?), Oxygen = Wheat/Grain, & Water = Ore/Rock). Once you gather some resources, you can trade them in to build starships (roads), outposts (settlements), starbases (cities), or to buy a development card on your trek (sorry, I had to) for victory points. Hmm, they couldn’t think of a new term for a development card, it seems. Why not something like a Matter Conversion Distributer? Too lengthy to print on the building costs card? Ding, ding, ding! I think we have our answer.

New elements: “Support Cards” bring new life to this classic game and can speed up game play considerably, especially for veterans. Each player is provided with a support card that represents one of the characters from the Star Trek original series. Each has a unique ability that can be used up to two times (but only activated once per turn) before trading in for a new role. These unique abilities include some game-changing effects like forced resource trading, the ability to gain a resource card when rolls do not produce them, and 2-to-1 trading (without using a [port]).

Depending upon your familiarity with normal Settlers of Catan mechanics, these cards can provide a VERY powerful boost for the overall game speed as resources can be accumulated and used more efficiently. In a two-player game, for example, we found that the playing time was reduced by 10-20 minutes in a game with absolutely zero player-to-player resource trading. As a veteran of Settlers of Catan (mind you, only the base game with 5-6 player expansion), I found these abilities to be an AMAZING benefit for the game. Catan can (sometimes) seem to drag on if one or more players are not collecting the right resources or using them wisely. The support cards seem to negate that issue, which was my only element of grief with the first game. For strategy gamers, these cards can add a nice layer of strategy to this game, as players get to choose among the available support cards and can reap the related benefits.

COMPONENTS:
The board and card artwork really pops and is a welcome Trek-themed version that greatly differs from the classic Catan style. The cardboard components are similar in quality to the 4th edition of the Settlers of Catan game (relatively thin, but not terribly so). In lieu of the wooden settlements, cities, and roads, the game includes very fragile-looking plastic pieces (including a lovely Klingon ship as the Robber/Soldier). The starships, outposts/starbases are all placed on clear plastic bases to give you that “floating in space” effect, but this adds a considerable time to set up (at least initially). Be careful with these fiddly bits and they may last long enough to boldly go where several predecessors have gone before (though at a marginally higher altitude). Of course, if they do require a little patching up and someone complains, don’t miss the golden opportunity to loudly proclaim that you’re “a doctor, not a miracle worker!”

RULES:
The rules were not as logical and straight-forward as one might expect for a themed release of such a popular game. That being said, anyone familiar with the Settlers of Catan game play should have minimal need to reference the rules other than to review the mechanics of the support cards.

REPLAY FACTOR:
Star Trek Catan brings new life(forms) and new civilizations to an old favorite. While I was admittedly a bit skeptical of how much power Scotty could bring to the Catan game, I was greatly impressed by the themed modifications made and the enhancements the support cards provided. They boldly take the old classic Catan to new places!

PROS:
-Classic Catan-style turn play with simple mechanics and dice rolls.
-Support cards add new game play options and some mild strategy.
-Space-themed, eye-catching artwork.
-Easy for Catan veterans to pick up.
-Attracts Star Trek fans (if they aren’t gamers already, this might do it).
-Game plays a faster due to support cards. Warp speed!

CONS:
-Rules book could use some maintenance.
-Plastic pieces may need hull reinforcement or a good repair crew over time
-No 5-6 player expansion available (yet)
-No tribbles (Yes, I was hoping they’d be worked in somewhere)

FINAL THOUGHTS:
Star Trek: Catan is a good re-themed version of an old classic. If you like Settlers of Catan and like or love space themes or Star Trek in any form, this game will deserve a place on your game shelves. While I would never consider selling the classic game, this version is definitely the preferred version for me. The game play is faster, the artwork is more energetic, and the support cards offer new options. For those reasons, I feel that this game is “Givin’ it all she’s got!”

Live long and prosper with resources in this game!

9
Go to the Garden Dice page

Garden Dice

48 out of 49 gamers thought this was helpful

KEY POINTS:
-In a game based on dice rolls, Garden Dice brings quick play and light strategy to the table as players try to collect more points than their opponent(s) in the form of harvested veggies.
-With the addition of special tiles to modify die results, strategy can trump the inherent luck factor.
-Works best with 3-4 players, but a 2-player game can be very satisfying.

GAMEPLAY:
The gameplay is described very well in the BG Review, so I will not be covering that component in detail.

I did, however, want to touch on the marvelous gold mine of balance that exists between the luck and strategy factors in this game. While players are rolling dice to use for purchasing, coordinate placement, watering, and harvesting, the existence of specific special tiles (the sundial and gnome) allow a player to modify these die results to a certain degree, giving players the ability to maximize how their dice can be used. This means that even relatively bad dice rolls won’t break a player’s strategy.

Tile placement can be crucial to getting the most points for your crops and in terms of how much effort a player needs to exert to water and harvest crops.

The game limits the number of tiles that are in play at once, so players have to carefully plan out their tile placement.
Players also have the option to include more aggressive tactics with the ability to consume planted seed/veggie tiles, which can definitely lead to more player interaction than is otherwise experienced. The rules do limit a player from attacking another player more than once per round, so players cannot devastate another’s crops in a single turn.

The game plays well with two players, but the board will feel emptier and have far fewer interactions than during a three or four-player game since all share the same gardening space. An additional tile each (a rock) is provided in two player games, but does not have much added value to the game other than taking up space and blocking bird and rabbit movement.

The Last Harvest (or How the Game Ends):
Once the last seed tile is purchased, that player (and only that player) finishes his turn and ends the game. This may seem rather abrupt, so it is worth mentioning that a house rule to allow all other players to take one final turn may be warranted. This will also inevitably affect scoring, giving players a much-needed chance to clear out any unplanted crops to avoid scoring penalties.
Play time changes considerably with the number of players in the game. Each player adds about 10-15 minutes of play time, though new players will likely take longer.

COMPONENTS:
Beautiful artwork and top quality components (thick stock and wooden pieces) suggest that this game will last for a while and look good doing it. I found that the box insert is not terribly efficient at managing the game contents. With much hesitation I found that discarding it and utilizing small baggies was far more useful in keeping the box organized and compact.

RULES:
Weighing in at eight pages (with plentiful illustrations), the rulebook is a clear and concise read, though a bit lengthier than one might expect for a dice-rolling game with a fair helping of strategy. However, the rules include examples to clear up possible points of confusion. Teaching this game to new players will be relatively easy, but there are more than a few minor rules that might trip up newer players. Scoring, in particular, should be discussed in detail so players can plan out their strategies accordingly.

REPLAY FACTOR:
Garden Dice doesn’t bring a lot of variety in terms of different scenarios or a multitude of component options. However, what it lacks in those categories it makes up for in elegantly simple strategies and random dice rolls. Families and casual gaming groups will find it appealing and will come back for more as they strive to out-roll, out-wit, and out-garden their opponents each time they play.

PROS:
-Quick turn play with simple mechanics.
-Well-explained rules with illustrations.
-Garden-themed, eye-catching cartoonish artwork.
-High quality components.
-Quick set up time.
-Easy enough for kids to learn, but with enough back-and-forth play to hold adult attention spans.
-Unique tile abilities can compensate for some bad dice rolls.

CONS:
-May have a few too many rules to be a good gateway game.
-Regular poor dice rolls could leave players struggling to get the best results.

SUMMARY:
Garden Dice is a light-hearted and fun game that brings just enough strategy to bear with an otherwise luck-based dice-rolling game. The turns pass quickly and with some noted apprehension as the coveted board spaces quickly fill up, the seed supply dwindles, and the end of the game draws ever closer. Will another player sabotage your veggies or sneak theirs next to you to freeload from your efforts? My group found ourselves enjoying this delightful game and wanting more rounds of play. Dig in!

7
Go to the Launch Pad page

Launch Pad

30 out of 31 gamers thought this was helpful

KEY POINTS:
-Launch Pad brings quick play and light strategy to the table, but a lot is left to the luck of the draw.
-Simple resource management would suit casual gamers and families with children wanting to pick up a quick game.

GAMEPLAY:
The game is played over several rounds where each player is trying to build rockets and advance rockets to the launch zone and add a few bonus points when possible. The goal is to build an arsenal of space-ready rockets worth more points than any other opponent.

-On a turn, a player can draw back up to the hand limit before trying to use as many cards from their hand as legally possible. A player can then discard as many cards as preferred.

-If the first hand was fully depleted during play, the player can draw back up and play a second hand of cards. This particular mechanic essentially allows for another turn and can be devastating to other players, particularly if one or more of the unique action cards are drawn and used. Those actions cards? Rare though they are in the deck, many of them allow the player to gain significant benefits or perform an act of thievery or sabotage. Oh yes, many a rocket will be scrapped or sent back to a previous stage of development in this game. “It’s back to the drawing board for you sorry excuse for a rocket scientist!”

-Rockets must start off in the construction zone and meet all requirements before advancing to the quality zone, then finally to the launch zone.

-Only one rocket per zone must be advanced, and each zone’s “expert” must be in place before any rockets can be advanced from that specific zone. This particular rule can cause some grief if a player never draws (or steals) the correct expert for a specific launch zone. The rockets would essentially be stuck at that stage, which could limit the number of rockets available for advancement and final scoring.

The Final Countdown (or How the Game Ends):
Four cards making up quadrants of the launch pad image are shuffled into the bottom half of the deck before the game starts. As these are drawn, they are placed next to a player’s construction zone and advance at the rate of one zone per turn. Once all four pieces have been advanced and the launch pad image is completed, each player has one last turn before the game ends and scoring takes place.
Scoring is based on the rocket’s zone position, and other bonuses are scored similarly.

COMPONENTS:
The 144 cards are of good quality and the box is sturdy for a card game (i.e., not a flimsy tuck box).

RULES:
Weighing in at eleven pages (with plentiful illustrations), the rulebook is not as much of a breeze as you might expect for a card game with a smattering of strategy. However, the rules are very description and clear. As a nice bonus, the last three pages of the rules are devoted to a nice little index of card types and uses, providing a great reference.

REPLAY FACTOR:
At first glance, this game does not appear to have much depth. However, the rounds pass quickly and with some laughter as players build their rockets and occasionally sabotage an opponent’s efforts. The specialty cards and action cards add a layer of strategy and opportunity that can make each game unique and leave players plotting future plays. Optional rule variations are also thrown in for good measure and can add to the possibilities.

PROS:
-Quick turn play with simple mechanics.
-Well-explained rules with illustrations.
-Rocket themed, cartoonish artwork that is visually appealing.
-Card types are color-coded for easy identification.
-Zero set up time (beyond shuffling and dealing cards).
-Easy enough for kids to learn, but with enough back-and-forth play to hold adult attention spans.
-Incorporates basic strategies and a few “Take THAT!” backstabbery moments.

CONS:
-Actions cards are rare and can unbalance the game a bit when played.
-Luck of the draw makes this game feel a little helpless at times. The best strategy can be defeated when the wrong cards are drawn.
-Rocket values are not intuitive, based on their construction material requirements.
-Getting stuck without an expert in a zone can be devastating for a player’s score.

SUMMARY:
Launch Pad is a feisty little game of rocket building and sabotage. It left me feeling a little bit to be desired in terms of the balance between luck and strategy. That, and all of the sabotage left me standing in the dust when the smoke cleared. Can you take the heat, or will it leave you a bit scorched by the blast? Only one way to find out! If you can find a good deal on this game, it can be a good buy for families and casual gaming groups that appreciate a good bit of thievery and payback. Engage!

8
Go to the Straw page

Straw

29 out of 30 gamers thought this was helpful

KEY POINTS:
-Straw has extremely fast-paced turns that will keep players on their toes.
-Each player adds a card (worth a specific value) per turn to the pile, increasing the total “weight” of the camel’s burden while trying to avoid going over the magic number of 50 pounds.
-Unique cards allow players to add a little strategy to their play in a given turn.

GAMEPLAY:
The game is played over several rounds, equal to the number of players. A fresh hand of cards is dealt to each player at the beginning of the round.

Each turn, players:
-Choose a single card from their hand. Most cards have a specific positive weight value ranging from 1-10.
*Note: Some cards have unique abilities. These allow a player to: copy a previously played item’s weight, reverse play direction, call out a specific number (magic genies add to the theme, right?), decrease the overall weight (magic carpets can lighten the load), or block other players from scoring in a round.

-Total up the weight on the camel’s back after each card is played and announce the tally.

-Draw one card.

The Camel’s Untimely Demise (or How the Game Ends):
When the total weight exceeds 50 pounds, the round ends and is scored based on the cards remaining in a player’s hand. Players want to achieve the highest score possible each round to get a higher cumulative score after all rounds are played.

Scoring, with a twist!:
Generally, the person to break the camel’s back by exceeding a total of 50 pounds does not score that round. That is, of course, unless that person played the…wait for it…feather. Wait, what?! That’s right, a feather can be used to break the camel’s back, not a straw as one might expect based on the name of the game. If the total weight on the camel is 50 pounds exactly, the next player can use the feather card to effectively exceed the poor camel’s carrying capacity. This also reverses the normal scoring rules, so only the player of the feather scores that round.

Why this game is fun for all ages:
The mechanics are very basic, but there is a definite element of risk-taking. With a hand limit of four cards, it can be tricky to find the right balance of cards to keep and play each round. Keeping high-value cards in hand is risky, as they could mean exceeding the weight limit. Then again, they can bring added value to the total at the end of the round. Decisions, decisions!

COMPONENTS:
The 65 cards are of good quality and the box is sturdy for a card game (i.e., not a basic tuck box).

RULES:
At two pages per language (with illustrations), the rulebook is a breeze for anyone looking to pick up and play a fun family game. The instructions are rules are clear, leaving little to be desired and rendering examples unnecessary.

REPLAY FACTOR:
At first glance, this game does not appear to have much depth. However, the rounds pass quickly and with much laughter as players have fun plotting strategies to leave the next person up a creek without a paddle. The game is played so quickly that players often want to play again to one-up their “mortal enemy” from the previous game. With proper shuffling to ensure card randomization, this game has a lot of replay value as a lightweight and fun filler game. I was surprised to find myself and others pulling this game out time and time again to play.

PROS:
-Quick turn play with simple mechanics.
-Well-explained rules with illustrations.
-Arabian themed, cartoonish artwork that appeals to younger players.
-Risk-taking hand management decision and basic strategy.
-Zero set up time (beyond shuffling and dealing cards).
-Easy enough for kids to learn, but with enough back-and-forth play to hold adult attention spans.
-Incorporates basic math skills that can fun to help children learn addition and subtraction.

CONS:
-Cards get played several times over the course of a game and may exhibit faster wear with time due to finish.
-No scoring pad provided to keep track of scores over several rounds.

VALUE:
With the MSRP of $14.99, this 65-card game may feel a little bit light on quantity of components, but the replay value and fun factor are worth it. A great buy for families and casual gaming groups alike!

SUMMARY:
Straw surpassed my expectations and won me over for a lot of reasons: quick set up and play, excellent rules, themed artwork, quality box, and just enough “take that!” moments that will leave your players smiling and ready for more.
Example: Inevitably, someone will play Aladdin’s Lamp to increase the weight total to exactly 50, leaving the next player in a predicament. Then the next player comes back with a Reverse card and dumps the seemingly hopeless situation back on the first player. But wait! The clever first player had planned for this all along and triumphantly whips out the feather card, ending the round and leaving everyone else without any points! Oh the laughter, groans, and grumbling that ensue! This game is a must-have game for the family or casual game night.

7
Go to the Forbidden Island page

Forbidden Island

109 out of 116 gamers thought this was helpful

KEY POINTS:
-Forbidden Island offers fast-paced turns and constant strategizing that will demand the attention of even the most distracted player out there.
-Each player takes on the role of a unique specialist, working with others to collect the treasures while preventing areas of the island itself from sinking into the abyss.
-Utilizing those special abilities, carefully planning each action to make the most of each turn, and mastering cooperation are key components to winning this game.

GAMEPLAY:
Each turn:
-players spend actions to move, “shore up” the tiles of the island to prevent them from sinking, trade cards with other players, or turn in cards to claim a treasure.
-players draw new cards for their hand. These cards represent one of the four treasures, a water rises event, or a special ability that can be used.
-draw cards to determine which island tiles will be flooded or sunk (if previously flooded).

As the game progresses and players collect the cards needed to claim treasures, the water level continues to rise. As a result, the number of cards drawn to flood the island tiles steadily increases, making it more difficult for the players to maintain the buoyancy of key tiles of the island.

If the players successfully claim all of the treasures before the flooding increases too far, they can dash for the chopper and an airlift to victory.

COMPONENTS:
High quality components (island tiles, 3D treasure and player pieces, cards, and a tin for storage) married to eye-candy artwork make this an enchanting game to play.

RULES:
Eight pages may look daunting to the Social or Family gamer at first glance, but the pages have large font with plentiful illustrations and examples to explain most game mechanics. All-in-all, this makes for a quick set of rules to learn and easy to reference if needed.

REPLAY FACTOR:
Forbidden Island’s random tile placement during setup ensures that the island layout will rarely be the same twice. Add in some random character selection, and this game neatly sidesteps the “stuck in a rut” feeling that many players face with other games. While the strategy may not be as involved as the often-compared Pandemic, for example, players will still find themselves with challenges to overcome. Finding the right winning strategy, for example, can be tricky when the game’s layout and specialists vary from game to game.

PROS:
-Quick turn play with simple mechanics.
-Well-explained rules with examples aplenty.
-Breathtaking artwork that lends to the mysterious island feel.
-Unique strategic options for each specialist to consider.
-Difficulty scaling, if desired.
-Randomized game tile placement.
-Easy set up.
-Quick to learn, tricky to master.

CONS:
-Speed of water rising mechanic can foil an otherwise sound strategy. This can be adjusted with house rules – see Game Tips.
-One player’s decisions can make or break the group’s chance of winning. This can be frustrating for groups with a “rogue” player, but can be overcome by agreeing to discuss strategy before actions are spent each turn.

VALUE:
With the MSRP of $17.99, this game includes a LOT of quality components and will make a great cooperative gateway game. A great buy for families and small gaming groups alike!

SUMMARY:
Forbidden Island won me over for a lot of reasons: low price, quick set up and play, excellent rules (with detailed game play examples), randomized tile set up and specialist selection that adds to the replay factor, beautiful artwork, quality components, and a set of unique “flooding” (and other) mechanics that will leave your players smiling and ready for more, even after miserable failures.

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