Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Review: Santa's Workshop


 
I'd like to thank Rio Grande Games for supporting Women Like Board Games by generously providing a review copy this game.  I played Santa's Workshop 5 times and at all player counts before putting together my thoughts below.

A Christmas Tale

All Ben wanted for Christmas was a board game.  Not just any board game; Ben wanted a Christmas themed game that he could play with his family for the holidays and that his friends who are really into games could also enjoy playing with him.  He knew it was a big ask, so Ben wrote a letter to Santa, asking for the game he's always wanted...

Review: There's a Moose in the House


I’m sorry Gamewright, theres’ only one way for me to put this:  There’s a Moose in the House is the single most inane game I have ever played.

And it’s wonderful.

Review: Holmes: Sherlock & Mycroft


Holmes: Sherlock & Mycroft


I’d like to thank the fine folks at Devir Games for supporting Women Like Board Games by providing a review copy of this game.  I played a total of 5 times with 3 different players before putting together my thoughts below.

Given the theme, Holmes: Sherlock & Mycroft seems it should be a game of deduction, testing the wits of the Holmes brothers as Mycroft tries to prove a boy’s guilt while Sherlock searches for clues to prove his innocence.  However, while you are gathering clues, there’s little deduction involved in this straightforward game of set collection.  What Holmes: Sherlock & Mycroft does offer is a quick, tight puzzle of balancing economy, efficiency, and luck.

Review - Pandemic Legacy: Season 1 (Spoiler Free)


Pandemic Legacy: Season 1 is the best board gaming experience I’ve ever had.  It takes a game that I love and turns it into something so much more.  The basic premise is there, but it’s expanded upon, updated, changed, like a shape shifter constantly morphing from one figure to another as the campaign progresses.  It’s a roller coaster that takes you and your friends through highs and lows and twists and turns you’ll never expect; it’s exciting, and exhilarating, and exhausting all the same time.  And it’s wonderful.

Review - The Walking Dead Board Game


I have a love/hate relationship with The Walking Dead; something about the zombies grosses me out, but I enjoy the drama and psychological/philosophical musings of how people would react to such an apocalypse, yet somehow nasty zombies always pop up to ruin the only thing I do enjoy about the show.  I’ve only seen the first season fully and snippets here and there from other seasons.  I’m not saying I’m opposed to zombies in general, I just think they’re really gross on The Walking Dead, and they die in really gross ways, and they sound gross, and I just don’t like them.  So when my (non-gamer) friends said they had a Walking Dead board game they’ve owned for years but never played because the rulebook seemed confusing and asked me to help teach them the game, I agreed, because that’s what you do for friends.  For what it’s worth, this review is based only on the 4-player game.

Review - Lords of Waterdeep

Man, I really wanted to be the builder.  Everyone knows I like being the builder.  At least they think I'm the builder - I bought buildings in the first three rounds to trick them, and now they're buying buildings left and right to try to stop me from getting any more.  This is a win-win situation for me, but nothing else this game is going my way.  I just finished a quest and need to pick up a new one, but only arcana and peity quests are available and I'm Durnan the Wanderer, the Lord who is hell bent on completing commerce and warfare quests.  Oh well, I gamble and place my agent on the option to reset the quests and pull 4 new ones:  arcana, piety, skullduggery, skullduggery.  Dang it!  I grab a skullduggery quest and it finally gets replaced with a commerce quest - which one of my opponents quickly snaps up and refills with another piety quest.  DANG IT!  It's my turn again, hmmm... The wizard spot is taken so I decide to recruit a cleric and smile inwardly as scowls form across my opponent's faces.  I didn't need a cleric, but they did...

Lords of Waterdeep is a game that takes placed in the Dungeons and Dragons world, but doesn't feel like D&D in any way.  It's a standalone game that I wouldn't have even known was related to D&D if it hadn't said "Dungeons & Dragons" on the box.  You don't have to be familiar with D&D to play the game and there's little back story or explanation on the cards or in the rule book, though if you're familiar with the series you'll enjoy the references on the board and throughout the quests.  

For those of you, like me, who aren't interested in D&D or want nothing to do with D&D, don't let that deter you from this excellent game. There's no role playing, no dice rolling, and completing quests isn't about telling stories, it's about collecting different colored cubes representing adventurers such as rogues, clerics, wizards, and warriors to earn perks and points. 

The way you collect cubes is through a mechanism called worker placement.  Lords of Waterdeep is my first introduction to worker placement games, and I have to say I'm a fan.  In this type of game, you put a marker on a spot to claim a specific action, and since Lords of Waterdeep limits your placement to one Agent (marker) per action it means that once claimed, no one else is able to take that action.  

Since there are only so many ways to collect cubes each round and all of your opponents have the same goal as you, it allows for passive aggressive conflict without actually having to do anything to your opponents.  It also means you have to come up with plans and backup plans to accomplish your goals, in case someone takes a spot you wanted.


Oldies but Goodies


The aMAZEing Labyrinth

Some might say we’re in the “golden age” of board games - over 5000 games were released last year alone -  but it's classic games that still dominate the market.  Connect4, Twister, Guess Who, Scrabble, and Monopoly are still in the top 20 best selling board games on Amazon, despite being around for 40 - 80 years.  These games might not get great reviews on sites like boardgamegeek, but they hold a special place in our hearts.

I was at a thrift store recently and found a game that holds that special place in my husband's heart: a Ravensburger classic, The aMAZEing Labyrinth.  As an American you may be more familiar with Ravensburger puzzles than board games, but in Europe Ravensburger is king.  Ravensburger games give Europeans the same sense of nostalgia that Hasbro or Milton Bradley games give us.  So when I found The aMAZEing Labyrinth for $2.00, I figured it wasn't a bad price to pay for nostalgia.

I hadn't heard of this game until I saw my nephews playing it in Holland, and when I asked about it my husband's response was, "What?  You've never heard of Dolhof?!?" (Dolhof = laybrinth in Dutch) It looked interesting enough; there's a maze that shifts constantly, and you're trying to get to certain places on the board and return back to your starting place before everyone else. I just had never heard of it, even though it was released in the US in 1986 and has many different versions today (including Disney versions, which proves it's legit).

So we sat down to play what I assumed was just a silly kids game, but turned out to be fun and challenging, even for adults.  Don't get me wrong, it is a silly kid's game with child-friendly figures of ghosts, spiders, knights, swords, and anything else you might find in a haunted castle, but the constantly changing layout of the maze provides a minor brain workout even if the theme falls flat.  Cards matching pictures on map tiles are dealt to each player, and the goal is to "collect" all of the items on your cards and return to your starting tile.  Sounds easy enough, right?

The challenge comes in having to move the maze every turn, and the fact that not all parts of the maze can move.  You shift the maze by sliding a tile into the end of a row, and the next player uses the tile that came out the other side to shift the maze on their turn.  Once you shift the maze you can move your piece through the hallways of the labyrinth towards your goal.  Your focus is on reaching your objective, but if your target isn't on a static board piece not only is the maze constantly shifting, your destination is shifting as well.

Add to that the fact that you're also trying to thwart your opponent's ability to travel through the maze and you've got an easy to learn game that poses more of a challenge than initial impressions imply.

You'll find yourself staring at the board for a few minutes (or maybe 10) deciding how to shift the maze and move around, and whether it's better to block your opponent or focus on your objective, or if you can do both!  You'll get frustrated by wanting to shift a static row, or wanting to shift the maze back to how it was before the last player took their turn, which isn't allowed.

I quickly learned to take advantage of a rule that says if you knock a player off of the board when shifting the maze their piece is put on the tile that was just inserted, as it provides an easy way to get to the other side of the board and still allows you to move after you're transported.  My husband's strategy is to block me in every turn if possible, so it takes me more turns to get to where I need to go.  His strategy seems to work better, because he wins more often than I do.

More than I do?  That's right, we played more than once and have played almost every day since we got the game!  It's simple, short, easy to set up and take down, doesn't require too much thought, is highly luck based (it all depends on which destination you're trying to reach next and how the maze shifts), and poses enough of a challenge to keep our interest.  What I initially thought would be a cheezy purchase that would end right back up at the thrift store is now a staple in our board game collection.

We may think of classic games as kids games, not worth our time as adults, but they're classics for a reason, able to stand the test of time and begging to be played again and again.  Don't count these bad boys out because you're a designer game aficionado, they just might surprise you from time to time.


Women Like Board Games Rating:

https://womenlikeboardgames.blogspot.com/p/rating-system.html



**Full Disclosure: I paid for this game with my own, hard earned money**

Review - Star Realms


Star Realms

Some Background:

I have to preface this with the fact that Star Realms is the first deckbuilding game that I can remember playing, unless you count card games played as a kid (think: War, Slap Jack, Egyptian Ratscrew). I had never heard of Dominion, for instance, and had no idea what to expect when we went to play this game. Please grant me your graces for being a noob to hobby board gaming!

In the game store, my husband was super excited when he saw there was one box of Star Realms left; it was something he had read about online and wanted to try out. The price was right so I didn’t complain (too much) when he bought it. He sold me on the fact it was a 2-player game, though nothing about it appealed to me in any way. I watched him play with friends, and while they enjoyed it and told me it was a great game and the artwork was stellar (pun intended), it took a lot little bit of coaxing to get me to play with him.

The thing is, I’m not a huge fan of space themes (unless they’re cutesy, like Star Munchkin). I like Star Trek well enough, and have seen Star Wars, Stargate, and lots of other things because my husband is so into it, but after giving up the dream of being an astronaut at 8 years old the theme lost its appeal for me. I’d rather play a game of Sid Meier’s Civilization than Galactic Civilization, for instance, even if GalCiv has better mechanics and whatever else my husband tries to explain to me. That being said, I did finally play Star Realms with the hubby after a bit of kicking and screaming, and to my surprise it’s become one of my favorite games!