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Before negotiating with anyone, render the barbarian unconscious,mute and paralyzed. ~ RPG Wisdom
Welcome to Polyhedral Underground!


For those of you new to our little group of geeks, we are a hobby board game group located in Winnebago county in east central Wisconsin, with many interests. If you're here that means that some of them are your interests too. Board games, computer games, rpg, miniatures, sci-fi, fantasy, and probably other such things. Even with all our interests board gaming remains primary for us.

We always like having new players around so introduce yourself on the forums and get comfortable. And if you find that we're your type of gamers, well, invite yourself to a game night or day that we frequently have.

So take a look around and let us know what you think.

And welcome again to: Polyhedral Underground!

View first unread post Th. 3/11-Your Regularly Scheduled Game Night-Game Night

PostMon Mar 08, 2010 1:35 pm
I am slowly catching on to the super highway. Now if I can figure out this web site. #-o Look out.
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View first unread post Gameapalooza 24/Harb's B-Day-Game Day April 24

PostMon Mar 08, 2010 4:04 pm
Well you would have sucked at it anyway.

j/k :)
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View first unread post Saturday gaming this weekend ( 6 March )

PostFri Mar 05, 2010 9:46 am
Skittle, you need to make that image a shirt on CafePress for yourself. You need to.

Well played.
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View first unread post Looking for a April Palooza

PostFri Mar 05, 2010 8:46 am
Superhawk wrote:
Yes that’s it! Gameapolooza the 10th and home brew day the 24th. There. Someone please put them on the calendar……[/size]


What the hell?!?! :pottytrain1:
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]]> <br> <br>Each round starts with a <b>Briefing</b> which is the selection of an <b>Objective</b> card. Each objective has an varying <b>Influence point value</b> (in the diamonds in this picture) which is achieved in a very similar manner to blackjack (combined card values up to but not exceeding 21). <br> <br>The number of pawn figures on the left hand side of each card shows the maximum number of cards a player is allowed to play to achieve a particular objective. These vary from one to five which makes for quite different game play. <br> <br><b>Agent</b> <br> <br>]]> <br> <br>Once the Objective is known, each player uses a <b>Planning</b> step to secretly select an agent. The six agents have varying influence on the way the <b>End of round</b> final victory is determined. <br> <br><b>Groups</b> <br> <br>Players alternate between either drawing a new <b>Group card</b> and <b>Recruiting</b> the group by placing it face up in front of them, or <b>Mobilise</b> a Group card previously placed on the table to use its <b>special ability</b>. A player may also pass if they do not wish to do either card based action (such as when they have already achieved the Objective point value). <br> <br>]]>]]>]]>]]> <br> <br>Each group card has a number (3+1+5+6 = 15), which is counted towards the Objective point value, and an icon (with associated colour) representing a special ability. Despite the varying names and point values for each group card, it is the special abilities that really distinguish the cards and creates the main variation in game play. <br> <br><b>Abilities</b> <br> <br>The special abilities can be summarised (in the same order as the pictures above): <br> <br>Media 0 = Look at the top group and decide whether to: keep it, discard it (if it would make you exceed the Objective influence value), or replace on top of the draw deck (for the other player to draw) <br>Economic $ = Turn on(Ready)/off(Mobilise) the special ability of any card on the table (except other economic) <br>Political * = Move a group from either player to the other player <br>Military ^ = Move any card on the table to the discard pile <br> <br>These abilities can be used to steal a card from an opponent, or get them to discard a card (often forcing them to draw a less optimal valued card). <br> <br>If you choose to use a Group card ability rather draw a new Group card, <b>Mobilise</b> the card by turning it sideways (ala tap the card) and perform the applicable action. Once a card has been mobilised its ability may not be used again unless an Economic power is used to make the card <b>Ready</b> to use again. <br> <br><b>End of round</b> <br> <br>A <b>Cease fire</b> begins when both players are unable or choose not to take any further actions. <br> <br>At that point the player who is closest to the Objective value is considered to have <b>Dominated</b>. In the case of a draw, the symbols at the top of the Objective card are matched to each players card so the person with the highest value of each type of group is deemed to have Dominated. <br> <br>If the current objective was Vietnam (9 influence value), as in the picture above, in the case of a draw the player with the highest total value in $ cards would be deemed to have Dominated. If both players had the same value of $ cards, the * cards would then be compared until a clear winner. <br> <br>Next comes a <b>Debriefing</b> where each player's agent is revealed and their special ability is enacted. This can have some significant impacts on the outcome such as the Master Spy who turns a defeat into a victory (and a victory into a defeat!) or the Assassin who kills the opposing agent if that player is dominating. <br> <br>Once the agent's abilities are resolved, the player who is finally dominating scores the Victory Points shown on the bottom right of the Objective card. <br> <br>The agent used for the current round is then exhausted and considered to be on leave until after the next Planning step so you will need to work out a strategy for playing a series of agents rather than just one. <br> <br>The first player to achieve 100 points is the winner. <br> <br><b>Final thoughts</b> <br> <br>There are a few more wrinkles in the game play but that should be a pretty good synopsis. The drawing and playing of group cards is very quick and shouldn't involve any amount of contemplation as the choices are usually obvious. <br> <br>The secret agent adds a delicious twist which I think is the mechanic that makes this game a winner rather than a dud." /> Review: Cold War: CIA vs. KGB:: Did I get my money's worth?
]]> <br>Thanks goes to Laihanen for uploading this gorgeous photo of the components which I have shamelessly stolen. <br> <br>As you can see from the photo (a finish language copy) that the components are pretty, vibrant and are in usual fashion of a Days of Wonder Production. <br> <br>Included in the game are: <br> -3 sets of player pieces in Purple, White and Black as well as a score marker. <br> -a deck of train cards which form the base of the game <br> -a deck of train tickets which are the routes you try to complete <br> -a large mounted board which the game is played on <br> -all the rest of the stuff like the rules and some extras <br> <br>The bits are winter themed with snow covered train cards with a different train car for each colour. <br>]]> <br>thanks to cnidius for a shot of the cards <br>The glistening locomotive card has a dusting of snow. The cards are a treat for the eyes and are made of a very durable yet easy to shuffle. <br>The board is durable thick and well printed with vibrant colours... I think I said that already. It unfolds flat with minimal back bending and makes me wish more games were pretty like this. <br>The trains are... acceptable for plastic trains. The colours are a nice change from the primary colours of the base game and while not being as bright are easy to see. The tickets are well designed with the names of the cities indicated by a dot on a mini map on the card. A very welcome addition that could have easily been missed in the design. This makes locating cities, many of which are unfamiliar to most people much easier to spot and aid in both learning the locations of the board but gaining some geographic knowledge. <br> <br><b>Rules</b> <br>While there are more rules than the original Ticket to Ride the rules are most similar to the Europe version of the game. Players may either <br>A) Draw cards, choosing 1 or 2 face up cards or drawing blind from the stack. There is no penalty for selecting locomotives... this will be explained in a moment <br>B) Claim a route by playing the coloured train cards which match the route. Grey are wild routes and can be claimed by any colour. Routes must be claimed in full and there is 3 special routes. <br>i)Ferry routes - have a locomotive on at least one of the train spots, these require a locomotive per indicated space plus any of the required colours. The full route could be claimed by only locomotives AND any 3 cards can make a locomotive <br>ii)Tunnels - The cost is never known. Locomotives may be played in part or by themselves to claim these routes. Once the intent is made flip the top 3 cards from the draw deck and if a matching route colour or locomotive is flipped another matching card or locomotive must be played. It is helpful to come in with at least one extra to claim one of these routes. <br>iii)The Murmansk route this is a ridiculously long route on the very north end of the map. It must be completed with any one colour and any 4 cards can make up a card of the required colour. This route is out of the way but is worth mad points. As it is not easily built I have only seen it built once in around 15 games. <br> <br>As you claim a route you score points based on the length of the route <br>This part is often forgotten and I generally recount all the players point total before the final tally <br>C) Take more route cards, Draw 3 new route cards and you must keep one. <br>-Locomotives may not be played other than for tunnels or ferry routes unlike in the other versions, this is why there is no draw penalty. <br> <br>That is essentially all the rules of the game. <br> <br>The game ends when any player has 2 or fewer trains to build with, there is then a final round then the score is tallied. RECOUNT the players scores then add points for completed routes and SUBTRACT points for uncompleted routes, There is essentially a double hit for not completing routes as not only do you not score but you loose points. This was readily discovered in my first ever game where I had a final score of -25 points as I failed to notice the double loss. The person who completes the most tickets gets 10 bonus points. <br> <br><b>Gameplay and Thoughts</b>...about time, I know <img src="http://geekdo-images.com/images/shake.gif" alt=":shake:" border="0"> <br>The game is quick, and fun and although I enjoy heavier games I enjoy this light family game and I will go as far as saying it is the only gateway game I own or have played that I would regularly play. The different building plans one can work on lead to different results. I have played about 2/3s of my games 2 player and scores have varied widely due to playing on opposite sides of the map or in direct competition for every route. This leads to a problem some people may have <br> <br>The dick move, This game has some tight spots and if you don't assert yourself you may be pinched out of a critical route. One such route is the Torino Boden route at the north end of the inlet? I make sure to tell newbies that if they need this route to claim it early as someone may take it if they see some building into that area. <br> <br>Some observations I have made: <br>-Claim the tight points early if you need them... Or if you don't <img src="http://geekdo-images.com/images/devil.gif" alt=":devil:" border="0"> <br>-If you are near completing your tickets, draw some more, especially when people still have ~15 cars left, you may often get tickets you have already built or almost completed. <br>-Think ahead and plan your ticket collection and building plans as the game can really speed up with a plan. <br>-DONT FORGET TO SCORE YOUR BUILT ROUTES. I hate having to count everyones scores because I am the fastest at math. <br>-The trains make a fun plasticy klinky sound <img src="http://geekdo-images.com/images/laugh.gif" alt=":laugh:" border="0"> <br>-If you round the board and are on the right side of the map you have a good score, if you round the bottom or get onto the left side you have a great score. If you get over 200 you have a really good score. <br>-It is a good game and my favorite of the TTR series. <br> <br>Unfortunately the game is currently out of print which may make it difficult to get at the current time but it sounds like there will be a reprint before christmas 2010. <br> <br>Have fun and happy gaming. <img src="http://geekdo-images.com/images/wink.gif" alt=";)" border="0"> <br> <br>=^_^=" /> Review: Ticket to Ride: Nordic Countries:: A rambling rant review #1
]]> <br> <br> <br><b>DISCLAIMER</b> <br> <br>Please skip this if you don't care about me. But if you want to know what kind of player I am, well, short answer is just look at my <a href="http://www.boardgamegeek.com/user/Darkmot" target="_blank" class="postlink" rel="nofollow">Top 10</a>. The more elaborate answer is, I consider myself an omnivore gamer. I like theme dripping game like AT, but also like mechanical juggling of Euro. And probably a little bit wargame, provided its fantasy or sci-fi. But on top of that, I love heavy complex games! Yes, the ones that make your brain melts like burning ice cream. It's delicious! I don't mind occasionally playing light games, as long as it has great theme and fun, and not too often. But my heart belongs to heavy and complex (and good) games. <br> <br>Oh, and all of the images in this review are obviously not mine. I thank you for each respective owner. I will put my own assembly in later post. <br> <br> <br><b>WHY 18XX?</b> <br> <br>Sure enough, 18XX is not my first train game. <a href="http://www.boardgamegeek.com/boardgame/17133/railroad-tycoon" >Railroad Tycoon</a> was my intro to train games, and <a href="http://www.boardgamegeek.com/boardgame/4098/age-of-steam" >Age of Steam</a> made me hooked. It's a good path before 18XX, I think. And no, I've NEVER played <a href="http://www.boardgamegeek.com/boardgame/9209/ticket-to-ride" >Ticket to Ride</a>, for better or worse. Nevertheless, they put me into <a href="http://www.boardgamegeek.com/geeklist/50903/so-youre-thinking-about-giving-18xx-a-try" target="_blank" class="postlink" rel="nofollow">this geeklist</a>, and finally <a href="http://www.boardgamegeek.com/geeklist/4736/definitive-18xx-list" target="_blank" class="postlink" rel="nofollow">this geeklist</a>. <br> <br>Go on check it. I'll wait for the poison to sink in. (Also, don't forget to check <a href="http://www.boardgameswithscott.com/?p=82" target="_blank" class="postlink" rel="nofollow">18XX review</a> by Scott Nicholson. Always a good watch) <br> <br>18XX is an economical game. It's all about money and wealth, unless you want to go back to stone age where resource gathering and bartering are considered 'economic', then I believe no other game as economic as 18XX series (and certainly <a href="http://www.boardgamegeek.com/boardgame/1406/monopoly" >Monopoly</a> is nowhere near). It combines 2 element that usually separated into 2 different games, stock market and company's profit. Closest I can think of is the latest Splotter Spellen's <a href="http://www.boardgamegeek.com/boardgame/55952/greed-incorporated" >Greed, Incorporated</a>. But then again, it's one game versus many variants, so, there you have it. <br> <br>But let's face it. 18XX is not everyone games (then again, what does?). What I mean this is certainly not for casual gamers. And probably not for some heavy gamers. This is for hardcore gamers! Or heavy gamers on pilgrimage to be one. 3 reason for this follow: <br> <br><b>Cutthroat</b> - Sure there are some nicer 18XXs, but by design they are battle arena. Some cooperations needed only to be backstabbed later. No. There is only one winner, and if you play nice, you won't be that one. <br> <br><b>Long</b> - No matter how fast you play it, average game of 18XX took about 5-6 hours. Dedication is needed to play these. Some of mini 18XX like this 18AL could play faster, but certainly never touch below 2 hours. <br> <br><b>Brain Burning</b> - One of the characteristics of 18XX games, is they have no luck, unless you count player seat is luck. Some 18XX might have more luck than that, but generally, that's all you got. While player order might affect your strategy and tactics, most of the time better skilled player will win, regardless the seat. Well, you know the law: <i>less luck, higher thinking</i>. <br> <br>So let's continue to the questions that can only be spawned on BGG. Will Eurogamers/ATers like it? I believe as long as you are hardcore, you won't have much problem. I can't classified 18XX to be Euro or AT. On one hand, it has no luck and quite gamey to play around with brain that usually Euro, but on the other hand the theme and player interaction is dripping like ooze. Sure it might not sound as exciting as become Chaos God to wreck havoc and spread corruption upon fantasy world. But if you back at reality and look how evil money could do to corrupt our world and the savage of stock market could make someone go cruise on yacht and someone else begging with sackcloth on streets, it's not nice either. <br> <br>So, Eurogamers, you want 'elegant' and challenging gameplay, you have it! ATers, you want heavily themed game with lots of player interactions, you have it! <br> <br> <br><b>GAMEPLAY OVERVIEW</b> <br> <br>Now, I understand that this is usually skipped. But I still want to give general rundown of how 18XX series played, for those who just heard about 18XX and never knew the rules. It's usually hard to find summary of rules because so many interwoven rules in each 18XX games. Not to mention the rules online usually just plain black and white text, making it harder to muster the will to read it. I hope I can sum this easier for new players. Please keep in mind that these are general rule usually found at 18XX series, but some series might different a bit. Nevertheless these are the backbone. <br> <br> <br><font color='#CC0000'><b>Flow of the Game</b></font> <br>Players are given with initial money. The game always run in several set of rounds, and continue doing that until end conditions are met. The rounds are: <br> <br> - <b>Stock Round</b> (once) <br> - <b>Operating Round</b> (once or more) <br> <br>Yes. That's it. Just Stock round - Operating round - Stock round - Operating round - etc until game ends. Later in game, there are more than one Operating round before the next Stock round, but it's latter issues. And usually the game ends on: <br> <br> - <b>Bank Broke</b> <br> - <b>Player Broke</b> <br> <br>Yep, you read that right. Now you know why 18XX is a long game. Changing bank amount could change it to be shorter or longer, but usually not recommended. And yes, the bank broke is the norm. It's unusual for player broke, but it happens sometimes. Count everyone's wealth (money + shares), player with the most wins. Like I said, economic! <br> <br> <br><font color='#CC0000'><b>Stock Round</b></font> <br>]]> <br>I call this player (or Baron) round. Because this is where players, as train baron, act. This what make 18XX somewhat unique. No train corporations can be owned by only one player. Instead, corporations issues share to be bought by players, and player with the most stock of that corporation is the president of that corporation (the one who make decisions). Play proceed clockwise until <i>all players pass</i>. During their turn they could: <br> <br> - <b>Buy one share</b> <br> - <b>Sell any number of shares</b> <br> <br>In any order. There are tiny other rules but that the gist of it. Selling shares could reduce the stock price. But when buying the first shares of the corporations, player can set the initial price of the shares. Making it cheap or expensive. This create a very dynamic game, because corporations are not running until they 'float', usually by 60% of its shares are bought by players. Make the initial price cheap could lure everyone to help your corporations float, but make it expensive can give you exclusivity and give your corporations better funding. <br> <br> <br><font color='#CC0000'><b>Operating Round</b></font> <br>]]> <br>I call this corporations round, since this is the time where <i>corporations</i> act, not the player. Only the president (player with most shares) of that corporation can make decisions for that corporation, and all the cost are paid by corporations, not players. Also quite different with Stock round, each corporations (that are already running) operates only once. After all floated corporation operates, the round ends. Each corporations does certain order of steps. Each of them has their own explanations, but I'll try to summarize it. In order, corporations need to do this: <br> <br><b>Tile Laying</b> (optional) <br>Each corporations has a chance to put 1 tile (free, unless there are prices on the map). You can only put yellow tile on free hex, and the train lines must connect with at least one of your stations. Green can only be used to <i>upgrade</i> yellow tile, provided it doesn't change previous line and the new line must also connect with one of your stations. Brown upgrades green, and gray upgrades brown. It's fun to see during the end of game the map usually full of train web. <br> <br><b>Place Stations</b> (optional) <br>On the map there are circles which represent cities and towns. Big circles represent cities, and corporations can build stations there, provided it's connected to other stations of that corporations. <br> <br><b>Running Train</b> (mandatory if other shareholders want it) <br>Well, there are actually no train pieces. Just imagine it starts from one city to another city. It can only run any number of city according to train level, and must touch at least 1 city with its corporation station. Also it cannot pass city that has no open station slot and only other corporations stations there. Each corporations may have more than 1 trains, but each train lines can only be used by one train. Each train gain revenue from the total price listed on each cities and towns. <br> <br><b>Dividend Payout</b> (mandatory) <br>This is simple. If president decides to pay dividends, each player get money according the total revenue and the shares that player hold (that is, if the revenue is $100, players with 20% shares get $20). Then the shares price on stock market raises. If president chooses to withhold, the total revenue is put on corporation cash, and the shares price decreases. I think this is the most awaited step by players. <br> <br><b>Purchase Train</b> (mandatory if doesn't have train) <br>As simple as it sounds, this is the time where corporations buy trains. Corporations can buy from bank or other corporations. But must buy if doesn't have one. Note that this step is after running trains, so usually the first corporation operating round there are no train running, thus no revenue, thus the shares price decreases. Also, this is the time where a player can go bankrupt, because if corporation doesn't have money to buy the train, the president must pay for it. <br> <br>Well, that's how Operating round goes. Start from corporation with the highest shares price, all step are done, then the next corporation, and so on. After all floated corporations run, the round ends. <br> <br> <br><font color='#CC0000'><b>Private Companies</b></font> <br>]]> <br>This is also what makes 18XX unique. There are small, private companies that could give several nifty abilities during the game. These companies are the small companies before all the big corporations walk on mortal realm. Player must bid on these privates during the first Stock round, and then may sell it to another player or corporations (which can use its special abilities). This is one of the chrome I like in 18XX. <br> <br> <br><font color='#CC0000'><b>Trains</b></font> <br>]]> <br>And this, is the base of storyline in 18XX. It gives a feeling of gradual development of map and the game. In general, game phase changes when the first train of that level is bought. So, for example when the first train level 4 is bought, the game phase change to 4. When first train level 5 is bought, the game phase change to 5, and so on. <br> <br>That said, many new rules introduced as game phase changes. Green tile can only be placed on phase 3 and later, and the game become 2 Operating round after 1 Stock round. Brown tile can only be placed on phase 5 and later, and the game become 3 Operating round after 1 Stock round. Not only that, usually all trains level 2 rusts (yes, removed from the game!) when the game enter phase 4. Level 3 rust on phase 5, and level 4 rust on others. <br> <br>This gives incremental gameplay. A feeling like history unfolds during your game, and we could see the better train technologies, the better the map developed. <br> <br> <br>Phew, I really DID NOT mention many of intra-rules behind, but it's already this long. But I teach newbies by this structure, and tell other rules along the way. It helps them to get general feeling of the game, and exploring the game by themselves. <br> <br> <br><b>WHY 18AL</b> <br> <br>The biggest reason for this is clear. 18AL is a print and play game (making it available for everyone even you are in the corner of the world), and there is <a href="http://www.boardgamegeek.com/filepage/40684/koryos-18al-graphics-package" target="_blank" class="postlink" rel="nofollow">beautiful redesign</a> version by : <br> <br>[username=Koryo] <br> <br>I think this is the best graphic for 18XX series. Too many pretty bits will hinder gameplay like veterans said. But the usual graphics of 18XX is too bland and spartan for newbies. But Koryo strikes the balance between the two. It has beautiful elegant design without sacrificing too much functionality. <br> <br><b>It's also one of the mini 18XXs</b> - Meaning it has smaller map (less burden to visualize), and faster gametime. I got 3 and 4 players game with 5 hours, everyone is newbie except me. I believe it can clock into 3 hours if all of us get used to it. That's fast consider normal 6 hours of other 18XX games. Also, by that sample, I believe any number of players won't change the gametime much. <br> <br><b>And it has quite balanced privates and corporations</b> - No privates abilities are too strong, and all of the corporations can start at any point in the game and still do a good job. So there won't be "<i>you're out of the game because the mistake of your first step</i>". But they are not generic and each has few characteristics of their own, so the texture is still there. <br> <br>The others are rules specific, which is: <br> <br><b>Game end when shares reach highest price</b> - This is additional game end while not too often, it gives additional path for the game to end, so it won't be dragged too long. <br> <br><b>Friendlier Train</b> - Many of the train rules are somewhat newbie friendly. When running, town doesn't count like city, trains level 4 don't rust immediately, 4D trains can double revenues for cities and off-map hex, earlier phases of the game prevent train rush. <br> <br><b>Small 2D Stock Market</b> - This is also thing that I like in 18AL. It use 2D stock market, but the size and prices arranged in a way that it is possible to do stock trashing and dumping, but not as brutal as other 18XX series. It captures nicely the spirit of 18XX but give some leeway for newbies. <br> <br> <br><b>OTHER 18XX INTRO</b> <br> <br>There are many other good titles for intro, aside from the obvious advantage of Koryo redesign, some of these are quite good to start. I believe 18AL to be the best, but these are other titles if you want to know. <br> <br>]]> <br>Actually, 18AL is the second game designed by <a href="http://www.boardgamegeek.com/boardgamedesigner/496/mark-derrick" target="_blank" class="postlink" rel="nofollow">Mark Derrick</a> for intro to 18XX. The first was <a href="http://www.boardgamegeek.com/boardgame/2583/18ga" >18GA</a> (also PnP). The differences is nearly minimum, so the biggest draw for 18AL is Koryo redesign. Although 18GA also has <a href="http://www.boardgamegeek.com/filepage/49530/photocurios-18ga-re-draw" target="_blank" class="postlink" rel="nofollow">photocurio's redesign</a>, I might be liking ruleset of 18AL a bit than 18GA. But it's too subjective so you might need to compare it yourself. <br> <br>]]> <br><a href="http://www.boardgamegeek.com/boardgame/31722/steam-over-holland" >Steam over Holland</a> also rumored to be good intro. But there are few things I don't like about it: <br>- It has no PnP version and the price is quite high (although the components are good). <br>- Stock prices is 1D, so not much stock trashing and dumping. <br>- Limited turn and non dynamic operating round. It's always 1 Stock round and 2 Operating rounds, until 5 turns. <br> <br>]]> <br>Well, <a href="http://www.boardgamegeek.com/boardgame/39382/18ez" >18EZ</a> IS marketed as intro to 18XX games. But many people regard it as while it's good to teach rules for 18XX, it doesn't carry much spirit as other 18XX games. In easier word, 18EZ map, companies, and stock market is too generic and balanced. It's like playing an adventure game where every character choice is human warrior. <br> <br>But, for every negative comments on 18EZ, there seems to be positive comments for that as well. Mainly, it does give some success for teaching non-hardcore gamer to 18XX games. For me, <a href="http://www.boardgamegeek.com/boardgame/17133/railroad-tycoon" >Railroad Tycoon</a> and <a href="http://www.boardgamegeek.com/boardgame/4098/age-of-steam" >Age of Steam</a> are better step for that. If they stumble in Age of Steam, then they are not cut out for 18XX games. BUT... if you don't want to buy Railroad Tycoon or Age of Steam, then maybe 18EZ is a good idea afterall. <br> <br> <br><b>SUMMARY</b> <br> <br>Now, it comes to the most important section of a review. Well, by reading all above, it's clear that I love 18AL. They manage really well as introduction to 18XX system. Simple, but without sacrificing all the important element of 18XX. The stock trashing and dumping is still there, clever tile laying and blocking is apparent too, the dilemma helping or backstabbing other player is there too. But the scale is not too large, making it perfect to usher into greater goodness of 18XX. Oh well, here's the rundown of 18AL for me: <br> <br>- <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellowhalf.gif" alt="halfstar" border="0"> <b>Components</b> - It's Koryo redesign! What can I say more? Only 2 little nitpick from me are the president shares and the normal shares kinda too similar, and no table for corporations last revenue. Minor, I know, but if it's there it would be perfect. <br>- <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"> <b>Complexity</b> - I have to say, the complexity is not really that high compared to, say, <a href="http://www.boardgamegeek.com/boardgame/22/magic-realm" >Magic Realm</a>! It's only a little step up from <a href="http://www.boardgamegeek.com/boardgame/4098/age-of-steam" >Age of Steam</a>, and I believe it's about the same as <a href="http://www.boardgamegeek.com/boardgame/25613/through-the-ages-a-story-of-civilization" >Through the Ages: A Story of Civilization</a>. Even <a href="http://www.boardgamegeek.com/boardgame/1/die-macher" >Die Macher</a> seems more complex than this. <br>- <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"> <b>Thinking</b> - Please note that I'm used to heavy thinking, I can play 2 games of <a href="http://www.boardgamegeek.com/boardgame/25613/through-the-ages-a-story-of-civilization" >Through the Ages: A Story of Civilization</a> consecutively without mental exhaustion, provided the time permit it. So that's why I won't put perfect score in this. That being said, I really can't separate Strategy and Tactics here. Sometimes you do more strategy than tactics, and sometimes it's the other. So I guess it's balanced in this game. <br>- <img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"><img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"><img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"><img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"><img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"> <b>Luck</b> - I will not put determining player order AS luck! <br>- <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellowhalf.gif" alt="halfstar" border="0"> <b>Player Interaction</b> - It's all driven by player actions. What you do definitely WILL affect other players. Granted, you can't destroy other companies with nuclear bomb, but then again, Einstein hasn't been born yet. <br>- <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellowhalf.gif" alt="halfstar" border="0"><img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"> <b>Replayability</b> - I do believe 18AL has high replayability. Balanced corporations and other dynamic things make for it. But since the map is small, maybe it's not limitless replayability. Then again, this is an <i>intro game</i>! If you've played about 10 times, shouldn't you tackle another medium 18XX titles? <br>- <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"><img src="http://geekdo-images.com/images/star_yellowhalf.gif" alt="halfstar" border="0"> <b>Length</b> - I need to explain about this. This game is long (compared to other normal eurogames) no doubt about it. Some games are too long for what it's worth, but this game is NOT it! You won't notice that you have played 5 hours until you finally check the time after the bank broke. The game flows naturally while keeping the players engaged all the time. The only drawback is you need to set specific time to play it, not just play on a whim. <br> <br>Okay, and now the pro and cons: <br> <br><b>PROS:</b> <br><font color='#006600'>- Heavy brain burning. <br>- No luck so you can't blame the "dice". <br>- Skill really matters. <br>- Really fun and keep player engaged. <br>- High player interaction. <br>- Not a silent game. Players WILL talk. <br>- Dynamic (not fixed) number of turns. <br>- Different but balanced corporations, making it fun to start anywhere. <br>- Won't notice the length. <br>- Scale well with any number of players. <br>- Conveys the spirit of 18XX well. <br>- Not too much difference than the barebone of all 18XX games. <br>- Print and play. <br>- Beautiful redesign. <br></font> <br><b>CONS:</b> <br><font color='#CC0000'>- Long games, needed to set specific time. <br>- Not for casual gamers. <br>- Need to assembly yourself. <br>- Will exhaust mental for some people. <br></font> <br> <br> <br><b>NEWBIE TIPS</b> <br> <br>There are couple things that might be useful for your first few games. Especially if 18XX system is new for you, and you are leading the game. <br> <br><b>Learn 1830</b>. <a href="http://www.boardgamegeek.com/boardgame/421/1830-the-game-of-railroads-and-robber-barons" >1830: The Game of Railroads and Robber Barons</a> is the barebone rules for 18XX, but the brutality nature of the game might overwhelm newbies, so it's not a good intro game. Fortunately, there are old DOS PC-game version for it (which you can easily get from any abandonware websites). Play around it for a little while, to get the feeling of 18XX rules. Don't worry, the AI will surely slaughter you. The good of it, since it's done on PC, it plays a lot faster. A full game might go between 1 or 2 hours, and you can restart anytime without feeling guilty to other players. Why this is important? The drawback is you will slay other players, but in return they get to see some good plays of 18XX, making them interested to do that next time. <br> <br><b>Player Aid</b>. Get <a href="http://www.boardgamegeek.com/filepage/42700/18al-comprehensive-2-sided-player-aid" target="_blank" class="postlink" rel="nofollow">this player aid</a>! I cannot stress this enough. It's very useful, with it you don't need to look at rulebook anymore. But the most useful thing is the revenue table. Sure, I don't have difficulties doing mental arithmetic like 23x7, but it's still longer than just look at the table. It saves a LOT of time. <br> <br><b>Money</b>. I use paper money. It's easier to produce, and I like my game in its own full packages. I don't really like the notion to bring 1 set of poker chips for many different games. Makes my games feel... incomplete. Plus, it's way cheaper. Some veterans might suggest spreadsheet, while I don't doubt it will be faster, for newbie the feeling of holding physical money is necessary. At least for me. <br> <br><b>No Pampering</b>. Do not false advertise 18XX games, making it less tame than it was. I really hate it when player started to whining because the game is different than their expectation (too long, too heavy, etc). So I usually make sure every player come with full knowledge of what would they face. If they want to read the rules beforehand then it's better. <br> <br><b>Montgomery and Birmingham</b>. These two cities have different tile for them. And usually forgotten. Or placed wrongly (Montgomery on Birmingham or visa versa). I always realize it a turn or two too late. So we need to recalculate previous revenue. <br> <br><b>Selling Private Companies</b>. This is minor, but it always happen in every newbie I played with. They seem reluctant to sell private companies to corporations because of the 'tempting income' it generates. Until the 5 train is bought and it's too late. I usually let them experience it the hard way, but you might hint about it to the new players. <br> <br> <br> <br><font color='#006600'><b>That's it! I hope this review helps to generate interest in new player to try 18XX game, by 18AL! <br></b> </font> <br> <br> <br> <br>" /> Review: 18AL:: Best Intro for Best Economical Game!
Review: Fury of Dracula:: Fury of Dracula or Scotland Yard on steroids!
Review: Hornet Leader II:: The best solo game ever?
]]> <br> <br>Set is a pattern recognition game for any number of people. <br> <br><b>Any number of people?!</b> <br> <br>Yes. Want to try it alone? Play the solo rules. Have a couple of people around? Try it out. At a family reunion? Whip Set out and let the family gather round and play. <br> <br><b>Brief Overview</b> <br> <br>Set is played by shuffling all the cards and placing 12 down on the table. All players then try to find a set of three cards out of the 12. The player who finds the set, calls out "set" and points out the three cards. If the player is correct, he/she picks up the cards and gets 1 point. Then 3 cards are added to the table so it's back to 12. If the player is wrong, he/she loses a point and the cards stay on the table. If all players agree there is no set on the table, then 3 more cards are added to the 12 cards on the table. Cards can always be added if players all agree there is no set on the table. Whenever a player finds a set, 3 cards can only be added when there are 9 cards left, bringing it back up to 12. <br> <br><b>What's a set?</b> <br> <br>A set is three cards where <i>each</i> attribute is all the same <i>or</i> all different. There are 4 attributes to each card. <br> <br><b><i>Color</i></b>- Red, green and purple. <br> <br><b><i>Symbol</i></b>- Oval, squiggle and diamond. <br> <br><b><i>Number</i></b>- Each card contains 1, 2 or 3 symbols. <br> <br><b><i>Shading</i></b>- Solid, open or striped. <br> <br>Each attribute has to be all the same or all different. Let's look at an example: <br> <br>]]> <br> <br>Looking at all 3 cards, let's go in order of attributes. <br> <br><i>Color</i>- Each card is a different color. That counts. <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br><i>Symbol</i>- Each card is a different symbol. That counts. <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br><i>Number</i>- Each card has a different number of symbols. That counts. <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br><i>Shading</i>- Each card is shaded differently. That counts. <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br>So this would be a set of cards. <br> <br> <br> <br>Let's take a look at the cover of the Ravensburger edition of Set and see if it shows a set: <br> <br>]]> <br> <br>Again, let's go through the attributes. <br> <br><i>Color</i>- All 3 colors are different. That counts. <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br><i>Symbol</i>- All 3 symbols are different. That counts. <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br><i>Number</i>- All 3 cards have the same number of symbols. That counts. <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br><i>Shading</i>- All 3 cards are shaded the same. That counts. <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br>So this would be a set. <br> <br><b>What's not a set?</b> <br> <br>If <i>any</i> attribute has 2 in common and 1 not in common, then it is not a set. <br> <br><b>What's to like?</b> <br> <br><img src="http://geekdo-images.com/images/die-white-1.gif" alt='1' border=0> It is a <u>great family game</u>. <br> <br><img src="http://geekdo-images.com/images/die-black-2.gif" alt='2' border=0> Once people are familiar with what a set is, the game is <u>really simple</u>. <br> <br><img src="http://geekdo-images.com/images/die-white-3.gif" alt='3' border=0> The game can be <u>pretty tense</u> when playing with competitive people. Everyone is trying as fast as they can to find a set first. <br> <br><img src="http://geekdo-images.com/images/die-black-4.gif" alt='4' border=0> The game <u>accommodates any number of players</u>. The solo play isn't as fun, but it can be a nice way to get the brain working. Works great with a big group of people as well. <br> <br><img src="http://geekdo-images.com/images/die-white-5.gif" alt='5' border=0> It is a <u>great exercise in visual perception and pattern recognition</u>. <br> <br><img src="http://geekdo-images.com/images/die-black-5.gif" alt='5' border=0><img src="http://geekdo-images.com/images/die-black-1.gif" alt='1' border=0> It's an <u>unbelievable filler</u> for any situation. The length of time(30 minutes tops!) it takes combined with the amount of people that can play, makes this a nice starting or ending game for a game night. <br> <br><img src="http://geekdo-images.com/images/die-white-5.gif" alt='5' border=0><img src="http://geekdo-images.com/images/die-white-2.gif" alt='2' border=0> There is a nice <u>introduction</u> game that helps ease players into Set. It uses 3 attributes instead of 4. Shading is taken out. <br> <br><img src="http://geekdo-images.com/images/die-black-5.gif" alt='5' border=0><img src="http://geekdo-images.com/images/die-black-3.gif" alt='3' border=0> The <u>rules can be changed</u> to fit what players like. If people don't want to play with the negative point rule... don't use it. If a player is really good, handicap that player and only he/she will abide by the negative point rule. Play in teams, play everyone against 1 or play multiple rounds and add all scores. <br> <br><img src="http://geekdo-images.com/images/die-white-5.gif" alt='5' border=0><img src="http://geekdo-images.com/images/die-white-4.gif" alt='4' border=0> It's a <u>cheap</u> game. It won't break the bank! <br> <br><b>What's not to like?</b> <br> <br><img src="http://geekdo-images.com/images/die-white-1.gif" alt='1' border=0> This game <u>can make people dizzy</u>. After looking at so many shapes and colors and trying to figure out sets, it can be overwhelming at points. I know I've become dizzy a couple of times. <br> <br><img src="http://geekdo-images.com/images/die-black-2.gif" alt='2' border=0> Set <u>may not be serious or heavy enough</u> for many people. <br> <br>]]> <br> <br><b>Hmm...</b> <br> <br>This is a great filler! It is enjoyable for the family and good enough to bring to a game night to fill in while waiting for players. It is a great exercise in visual perception and fun. It's relatively cheap price makes this a good buy. Although it doesn't come out as often as it should, it is a great time when it does come out. <br> <br><b>What to do now...</b> <br> <br>Play it! <img src="http://geekdo-images.com/images/thumbs-up.gif" alt="thumbsup" border="0"> <br> <br> <br> <br>All images are from the Set gallery." /> Review: Set:: An Absurd Review
]]> <br> <br><b>Opening the game and its graphical realization</b> <br>I’m starting from graphics because it is first contact with game. Game box fits in the category of small size boxes. Size of box is just 14x15x4 cm. Front cover of the game box contains most important thing in this game – mammoths. Game contains different components – game board tiles, movement cards, evolutionary advantages cards, pawns and scoring board. All illustrations in the game are drawn in cartoon style. <br>Board tiles have on one side illustration of baking mammoth and on second side illustration of one of four country types (beach, savannah, hills and forest). Movement cards contain illustrations of man-ape pointing to specific country type. Evolutionary advantages cards contain illustration describing what advantage does (I will describe these advantages later). <br> <br>]]> <br> <br><b>Story</b> <br>Every time I explain new game to my friends they want to hear story behind the game. And so story behind this game… Very, very long ago, when mankind was just emerging, there was small group of man-apes. One of them was their leader, advising and leading them through hard and easy times of their evolution. As game designer writes in rulebook to evolve from man-ape to modern human, you need to have big brain and for big brain you need to eat meat. Therefore valid question is where to find during Ice age meat. Answer is simple – mammoths. <br>In this game you and your friends are in the roles of leaders of these groups of man-apes on their evolution journey to modern human. There are lots of mammoths in Ice age but also other groups which will hunt in your territories and sometimes also attack your group to steal your meat. <br> <br><b>Playing this game</b> <br>At the start of game, board needs to be set up – you need just to put all board tiles to grid 8x8 with mammoth side up and then turn over middle four tiles. Then you shuffle movement cards, evolutionary advantages cards, choose your group, sharpen spears and mammoth hunt can begin. <br> <br>]]> <br> <br>One turn consist of these actions in this order: <br> 1. Player randomly chooses movement card. <br> 2. Player changes two tiles with mammoth side on top to country side OR one tile with country side on top back to mammoth side. <br> 3. Player may play zero to five movement cards to move his pawn. <br> <br>Player needs to play movement card containing illustration of country type to which he wants to move his pawn. To move from hills tile to beach tile, player needs to play beach movement card. You can move your pawn just horizontally or vertically but not diagonally. Also movement is possible only to next country tile. You get victory points from movement depending on how many mammoth tiles you moved through. <br>Victory points are counted using scoring board. There are five evolution spots on scoring board – when you get to one of these you can choose new evolutionary advantage. <br> <br>Possible evolutionary advantages are: <br> • Orientation – Player can flip one tile with mammoth on top to country apart from normal flipping. <br> • Hunting – Player can flip one tile with specific country on top to mammoth apart from normal flipping. <br> • Fight – When player’s pawn moves to tile containing other pawn/pawns, he attacks them and gets two points for each enemy pawn. Each enemy pawn also loses two points. <br> • Barricade and trap – Player can put barricade on any tile on board. Barricade forbids other players to move through or to this tile. Player can also secretly put trap under any country tile. If other pawn steps to that tile, it steps into trap – player owning pawn loses two points, player owning trap gets two points and can again move his trap other tile. <br> <br>Game end when one player reaches modern human on the scoring board. <br> <br>]]> <br> <br><b>Evaluation</b> <br>This game really plays quickly, it is fun and also you need to do some planning to get most point from one movement card. Illustrations also improve fun aspect of this game. <br>During our first game we started by hunting mammoths. When we reached first evolutionary advantage nearly all players took Fight and started to chase other man-ape groups. This added flavour to the game as players started to threaten or beg about fights. Later in game, board was filled nearly almost with country tiles and mammoths nearly vanished. This was effect of defence against more aggressive players – if they cannot get to me, they cannot harm me <img src="http://geekdo-images.com/images/smile.gif" alt=":)" border="0"> During our other game some players tried to get lots of points by carefully planning their movement. Fight evolutionary advantages were not used as much as in our first game and other evolutionary advantages were more important. <br>I think best evolutionary advantages are Fight and Hunting, these were used very often. Evolutionary advantage Orientation was not used so often and when it was used it caused filling of board with country tiles, thus really slowing game. Last evolutionary advantage Barricade and trap is on one side good on other side random but fun. Good side is that you can use barricade to hinder your opponents and help you. Random but fun side is trap card – you need to place it in good place and then hope that it will trigger (which was not happing too much in our games), but when it triggers, its lot of laughter. <br> <br><b>Possible improvements</b> <br>During our first games we discovered possibilities of improving evolutionary advantages. <br>First one is improvement of Orientation card. For each Orientation card player can take one extra movement card but he needs to discard taken cards to one movement card. For example – player has one Orientation card, so he will take two movement cards (instead of one) and then discard one of these taken cards. <br>Improvement of Fight card is trickier and maybe it does not need to be improved, all depends on gaming group. Just altering point for fight can be good for one group and bad for other group. Maybe Fight cards could be used also in defence, so you lose only points when attacking player has more Fight cards than you. <br> <br><b>Pros</b> <br> <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"> illustrations <br> <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"> quick player turns <br> <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"> victory points acquisition <br> <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"> evolutionary advantages <br> <img src="http://geekdo-images.com/images/star_yellow.gif" alt="star" border="0"> small box <br> <br><b>Cons</b> <br> <img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"> little problems with balance of evolutionary advantages <br> <img src="http://geekdo-images.com/images/star_white.gif" alt="nostar" border="0"> tiny movement and evolutionary advantages cards (but only for people with big hands <img src="http://geekdo-images.com/images/smile.gif" alt=":)" border="0"> ) <br> <br>As you can see from images, this little game has language independent components and rules in English are here on BGG. So you can play it even you do not know Czech language <img src="http://geekdo-images.com/images/smile.gif" alt=":)" border="0">" /> Review: Evolution in the Box:: Mammoth hunting - from man-ape to modern human
Review: Fluxx:: Strategy or luck?

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