Tuesday, December 14, 2010

Bacterial Infection More Condition_symptoms

Shortage in Quebec right?


Some voices on the right say they are ostracized by society in Quebec.


Monday, September 27, 2010

Follicular Lymphoma More Condition_symptoms

Freedom of the press ...

In countries that suffer under the boot of a few dictators to Tidéchet, it goes without saying that the diversity of journalistic information leaves a bit to be desired ...

While in our great democracy (by which, moreover, very often these famous dictators are born), press freedom and diversity of opinion are important achievements even if it seems no premium on board ...

Thursday, September 16, 2010

Acute Renal Failure More Condition_symptoms

About the BP oil spill invisible ... So very heart

Invisible in our mass media docile, as much as after the disaster, invisible in the sea (since between two waters) through some unusual chemicals and dangerous suspects. Y's Merlin in that ...

Monday, August 23, 2010

Bleeding Gums More Condition_symptoms



The woman shook me so hard the heart, bind me
neurons bale Straw
And bleed my most repressed
In forms of irrational thoughts.

In the rubble of my ideas, I am walking in the village
haunted my instincts,
alone, struggling with the ghosts of emotions
From a love that will alas! Forever lost.

Needless to fight this dragon metal
Who spits the eternal fire of his love.
I burn with desire to inflame
And let me consume me to the depths of her.

The blade has a love twofold.
Without thinking and driven by the feeling of love,
dearly and I innocently asked my hand to caress
the tenderness of his love offering itself.

But then I found myself to learn and cut myself.
And yet every day I feel the cut open.
I think it will never heal.
A wound of love that will never be healed.


And thus, slowly, I will die.

Monday, July 5, 2010

سيريال Mount & Blade

Wine Thurs moved

Yep, there is a time for everything! Wine game is more professional! Finally, let us say that we will try to do better ;-)

short, now, new posts will be published on our new site:
www.vindjeu.eu

We will try to better meet your expectations and so do not hesitate to leave us your comments.

A primary goal of the site aggressively remove this ad! In fact, I encourage you to never buy anything on these sites rotten!
Well, the bet is not won by importing the site because it was imported with the crap and it is difficult to find (probably attached to certain images ,...). Briefly, it Atel and hope to find the solution soon.

meantime, have fun!

SwatSh.

Sunday, June 27, 2010

Lyrics Love With You A Little Bit

Troyes

2-4 Players - Expert - X. George A. Orban, S. Dujardin

New game

Troyes Part 2 players.

Still as good this game I want to come back on a mechanism that bothered me at first: The hidden agenda. This mechanism bothered me because he brought a degree of randomness to the game useless, but here it was really the case anymore. It was not the bonus that determined the winner!


During this part the most fun though was to guess the hidden objectives of the adversary. Why is it so necessary? For all players scorent for these objectives. It's actually "bonus" such as "receive 6 points of victory if at the end of the game you have 18 or more golds -> See picture of the map below.

All players score but we do know bonus cards not adversaries. Seeing them play we try to guess their objective cards.

During this part, this engine gave a lot of peppers in the game and that's good.


And Gift premiere, the latest version of the game board:





Announcement Troyes
That's new for Troyes, the game our friend Seb .

Yep, Seb created his own publishing house to release this little gem for Essen.

We will not transcribe here the press release, other sites and other again and again have done much better than us.

We wish him much success in this game deserves.

Finally, an image of a map made by a great illustrator (Alexander Roche):





Test prototype


SwatSh :

is my second part of Troyes Version proto . And I must say that the game has evolved since then.

But it's really funny, because during the first part, I was amazed by the mechanisms. And ok , there might be some adjustments to make, but I thought the game turned very well. Well here they have managed to change the game very nice way: more fluid, more than any single remaining complex. Bravo!

The basic mechanics is a brilliant idea: place our "workers" in 3 different buildings: the hotel city (yellow), the castle (red) or the bishopric (white). Subsequently, by spending points for bravery, we can recover from that other workers may also be placed in these buildings.

These workers provide us with dice representing the fruit of their labor. A worker in the hotel city gives us a yellow die, a worker in the castle gives us a red die, ...

It then throws all his dice and placed on our site.

Then each in turn performs an action. The majority of the shares requested to spend 1 to 3 of the same color. We take these dice, or its location or other locations, but must then pay the other players to take their dice. This mechanism is really nice because it's not make a good throw of the dice that counts but rather have enough money to get the best of the dice table.

For the rest, there are many possible actions:

- Enjoy the benefits of a card (there are 9 cards on the board and each part, these cards can change what a renewal of the insured parties). Obviously, the yellow dice can enjoy the benefits of the 3 yellow cards, same for the red and white dice.

- Attack the invaders (these are the black cards). The attack bonus gives less than other cards but most victory points & bravery.

- Building the Cathedral which brings victory points and points of bravery.

- Place a worker in one of the buildings and eject the opponent ( gnarc gnarc gnarc )

- Use our points bravery to get new workers or improve the outcome of the dice.

The advantage of the first player (he has more choices in the dice he chooses) is offset in an original way: The first player or the following (depending on the towers) are attacked by barbarians and the counter must discard one or more dice.

Chance of dice is completely offset by the mechanics of the game and can easily have bad luck in its jets throughout the game and win it. This is really very little chance penalizing. The choices are many and difficult. The strategy is there. Interaction between the players is great: we buy dice between players are ejected workers opposing buildings, we fight together the invader trying to be the majority in the battle. Finally, the mechanisms are unique and thoughtful.

Troyes is a wonderful game in the style we like here at Wine of Thurs. I wish him every success in his future life!



Philrey 212 :

When we think of, we say that a lot of luck to win. Well, Troy is based on dice but ... the opportunity is limited.

Indeed, as you can see on the game board, the 4 players have launched several pieces and placed them on their hard (green, blue, white and yellow). And now, each in turn, we will use the dice to all players. Dice your own free will, others are paying (and help bail out the finances of other players). And that's where the ingenuity of Troy : even with bad dice, you can get by. And even with good dice, not sure we can benefit.

I will not go into more detail on the mechanics of the game for that, see above commentary SwatSh .

My opinion is clearly positive. The mechanics of dice colors will require more than one party to control it (at least for me). During this first part, I had to return more than once on my stroke is a matter of rule by confusion or misunderstanding of color.

This is a proto . My confusion with colors will definitely set in the edited version.

In short, an excellent game that incorporates a mechanical installation of pin (for benefits) which has proven itself and that makes a great novelty with the dice. I can not wait to see version Final!

Tuesday, June 22, 2010

Warts More Condition_symptoms

Age of Industry

2010 to 3 to 5 players - Expert - Mr. Wallace - Treefrog

Explanation rules: 45 minutes

Length of the game : 3:00



SwatSh : 9,8 / 10

Martin Wallace is still the anarchist games creators ! He announces

Age Of Industry like the little brother Brass simpler and lighter.

So with 14 pages of rules, even if they are less dense than Brass , we can not say that this is light!

And with 3 hours of play, even if Brass lasts longer, you can not say that Age of Industry or if it's family.


Age of Industry , even if it is lighter than Brass, is nevertheless a game long and complex at the Martin Wallace .


While giving the beast?

Age of Industry game is very deep strategy and tactics or marry well, where we will optimize its shots while taking care to respect its strategy. And different strategies, there a. .. The choices are particularly Corneille and assure you of the intense reflections.

Also the interaction between players is very present, as in Brass : Ensure that other players do before you can sell or build a mine just in time before your opponents when it lacks many coal are dilemmas frequent Age of Industry . Or enjoy a chance to crush opposing construction.

Despite its length (3 hours), the game turns go by quickly and you never get bored.

Wallace has regained its excellence with Age of Industry .

Philrey 212 : 9 / 10

Here's a good evening. Excellent that Age of Industry. The little brother of Brass has nothing to envy to his eldest.

The rules are more accessible to me que Brass. Mais difficile de comparer les deux car trop de temps s'est écoulé entre les deux jeux. Mon souvenir de Brass est excellent. Celui d'Age of Industry le sera aussi.

M'ayant un peu dispersé au début, je me retrouvais dans l'impossibilité de 'construire' quoi que ce soit car je n'avais pas accès aux ressources. J'ai donc du patienter quelques tours avant de pouvoir évoluer un tant soit peu. Du coup, je baisse un peu les bras en me disant que je vais ramer pour rattraper mon retard. Je vois les deux autres joueurs déjà se débarrasser de leurs emprunts quand moi j'en ai encore deux, et pas prêt de les liquider. Que du contraire!

Etrangement, et tant mieux pour moi et la evening;), I manage to recover. What makes me think that the debts of the outset, we try to limit the max to avoid paying too much interest at every turn, must not be compulsorily liquidated quickly. This is not the objective "short" run of the game!

In conclusion, several possible strategies. Big ideas for a game that turns pass without realizing it. Tower of only 3 phases. Surprising as Master Wallace)

Benoit : 9,4 / 10

Another big night game "Age of Industry"! Despite our part 3 hours, not a timeout.

The interaction is very present through several mechanisms awesome: that struck me is the ability to construct buildings in industrial or mining towns through two very different types of cards: either a map area (you built what you want in "Bavaria") or a specific building an extension of its railways. We can use the tracks of other players to carry their goods but not to extend ...

Another advantage is the ability of the game bouncing! Philrey appeared after two dropped shots is really well back in the game and my hair on the wire using a different strategy.

From all good for an informed public.































Snorkleing Equipmentbelfast

Hermagor

2009 - Medium - 2 5 players - E. Ornella - Tilsit
Explanation rules : 30 min
Duration Part : 2 hours



SwatSh : 8.3 / 10

Hermagor was the surprise of the evening. I was not expecting much and I was pleasantly surprised.

The game is pretty simple. It begins with a sort of auction phase / majority (not really an auction phase but I think it looks so ...) where everyone puts his pawns around tiles and hopes he covets gain the majority. This phase is quite tense but gives a slight perceived lack of control because, despite your best efforts, a player can steal one or another of your majorities ...

Then the action phase is where you will sell your tiles in different cities of the kingdom of Hermagor . Nothing really original, but here comes the strategy needed to win because you think about your next moves in advance.

Different ways of earning money (this is the richest wins) are numerous and allow quite different tactics.

Hermagor is a quite small but fairly long (2 hours), where a portion of luck involved in the auction but when you have to think out hope for the winner. A very nice game that I play again gladly .


Philrey 212 : 8 / 10
SwatSh I join in his critique to say that ultimately Hermagor is not a game very, very complicated. The rules are quickly understood and easily applicable mechanisms.

The material is a good sign and makes me want to play, which is a quality for me.

The two main phases are:
1) the buyers: here, everyone has to put her 4 buyers (one at a time and each in turn). The objective is to acquire goods by tile majority. This is a phase slightly puzzles and where we "lose" time to reflect. It is the longest phase.

2) that of the merchant, around the city of Hermagor , the dealer each player will go from village to village to sell the goods purchased at the market. Less headache than the previous phase, each try to optimize their movements in order to earn a max of dough immediately and during the final phase of income.

The attraction is that the two phases are naturally related: we try to acquire goods market order to sell in the villages most interesting for us.

short, Hermagor is a good game to come out easily. Warning, this is not a game room but more thought (tactical and strategic). During the game, you could hear a pin drop;)

Very nice set but not very readable ...

Monday, June 14, 2010

Darmowy Serwer Php Mysql

Zealand

2010 to 2 to 4 players - Family - W. Kramer & Burkhaert - Ravensburger

Explanation rules : 20 minutes

Playing Time : 45 minutes









SwatSh : 4 / 10


Zealand is a game that attracted me to reading the rules: a game simple and profound at the same time, it had everything to please me.

Firstly, the theme of Zealand is pretty cool: Holland and its windmills. And you know why you see so many windmills in Holland? To drain the water and power make it cultivable land for fields of tulips, rape or kale . An original theme quite and therefore attracted me.

The game is played in two major phases:

1) The first is a phase where we will purchase buy mills and plantations. Nothing really original, since the system found the wheel like Imperial but slightly modified.

2) The second phase is an investment where you will place the tile purchased: the mill or plantation.

No great originality here either, but a sound investment (the mill next to your best best plantations and plantation next to your mill) will allow you to reap maximum points.

Unfortunately, what I hoped was not on paper to reality: A game monotonous, without much choice, where the hazard of tiles available for purchase and tiles hidden on the tray too influence the party . A game without any strategy and where the tactic comes down to buying the best value for money tiles and placing it in the best location.


Philrey 212 : 5.5 / 10
hard to give a critique + / - constructively on a game where they suffered the entire game. Indeed, the chance to propel SwatSh ahead. Then, I spent my time between the choices to reap a lot of points and give my opponent a minimum.
I have not had the chance to charge back into the game, which was removed any appeal to the party. As shown
SwatSh , chance is present at the arrival of the tiles on the wheel and on the game board, tiles placed face down in the early game and are revealed during the game.
is unfortunate because many points are still positive:
- The wheel, even if already seen in other games, adds a little notion of limit in the number of boxes. Move one box only costs nothing, each additional box, a 'play' and more. But it is limited to 4. After that, you must wait until the last 'parts' are released and are being repositioned before. On the picture you can see disks golden. The piece is brown on the bottom and may spend 4 to move forward 5 spaces. The red piece is limited to a maximum displacement of 4 boxes (with 'payment' of three parts. When the pin brown leave the last piece, it will be placed before any other, offering an extra trip to all players. L The idea is original although I find it difficult to control;
- The material is quite good omen and pleasant to handle;
- The theme is original: drained by Polder mills.

In short, good ideas, beautiful stuff , but too random.


Sunday, June 13, 2010

Hypertension More Condition_symptoms

Floods

2009 - Medium - 3-4 players - Besançon & Marchal - Ed Player
Explanation of rules : 30 minutes
time our party : 4:00



SwatSh : 4 / 10
Floods is the cata !
Floods, is the ca-ta- stanza ! Floods

enjoying a fine reputation on the net, I was pretty excited to play.

But besides its good reputation, Floods provides simple rules and original : A fighting game, building and resource but:
- A system of construction costs found really well (cf. photo at the bottom of article)
- A combat system without random and super simple:
1 (friend) cons 1 (enemy) = 0 (the 2 eliminated)
2 against 1 = 1
....
- The floods and rising water after certain events and then destroys some areas, replacing them with boxes Wed
- And I saved the best for last: for me the best find of all this game is fornication
* 2 workers on the same box gives life to a worker
* 2 slaves
ditto ditto
fanatics * 2 * 2 bits idem

Add to this the fact that a worker without job becomes fanatical and that when a province has more fanatical than pawns in this province you in the dark fanaticism and is lost forever and you get a great game appealing.

addition to the game of combat and conquest, we will have effectively manage the population of workers to always keep them busy and to avoid overcrowding fanatics.

But what does all this actually gives?

First, instead of 90 minutes provided on the box, our game lasted 4 hours! And

4 hours for a game like this is long, too long. At the end of the game, we were all tired.

Especially after 30 minutes of play, a player was attacked by surprise and lost all hope of victory while her assailant took an ascendant role in the party committed to a surprise victory without . Fortunately

still the 2 players 'neutral' have tried to counter this enemy become overkill but their attempts were in vain ...

The end of the game occurring when 14 provinces have been cleared, the deforestation taking place only by the will of the players, the winning player has said that while deforestation is faster, the faster the game would end . Unfortunately he had miscounted and reached 13 provinces deforested. There, the two players were neutral drag Part 2 more hours in order to catch the first player in building monuments relating victory points.

other words, the game dawdling for another 2 hours of overtime during those 2 hours, 1 of 4 players stopped playing, the other, the first, was very limited in his actions because he had already cleared and all the other 2 watched over garner maximum points wins while not s' not too boring and avoiding absolutely clear a new province.

short, it was not very exciting.

Floods leave me feeling bitter: A superb mechanical rather original and why has she gone wrong in our party? What we should have done to prevent this?

We do not know but this first part of me does absolutely Floods not given the desire to remake a second ...


Philrey 212 : 6.5 / 10

Floods leave no one indifferent, for sure. We love it or hate it, we can only emphasize the original theme and well respected.


Floods This part of me excited and disappointed me, two contradictory feelings.

First, the positives of the game:

+ Luck is not involved at all. Everything is visible and all shots are allowed;

+ The number of rounds of play varies. Indeed, it depends on the enthusiasm of the players of deforestation. Very original;

+ The more we cut the forests, on the water rises, taking everything in its path. Ultimately, it comes back to its starting point territorially, driven by the rising waters;

+ The appearance of the fanatics, when workers have no work. If they become a majority, they seized the territory that is lost forever to all players;

+ rules are simple;


Unfortunately :

- the material is really not terrible. The smell when opening the box is impressive, the colors of the pins is improved, the multitude of markers cardboard "too late" is also how the game board;

- The box announces 90 minutes. Our game was delayed more than 4 hours, too much too long;

- the end of the game is turning around. Counter deforestation stopped at 13. So, at every turn, it is seen not to "deforest" an additional region. As to the other players in recent rounds already, but reduced 2-in territories with all and for any one worker, I could not move the meter and to complete this portion that was lying around. The other two remaining players were therefore take part in length so I can catch up!


So, I feel that the game was released too early (this is only my opinion, of course). Some points of rules could be adapted to avoid endgame as we have experienced.


The material also suggests that it was rushed into production.


And it's really a shame for a theme and a game with great potential!

And Raf, you're right, we should have stopped much sooner and move on.


Raf : 2 / 10

Some parts of the game are very interresting, but I will not go over because Swatsh has very well done by cons in terms of the less attention I'll let go ...

But what this game is that Mr. ........, how can we invent a game or in the second round, it to say after more or less 3 minutes of play you are already eliminated and that on some interminable four hours! and this not because you made a monumental blunder, just the fact that an opponent has decided to attack you and there is no defense, resulting in a blow to the moral good, you lose your mind you are crap the next round and Paf, there's more to watch other players and make the service .. "Does anyone want more wine? ... I open a packet of crisps?" You resist as best they could through the mercy of your opponents and not because you ben, you're stuck on a floodplain and put away your gentile color in the box. Why create a set of long duration where the players do not end at the same time? What do you do next?

The game turns are very slow, you feel that you never have to play and then to return to the game is very difficult for me to finally just returned, I was them out!

And then to top it all, your friends are desperate for victory and therefore prefer to be c. .... for another 2 hours because there is still a slim hope of victory and he must win!

Swatsh if you sell the game, I'll buy it ... to turn my next BBQ!





When the game begins, each player is present in one of four continents:
- the white player on the white continent, producing only white resources
-

etc. And here is the table construction cost:
10 resources of a single color construction
= 1 4 +4 (4 resources of 2 different colors) = 1 construction
2 +2 +2 1 +1 +1 +1

...

was therefore all interest to conquer other territories producing other resources of different colors.

Precision Gun Trackball Wireless

Gonzaga

2009 - Medium - 2-4 players - Duccoli - Da Vinci Ed - 1 hour

SwatSh : 6.5 / 10

Gonzaga game is simple and lightweight.

The map shows Europe with different hexagons some show a drawing or wearing certain types of cities.

forms must be placed (the choice is imposed by the random maps) of the game trying to put on its forms:

- 3 ports of the same type

- Various cities in his secret goal

- Link forms continuously to get the bonus of the highest standard.

Several aspects are quite disabling:

- The fact of not having the choice of the type of tile to lay

- Being very limited in its actions because you can not choose 2 consecutive times the same territory where the tile and put the same type of thing (city or port) to be covered.

- The fact that space on the card is limited and it is the one who posed in his first tile that may prevent others from asking their own. The problem here is that in order for players is also determined randomly.

Gonzaga is a game light and fun but when the chance is too much for my taste now.

Philrey212 : 6,8 / 10
Gonzaga surprised me by his equipment. All these hexagon forming ... fiefdoms? ... and place it in its best interests. Original and nice. The rules are quickly assimilated and part does not exceed 90 minutes. Two qualities not to be despised.
Chance plays an important role since it is a map of our picks that indicates the fee to place. To each to make the best use.
So yes, difficult to establish a long-term strategy, but not totally impossible. Every player to anticipate the "best" possible placement of others and play accordingly. But yes, this does not always work and may frustrate many.
In summary, I enjoyed Gonzaga game average complexity!

Benoit : 5.5 / 10
Very good first impression of Gonzaga by a material very well done: a nice historical review of the game board and cards, original strongholds despite a plastic one aspect little less happy. The rules are fluid and easy to make.
The game begins by receiving a fee at random to put on the map of Europe based on an action card that is chosen secretly ... and there, it does not work (at least in our part to 4 players)! We find ourselves constantly blocked by another player who has intentionally (or not) took our place and we find ourselves looking for another location probably fair game for our unfortunate feud became useless except maybe to annoy the next player or donate our stronghold in the church ...
I believe more in Gonzaga in a family environment to relax without making fun of the head of investment strategy fiefdoms forgetting LT. To be continued ...


Tuesday, June 8, 2010

Stress More Condition_symptoms

Shadow Hunters

2009-4 to 8 players - family - Ikeda - Matagot - 45 minutes


SwatSh : 5 / 10

Shadow Hunters is primarily a game room style Deputy Werewolves ". If we take it for what it is, well we have fun around the table. Our game was also very fun.

But sometimes it's frustrating for a player like me to play this style of play: it has no control over the game because it is the dice that decide the action we will do. Moreover, one can get killed for no reason, just for fun ... The fun lies

Instead, the mood around the table, style:

"attacks and not me"

Raf : 5 / 10
Hard to rate for me, I'm really not the target for this game, but the children around the table had really seemed to have fun like crazy so I tell myself that as a small family play it must be pretty good

Thierry C. : 8 / 10

Not being a great player, I enjoyed this game, first for the atmosphere, but also for the world presented. Strong point: the rules are simple and assimilated by children (8 and 11 years participated without problem), but also by people playing infrequently. I appreciated the universe and graphics that help us delve into the game. game to life after a family meal without a problem. the fact that you can play up to 8 provides a great atmosphere.

Philrey : 5 / 10
I have not attended the party commented on above. Nevertheless, I made a party to an evening of games of Nim some time ago.
The game itself runs well and players are quickly into the theme. The atmosphere is to go if all the players "let themselves go." The choice of actions, although than random (dice roll) is well imagined.

For my part, I found time is a little repetitive.


Roccos Big Mess Trailer

Macao

2009 to 2 to 4 players - Expert - S. Feld - Alea - 3:00

SwatSh : 8 / 10
Macao is otherwise Sherwood Forest ! A little this theme, but a mechanical super original and randomly monitored.
The discovery of super Macao dice mechanics is related to its wheel: at the beginning of a turn, you throw 6 dice. Each die is a different color and represents a cube action of this color. Each player takes the cubes of 2 shares of the 6 dice and places along its wheel. For example, if he chooses the red 5, it will take 5 red cubes put it in front of 5 of its wheel. If it takes 2 black, it will take 2 black cubes they place in front of two of its wheel.
Then, all players rotate one notch their wheel. A wheel has 7 sides (heptagon if I remember correctly ;-)): the 6 possible numbers of 6-sided dice (from 1 to 6 What!) And an arrow on the 7th next. It takes all the cubes actions are opposite to the arrow.
This system, though very little related to the theme is very subtle. Cubes actions we can perform certain actions! The more you have, the better. It is therefore advantageous to choose the larger dice. BUT:
- At the end of a round, everyone must discard the cubes that were in front of his arrow and he did not use.
- If there is no cube in front of his arrow, not only the player can not perform actions, but it also receives a penalty of 3 points in victory (it hurts!)
- Certain actions (most powerful) require the use of cube shares of different colors. So we sometimes choose interest dice of lesser value.
Otherwise, the game is heavily based on the maps. At every turn, in turn order ( influenced by our actions), we must take a card among those available. Is placed then these cards on its plate, which comprises 5 individual boxes. If the individual tray is filled, we must discard one card and receives a penalty of 3 points (it wrong again!). To remove the card tray and turn them (= the bonus card) must pay a combination of stock cubes!
The choice of cards that we will take will be based on different elements:
- the difficulty to activate the card (if you need 4 cubic shares of 4 different colors is really more complicated than a single cube)
- The bonus given by the card
- The opportunity we have to activate the card according cubes actions that will be available in future rounds along our heptagon.
- The choice of cards because if you're the last player we will have less choice than others.
The management of the cards is very important in the game and also quite complicated. In the final game, each player ends up with a dozen card enabled, it is not easy to manage.
The game is currently available in German and English will be released soon. No French version is announced to my knowledge. The cards include lots of text. But on the net, you will find translations and even pretty stickers to stick on the cards. Not being a very manual, I chose to write with a marker on the French translation of the cards themselves. Well, I can tell you that it does absolutely no bother. (It's just that it took me a few hours :-()
For the rest, spending our stock cubes, one can build neighborhoods in the city that we will yield victory points and resources that we will carry our boat to European ports to also earn victory points. It can also build the city wall to win seats in order to turn or spend money for receive victory points. Money is earned through cards or some neighborhoods of the city.
Finally, despite the theme can now Macao is a game very computational quite strategic, with difficult choices, long enough to (allow three hours mainly because the choice of cards is time-consuming : we must read them all and then still choose!) and mechanical very original .
Second evening
Macao is really damn good game. I still love it but as far as I maintain my objections: for me there is something wrong with these cards. For me there is too much chance to draw the card that suits us or not and can not choose the card with the bonus but it could make the cost we can and can not pay.
Moreover, the duration is too long for me and wait too long before playing.
shame because otherwise this game could be tops in my 2010 ...

Philrey 212 : 8.8 10
Well, Macao is a good surprise. I had read the rules for Essen 2009 and Macao seemed very interesting. It is clear that the party confirms my impression.
First, the wheel system that rotates each round is excellent. He can see the cubes that will be available in the coming rounds. a real surprise that this mechanism.
Then, the towers are linked together without any real downtime. Even if we should take the time to read the cards, their effects and cost.
The way to make prestige points is variable
1. simply by purchasing over time;
2. delivering goods in ports;
3. taking control of neighborhoods Macao ;
4. by activating certain cards.
Another positive rules. Everything is clear and the game runs perfectly. I do not think it had to dive to clarify one point or another.
For cons:
1. The game is pretty computational , especially in the second part;
2. Apart from the first card, for lack of experience, we choose more cards in office cubes available on our rosette for the benefit they provide. The main reason is the random aspect of the dice that determine the choice of a cube and the number available, and when they become available. It is therefore far from obvious to gather 3 or 4 cubes of different colors on the same location of the rosette.
3. The choice of cards is the highest phase "slow" because of the turn should be read and analyze its cubes.
All these points a little more negative n'enlèvent absolutely nothing that can bring fun fun Macao. Great game!
only hope that one day French version available.

Second Evening
as always excellent. This second part has highlighted the slow pace of the game, especially during the selection of cards. Nevertheless, we have seen worse.
Other small flat, I paddled a lot in the beginning: a few laps remaining players are to be avoided because you no longer have much choice in the selection of cards. And maps, we need to activate them without too much delay at the risk of picking up negative points, 3x what happened during this game.
But I still know!
Thierry : 9 / 10
we say more on the mechanics after two such notices! Nothing for me. So I will just express my appreciation. In fact, excellent, Macao me so much that Puerto Rico (I compare these two games because we find some similarities-game random, individual central plateaus, card activation, similar context ie purchase / sale of goods, shipping ,...). It's a game that requires constantly make choices that are not obvious or automatic. The involvement of players is very high and there is very little downtime (even the choice of cards did not seem long). Other strength, indecision! Impossible to predict the winner until the final statement, which is definitely a good point because the suspense is very present. Frankly, I do not see the time and ask for more! When you love games, that's exactly what type of party we want to live. Bravo and thank you for his great work SwatSh translation!

Disneyland Cruise Auditions

Petanque




SwatSh : 7,5 / 10

Pétanque it's still nice ;-)

And even when it owns land home!

It was a great party to remboudissements. Obviously, we must know well aim to win (ahem).

We stopped at 11 points because you could no longer be able to play our two other games planned for the evening.


Philrey212 : 7,5 / 10
Not much to say on the alley. Pull, edge, you miss, you make great shots, great shots are made void.
And all this, a glass of wine in hand!
What happiness, what;)

Benoit : 8 / 10
Uncategorized, of course! Anyway, very good game and an 8 point ...


With a drink on the table (no, not ;-)), Pastis is even better!
He does not know what is likely the dog! Finally, fortunately for him it was not for me to play.

Sunday, June 6, 2010

Cerebral Palsy More Condition_symptoms

Cyrano

2010-4 to 9 players - family - L. Maublanc - Repos Production - 45 minutes



SwatSh : 6.5 / 10
Cyrano is the game of rhymes! We get a theme and 2 rhymes and based on this we must make a poem of 4 lines. It's very nice

but as in any game this way, there must be creative players around the table to enjoy.

To conclude, I can only advise you of the critical I Say Thurs is a pearl of its kind!


Dan : 7 / 10
Cyrano is a game atypical because there is no spirit of competition: the important thing is not to win but to create a nice poem that respects the rhymes imposed.

note, unlike Unanimo eg Cyrano is not for general public: not for children or for players who do not like to rhyme. In addition, players around the table must speak the language very well the game can not for example play this game in French with English or German.


Ninie : 6 / 10
Even if you do not like the time that others create the perfect poem, it leaves me time to continue the dishes!

What is funny in this game is that you can see, through the poems of each state of mind in which everyone is currently. For example: flirty, dark thoughts, comedy, ...

Isa : 7,5 / 10
Good game an appetizer.

Sunday, May 30, 2010

Darmowy Serwer Z Mysql Iphp

Vasco da Gama

2009 - 2-4 players - Expert - P. Mori


Seb : 9 / 10

rules Vasco da Gama made me much water at the mouth. The least we can say is that I was not disappointed. The author of Ur treats us once again with a wonderful mechanical which he seems to have the secret. The choice of action may make you dizzy numbered because the system is very rich: we must ensure the order of turn, the chronology of his own actions, resource management, all in front provide the actions of others and the ability to know how to pay or not. This uncertainty in the choice of actions is also highly regarded as it introduces a notion of risk-taking saving in a game that would otherwise have been too predictable. The navigation phase, which distributes the awards, is fairly intuitive and it might have liked the system to be adapted to something more pure. But it is clearly in a game that requires more parts to tame and I play them with pleasure!

Philrey 212 : 9 / 10
Well, that's the surprise of the evening. Here too, I read the rules for Essen and I remained somewhat mixed.
The great strength of Vasco Da Gama is the choice of action that is embedded with the order of their resolution system as very original. Everything is based on this: You take a number
('s really it!), Then you are linking to your piece you put on the action of your choice. And each in turn did the same with his 4 pawns action available early in the round! After
, no matter where your pawns, is solved in ascending order of numbers! Awesome right? If so, great! This mechanism must

probably still be a little "tame" mean by that that it creates a little chaos, a game that gives little linear and requires a lot of thinking. But it also increases the interactivity, see the interdependence between the players.

count anyway a good 2 hours at 4!

SwatSh : 9,4 / 10
Reading the rules Vasco Da Gama , I was expecting a good game no more, and I had more! In

Vasco Da Gama , we buy plans for building boats , We place our sailors and throw them at sea The principle is fairly standard:
Each in turn places one of its four discs action in one of four types of actions available : buy projects, recruit sailors, boat launch our at sea or ask for help from one of the influential figures . But this mechanism is a graft of genius at the same time we place our record of action, we take a hard number that we place on our hard work.
This disc number has 3 functions:

1) It indicates the sequence of actions
There is already very hard since we will have to manage the order of our actions: "I want to do this before that ..." and the order of our actions relative to those of our opponents, "I want to do this the first action and it is not too serious if I'm last in this action ,..."
Magnificent!

2) It indicates the cost to run our action.
is the only mechanism that bothers me slightly, since all actions will be free to run if their number is above a number that will be drawn at random. It was just a vague idea that it could vary between 6 issues. So the more we will insist on an action before executing his opponents, the more you must take risks and be prepared to pay dearly. Sometimes, luck or reward the players who take many risks, some not ...

3) It shows the income you can receive if we decide not to execute our action.

navigations are also original. our boats will sail of call handling services and to earn points each time. But the more you want to make stops at most there is the danger that our boat is lost at sea ..

But should not that innovative mechanisms to please me! The game itself is beautiful, very strategically, we think several moves ahead to achieve our long term objectives. I took great pleasure to play!

Night 2
Vasco is really good. In addition I am doing parties, I savor the subtleties. Obviously, the principle of -3 / -3 always influences. That coincidence of course, but the same for all players. It's just taking a risk that must occasionally take it or not ...

What struck me most during the last part is the great interaction between players. On all shares, we look at what players do to facilitate maximum while disadvantaging others. It can even block specific players, ...

This game is too good, I want more!

Thierry : 9,5 / 10
Big Kudos for this great game! Rarely have I seen a game so interactive, all activities are linked (either hers or vis-à-vis others), which makes it very exciting and dynamic (can not fall asleep until his turn). If the order of some actions may seem pretty obvious, it is regularly disrupted by the choices of others and, for each share, the options are multiple (choice of boats, choice of characters, choice of place of boats. ..). So it's very tactical game that requires very responsive, with a level of luck that is proportional to the risk taken (you can also try some stuff!).

system disk number with its multiple functions is obviously the original mechanics, but the organization of the board (very nice) also involve the entire world in the game (unlike some games with trays individual) because the game all players are very visible. It is clear, after having tasted a single desire, to play again, I loved it!

Benedict : 9,4 / 10
Everything was written above the excellent Vasco da Gama.

In summary, making it a "game not be missed "


  • a historical theme interesting and well made
  • center stage (and play!), Disks numbered choice of actions create a dynamic and exciting player interaction
  • luck or a calculated risk rather well now offers twists possible
  • ... and what does not spoil a very nice board and good equipment

Here, everything is said, go for it!

Anaëlle : 8.5 / 10

Olivier : 9,5 / 10
A great discovery for this game, what about more all having been said,
Rules I was a little surprised (long explanation) a bit of confusion due to all the information to absorb, but once the first round began it's going alone.
Really a must have game.



Top left: the sail boats of call groundhandling
Top right: we recruit sailors and captains for our boats. For each ship, we need marine color. But recruitment costs expensive: recruit any number of sailors in color costs 1 Real , 2 colors 3 Reals , 3 colors 6 Reals , 4 colors 10 Reals . For the captain is the reverse: its price is equal to the number of seafarers employed. Hello :-) calculations
Bottom left: Buying project
Bottom right: application by using characters giving different bonuses (1 = 1 marine white missionary, 1 boat, first player, a disc for further action).

Aggressive Spiele Onlin

Moongha Space Invaders

2010 to 3 to 4 players - Expert - Mr. Wallace - Warfrog


SwatSh : 8.5 / 10
Martin Wallace did not surprise us, and with Moongha Invaders he still pulled it off!

First the giant theme is: We are scientists embittered against the society that failed to recognize our talents. Until the day we received visit from a flying saucer-shaped pan that has given us a strange machine to create monsters from the planet Moongha . With this discovery, we will finally satisfy our desire for power by destroying the great cities of this world. We'll send our monsters hiding in the underground, and when the time comes, they reveal the face of the earth to destroy everything that moves. At least one of those stupid heroes, as in any good film of its kind, will thwart our plans come and discover where our monsters lurk.

That's the theme. Very original for a current game and that fits perfectly to the game: one would think!

6 types of actions are available for players but limited. For example, you can have a purple peg to move one of our monsters but there are only 2 on the board with only 2 players can perform this action. In turn, we will either: earn tokens in order to create a monster, create a monster to put it on the shelf, move our monsters, sending military heroes to fight against monsters or pass.

should not be resistant to the fighting as soon as play dice: 4 or more = affected, 1 to 3 = failure. It's simple, it's just the number of dice that varies. This chance is not really embarrassing, and launched several unhappy do not influence the outcome of the game.

Moongha Invaders offers 4 large subtleties / Originality:
1) The difference between a monster known or hidden
long as it is hidden, a monster is not known to be attacked by the military and can accumulate power until it is unveiled.
But some heroes and monsters can discover the hidden monsters that are more easily targeted by military or other monsters, because monsters can attack them! And hence the second subtlety:
2) There is 4 ways to win victory points:
- For the damage that has resulted in different cities
- For cities that must be protected: the beginning of the game, you get 3 cities ( secret to other players ) which we relate a lot of points if they have not been attacked or bit.
- Through one of our monster monster (the Moogre ) will be able to kill.
- In the presence of some of the monsters on the board.
These 4 ways to earn victory points allow a quite balanced: it is advantageous to destroy a maximum of town while protecting others, and while trying to kill enemy monsters. The choice of different actions are not obvious but not too Cornelian anyway. Strategy between players is quite different since we do not know take these 4 strategies simultaneously.
3) The monsters have different features that can refine our strategy.
4) The action is super original move: It
places his token "pass" on an action square
When his turn comes, if at least one other player has not passed, we resumed its pawn "move "and we execute the action in question even if it is not available . The fact is equivalent to regain his pawn also take action and if all players pass in succession, the round is over.
It is sometimes advantageous to move early in the turn in order to perform certain actions over available. The disadvantage is that it takes 2 turns to run an action. I found this great mechanism to pass.

That ultimately Moongha Invaders is a fighting game rather original, fluid (the towers go fast), with multiple possible strategies, with a bit of randomness disabling, but few difficult choices to snack head, and this great theme.

Again: congratulations Mr Wallace.

Second evening:
The second night was a bit less exciting than the first.
should obviously take this game for what it is: a game where the atmosphere light enough to be present at the risk of boredom.
I still feel that there is a winning strategy: create monster and his big butt up to town. For the next, I try other to see if they work ...

Philrey 212 : 8 / 10
Well that's a big surprise. A Wallace accessible! Amazing, is not it, when you know the other games of the author.

Moongha Invaders is a game whose theme is completely "crazy". Mad scientists who bring monsters from another planet to destroy our cities. It almost sounds like "War of the Worlds".

So what remember:
+ The original theme. Nothing to take seriously;
+ The choice of monsters each with their characteristic;
+ actions: as long as tokens (no matter which) can be the appropriate action;
+ "I pass". Trick, that allows the player to move by placing the chip on a box of action to choose from. If at least other player does not pass, the player takes his token and performs the action. This mechanism allows an additional attack or movement, even if the action is no longer available;
+ The towers are linked together without dead time;
+ The monsters appear hidden in the cities. And as the player does not attack, it remains invisible. Only a hero can locate it, and once it is visible, it can be full of cum;
+ Luck is still ubiquitous, but does not influence the game;

On the liability side, some details:
- The game board is not super exciting;
- figurines have been a plus;
- The fights are not resolved dice (fortunately, this does not interfere)

short, Moongha Invaders is out. Much fun. Rules and accessible with a reasonable duration.

Second evening:
Strangely, this new party was under the "fun" than the last! Unless the purpose may be.

Swatsh created his big from the start and then wandered from town to town, reducing almost all to ashes. For my part, unlike the first game, I tried something else and I made two fatal errors of inattention.

The other two players are just stayed in their corners. Except when it was too late.
Moongha is not a game where you have to think too much. If you want a good time, must play it as the theme crazy.

See you at an upcoming party, knowingly)


Benoit : 7,1 / 10


Moongha did not meet my expectations can be rasion bad mood ... I thought going into a new Wallace or I would have to rack my brains to find a great and unique strategy for try to win! Not at all. It produces its monster, placed in a city at random (just to be careful not to fall at home - well, not too hard), we accumulate the points of attack and you throw the dice and hope for more than 4 - 6 that the 1-3 ...

In this section, the interaction was very limited since it has more interest in making farting cities that pursue other players. And as often, if we decide to jump on another player, it is others who benefit.

SwatSh has understood and we took part in speed a bit boring.

I still want to play again Moongha Invaders taking it for what it is: a quick and fun little game by the super original theme.



Raf : 5.5 / 10

Benoit summed my thoughts. Here is a game that surely would have enjoyed much better if it had been more puzzles and should not be much to transform the already lying there from the game because a player has taken the lead the game is over before we can address them.

When it is realized the serious side left the table to bring up the real goal of the game the fun side, yes it is fun but not having fun! I'm pretty

mixed because I feel that the game has potential and I've been very close and I know not what!, the more damage that unlike Benoit, I do not want to play again!

bottom of the plate, the 6 rectangles represent the six possible actions. Here, there is only a pawn on the first orange box. This means that the next player has the choice between taking the pawn orange and perform the action or take an action that he hopes to run unavailable if other players do not spend all.