Wed, 4 April 2012
By: MATTHEW McHALE Quarriors is a so called dice building game. The game comes with 130 quaint custom 6 sided dice that are quite nice. None of the dice are your standard 1 to 6 on them with pips or numbers. There are three main types of dice quiddity, spells and creatures. Quarriors is a game that was not much on my radar for 2011. After the first couple of times I played it, it quickly became one of my favorite games. Is it a complex game? No. Is it a long game? No. Is it a deeply strategic game? No. Will you quaff over every turn? No. Does it have a serious theme? Again no, but the real question is, Is it fun? And for me yes Quarriors is quite fun. I have no qualms about it. Some may quarrel that the game it too random, but it’s a dice game so let’s not quibble over that. The game is for up to 4 players that can sit in a quadrangle (I know I really stretched for that Q). All players will start with the same number of basic dice. On each players turn 6 dice are pulled from their dice bag. Most of these dice will get you quiddity (used like money). Get enough quiddity and you will qualify to buy more dice. You can buy spells or creatures. Creatures are used to attack other player’s creatures and have them quake with fear. Creatures also are how you score. Each different creature die has a number of glory points (victory points) associated with them. You score if your creatures are still out in front of you at the start of your turn. Spells unusually do not score you points but can be used in a number of way to crush you enemies or quell plans they may have to crush you. You are trying to get a number of glory points that depends on the number players in your quest to win. I will end this quirky review by quietly saying I love this game. When I want to just play a light fun game Quarriors can quench my thirst. Quarriors: Designed By: Mike Elliot & Eric M. Lang Published : 2011 - WizKids # of Players: 2-4 ; Playing Time: 30min ; Mfg Suggested Age: 14 and up Expanded By: Rise of The Demons (Available now) & Quarmageddon (Out June 2012) Website: www.quarriors.com
Category:reviews
-- posted at: 8:26 PM
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Wed, 14 March 2012
BY: JIM REED "So what do you do for fun?" You know where this is going. You know how many times you've engaged in this conversation. Sometimes it just ends there and sometimes you're ask to give some games you like. You always know the next line after that. No matter what list of games you say, the response is always the same. How many friends or family members just don't get it? How many would you like to see understand why you love board games? Sure, the best thing to do is set up a time to invite them over and play some games with them. If there's just to much deference in schedules or the distance is too far, maybe you can recommend a few games for them to try, or better yet get them one for a gift. Well, now there's another way to introduce people into this wonderful world of board gaming. It's a fabulous documentary by Lorien Green called "Going Cardboard". Going Cardboard does an excellent job showing how the Perception of the world of gaming is very much like those who are always on the opposite side of that conversation from you. Then, the documentary shows why that perception should be shattered as the influence of the "German style" games have began a phenomenal transformation of the gaming world in the United States. Yes, sorry for those of you in other countries but this Documentary does focus more on the American influenced side of gaming. Am I convinced that this Documentary will transform all viewers into gamers, well no, it hasn't been out long enough to make such a bold claim, but I think that the process of which the film shows off such a great variety and styles of games and gamers, can and will change the misconceptions of the hobby. I believe it can influence many people just by the films superb showcasing of the things I just mentioned. Now, looking at the other side, those already into the hobby, what will this film do for them? Well, it's very insightful into the inner working of publishers, the challenges of designers, and the thoughts of the average gamer. Wither you're well schooled in the hobby or a casual fan, you will find something new. Oh yea, and it's pretty darn entertaining too. Just for good measure, the Film comes with a free game called "Shootout", designed by one of the most well known designers in the industry, Reiner Knizia. Every gamer should own at least one copy of this documentary. Hats off to Lorien Green and her tremendous effort in getting this film made an to her loving passion of this great gaming hobby industry. For more information on the wonderful film, please visit boardgamemovie.com
Category:reviews
-- posted at: 8:00 PM
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Sat, 7 January 2012
By: Jim Reed So I've played the game a few times myself but now it was time for me to teach it to a few new players.
Category:reviews
-- posted at: 1:22 AM
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Wed, 28 December 2011
REVIEW BY: JIM REED The team had been assembled. All six of us. Well, six humans, along with our P.A.L.S. Psychic Android Linked Simulate (unofficial name) The debriefing had just finished. Of coarse, it was nothing but a reminder of what our six weeks of training had hopefully prepared us for. That, and a lot of bullshit of how we're a team, a family, and how we were going to have to rely and depend on one another if we were going to succeed in taking down the parasite hive located somewhere within the base. Truth is, no one trusted anyone but ourselves, no matter how much they drilled into us the importance of "teamwork". Before I could really let the importance of what I was about to do set in, I was standing next to I decided to split up. I headed east and with great luck my search revealed a key card with an access code. Using my physic link abilities, I was able to share this information with my android, we now both had access through any potentially locked doors. I heard the next team member enter the station in the room right next to me and just like that, the dangers of the mission became a crashing reality. You see, this station, this hell, was not only crawling with deadly alien parasites, but something much worse, something nightmarish. A disease if that’s what you want to call it. An invisible enemy that we knew would infect one of the team members at the beginning of this mission, making them into what we had termed "the host". This "host" would become more dangerous than anything we would face in the the station. Not only would this "host" be unknown to us, and looking to stop us from completing our mission at all cost, it would be looking to infect us all! Paranoia set in immediately, as I knew that every single time I entered a room, other than the room in which we entered, in which one of my teammates was in, there was a chance they were the infected and that they would try and infect me. Luckily, through advanced research of some kind, it was found that gasoline contained some sort of immunity or repellant to the infection. But at the same time, gasoline is what is needed to destroy the hive, so giving it up is just as detrimental as keeping it. Thankfully my teammate decided to go in a different direction and search, but I knew I couldn't avoid them all, not forever. All I know for sure is that I am not infected. But then again, who would believe me. My only plan right now is to keep exploring, keep searching, and hoping not to draw the attention of the parasites. In my searches I knew I could find a multitude of items such as med kits, flak jackets, knives, weaponry, and of course, more gasoline. Searching a room for the first time presented no alert to the parasites but each additional time is sure to bring one of these disgusting creatures down upon us or around us. We all also know each room can offer some sort of advantage such as containing multiple items, a med station, a computer terminal, and more, but also some rooms would trigger a parasite alert simply by entering them. One of my hopes is that myself or an unaffected teammate is able to locate and use the station computer terminals. Using them allows us to explore unentered rooms, unlock doors, and most importantly, do a heat scan. The scan will let all of us know just how many of us have become infected. I explore further and find some sort of physical energy booster. This is good, it will allow me to take extra action if needed. It's early and neither myself or my android has taken damage so we're still at 100 percent. But if either of us ever does, we'll be weakened and unable to do as much. My relief at finding the booster is cut short, Ramirez's android enters the room. Part of our training was to never show signs of doubt. I saw none right now in Ramirez's android, but "the host" is probably better at keeping a poker face than any of us. As a sign of good faith, anytime a team member enters a room with another team member, we must trade an item. "Here" the android says, passing me something that I can yet see what it is. "I Don't have any gasoline. If you're going to infect me this is your chance. But I'm being honest with you. This is a med kit. If you have any gas I'd love to have it, but if you'd rather keep it, keep it, I'm not trying to infect you." He seems honest, and a med kit would sure come in handy. I can keep my gasoline and perhaps trade the access code away or maybe the energy booster. I pull out the booster and start to hand it over. But wait, why would the android admit to not having any gasoline? Especially out loud, that would make him a sure fire target for "the host"! Unless he does have gasoline and he's trying to draw out who "the host" is. But he also told me to keep my gasoline. Is it because he's hoping to infect me? Perhaps I should just hand over my gasoline just in case. But then I'd be out and vulnerable. It's better than being infected isn't it? I go with my first initial instinct and hand over the booster. The android takes it, looks at it, then looks at me with a smile. I can't read the smile! Damn it! Have I made a mistake? What did he just give me? I want to look but my hands are shaking and I can't remove my eyes from his. In that moment, I start to panic!
Category:reviews
-- posted at: 11:09 PM
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Wed, 14 December 2011
REVIEW BY: JIM REED What is a sign of a good game? The reviews were out there. There were videos to watch. Months had gone by and this huge game had skepticism written all over it. Such a high price tag! Rules questions appearing on page after page in the forums on BGG. Then, it finally happened. That one thing that can make an as of yet undecided mind up. A sale. Then, the icing on the cake, I didn't buy it! A friend did. I just played it. And this, is what I thought! Let's get the biggest fear factor out of the way. These rules are not so bad! Sure, there's no index. And questions where the answers were not memorized from a single rule book read through will crop up. There are over 200 cards. Each can add a twist and turn to the game and indubitably a few "so how does this work again?" moments. Yes, there may even be a few choice predicaments that are unexplained in the rules. Like what happens to a sidekick card when drawn and you already have one (the game limits you to one) do you discard and draw again? Discard and do not draw again, leaving you out of that much earned 5 fortune , or either of the two and re-shuffle that drawn sidekick back into the deck? But mostly, rules answers will be overlooked and just needed to be looked back up. I guarantee during your first play you will mess up something and it will not be at the fault of Flying Frogs rule but at your own reluctance to engrave each and every sentence into your memory. So what is a sign of a good game? How about this one. You sit there for an hour after the game has ended reminiscing about all those crazy times in the game where that. Beloved artifact slipped through your clutches. Talking about how you blew through the Nazi horde on a traveling Zeppelin and snuck off with coveted glory! Speaking of those times when just as you were about to claim the ring of Medusa, another player in the game caused the temple to come crashing down around you. What's another sign of a good game? How about after the night is over, you fanatically try to schedule another date to become a traveling adventurer an test your combat against cultist, your agility in a bi-plane race, you lore at solving an ancient hieroglyphic puzzle, or you cunning as you infiltrate a secret base. That's right. You can't wait to play this one again. To Become a different character in this pulp world where fantasy and fantasies await. Any game that has me breaking into my collection of special and lucky dice to use on that critical roll on a cliffhanger where only a 6 will suffice or else I will set off the alarm and be forced into combat with two Nazi soldiers, is a sign of a good game. Sure, I can drool over awesome components anytime, but what really starts my saliva pooling is a frantic race back to my home city with two other players doing the same. We all have enough Glory to become the most famed exploring ever to live if only I had one more turn! One perfect event card that could stop my opponents in their tracks. I'm on the edge of my seat. Spoiled! One of my competitors has stopped my travels at sea, and now there's nothing for me to do, except recommend this game to those who fancy theme, excitement, fun, and a damn good game.
Category:reviews
-- posted at: 2:53 AM
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Wed, 14 December 2011
REVIEW BY: MATTHEW McHALE
Bloodsuckers is a game by Justin and Anne-Marie De Witt of Fireside Games, the creators of Castle Panic. It is for two to four players. As the box states you are fighting for the soul of Blackwood the fictional town the game is set in.
Category:reviews
-- posted at: 2:30 AM
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out of 10




