Board Game Reviews

Board Game Reviews

Board Game Reviews

A quick review of the games we have played, how they work, ease of learning and any key points you should be aware of.

May contain spoilers.....

I will also note the date we played them so you can view actual play reports.

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Resource ManagementPosted by Sir Keith Sun, May 20, 2012 11:36:33

Board Game; 2-5 Players; Ages 12+ by Rio Grande Games

Hamburg in the 17th century! Mighty walls protect the city against the devastationsof the Thirty Years War. Thanks to Protestant religious refugees, Hamburghas become the biggest and most prosperous city of Germany. From far away the skyline shows the steeples of huge churches and the masts of mighty trade ships displaying the citizens’ pride and prosperity.The players guide families of Hamburg in the pursuit of wealth and prestige. They produce beer, sugar and cloth and sell these goods with their ships overseas. They compete over the best sites for their buildings and the best berths for their ships in the harbour. But ultimately they vie for the most prestigious church donations, because neither gold nor goods, but only prestige decides the game.Hamburgum is a strategy game for 2 - 5 players without any luck of cards ordice. The actions are selected according to simple rules on a rondel. The reverse of the big doublesided game board offers another city, Londinium, a different strategic challenge.

This is a deep strategy game, where you play families vying for economic power and ultimate prestige within the city of Hamburg. The game plays around the rondel, where you choose the action you wish to take that turn. You can move as far round as you like, but move more than 3 squares then you begin to loose prestige (as your desperation begins to show!). In a deeply religious city, building and expanding your church adds to your standing and this is how your victory points are gathered. To invest however means money and this is handled by producing goods and trading them away. To do this means the need for ships and the limited amount of berths available in the harbour.

There is a lot going on and a lot to consider for each turn. There is a risk of AP (analysis paralysis) so be aware that the play time is not a great guide! This is one for the Euro fans, not one I would get out for the family..

Play report - 12th April 2012

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Seven Dragons

CardPosted by Sir Keith Sun, May 20, 2012 11:09:14

Looney Labs. 2-5 players. Ages 6+.

For over 20 years, fantasy art maven Larry Elmore has breathed vivid life into our unbridled imaginings with his illustrative and painted works for the worlds of Dungeons & Dragons, Dragonlance, Magic: The Gathering, and Everquest. Chainmail-clad amazons, sword-wielding barbarians, spellbinding sorcerers, diabolical demons — all inhabit the fantasy realms he literally conjures with brush and pencil. But, among his most recognized and endeared of fantastical denizens remains those most majestic and fearful of creatures — dragons! Now, Larry Elmore, the greatest dragon artist in the fantasy industry, and Looney Labs, the folks behind the award-winning game of ever-changing rules, FLUXX, team up to conjure a card game of mythological proportions — Seven Dragons! Seven Dragons is a fast-paced, domino-like game where players attempt to be the first to create a connected territory of seven panels of their dragon. Secret Goals add the opportunity to bluff, and with aggressive Action cards in the mix subterfuge is a necessity!

This game is very much a game of dominoes. The rules are simply laid out over one sheet that explains the level of play with clear examples. The most difficult aspect is that the starting silver dragon is any colour, but then becomes the colour of the action card on top of the discard pile. However once play is under way then refering to this is a lot easier! Apart from this, the colourful cards and beautiful pictures do mean that younger players enjoy this game and as such can be a filler for your game group or an enjoyable game for the family.

Play report - 19th April 2012, 26th April 2012

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Seven Wonders

CardPosted by Sir Keith Fri, May 18, 2012 17:15:19

Asmodee Board/card game for 3-7 players, ages 10+, duration approx 30 minutes.

7 wonder boards; 7 wonder cards; 49 Age I ''foundation'' cards; 49 Age II ''Growth'' cards; 49 Age III ''Apogee'' cards; 42 Flag tokens; 20 Gold coins; 40 Silver coins; 1 score pad; 1 rulebook

In this game by Asomdee, you are the leader of one of the 7 great cities of the Ancient World. You gather ressources, develop your economy and build up your military supremacy. As your civilisation advances throughout the ages, you can also erect an architectural wonder which will transcend future times!

7 wonders is a simple yet has some great hidden depths. In 40 minutes you can raise a complete civilization and build the greatest Wonders of the ancient world. 7 Wonders play lasts through three ages of the ancient world. Each age is subtley more advanced than the previous, but require more resource to build up. Players receive seven cards from that ages deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. Players have individual boards with special powers on which to organize their cards, and the boards are double-sided with an A or B side that have some striking differences. Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence 7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

The game itself is very easy to learn. The most important aspect is the changes of direction during play, especially the direction of choosing the Leaders (if using the expansion). However the cards have direction arrows on them for ease of reference. Apart from that, the other important thing is the actual scoring. Remembering how the science is scored does mean some initial checking though there is a scoring pad included. Overall, this is a fun evening that can be played by family and game groups due to the level of complexities within the game.

Play Report - 2nd Febrary 2012; 17th May 2012

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Lords of Waterdeep

Resource ManagementPosted by Sir Keith Sun, May 06, 2012 15:23:52

Boardgame for 2-5 Players, ages 12+ from Wizards of the Coast

components:Game board; Rulebook; 5 card stock player mats; 121 Intrigue, Quest, and Role cards; 130 wooden cubes, pawns, and score pieces; Wooden player markers; Card stock tiles and tokens representing buildings; gold coins, and victory points

Waterdeep, the City of Splendors the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force! Lords of Waterdeep is a strategy board game for 2-5 players. You take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder or help the other lords by playing Intrigue cards to enact your carefully laid plans.

The rulebook is only a couple of pages and the rest is filled with examples or details around the different cards and their effects. I found this very easy to learn. I was able to explain it quickly to the group. However there are a lot of components (as seems the norm for D&D board games) so it does take a little while to set-up. Also the packing into the slots at the end of the game is not a quick exercise (and store it level!). The game is playable by fmailies and game groups. It is a very good entry level game into Euro games, due to the high amount of flavour.

Played on 3rd May

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