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.

Polycystic Ovary More Condition_symptoms

Alert

2009 to 1 to 5 players - Expert - V. Chvatil - QWG Games

SwatSh : 10/10
Vlaad Chvatil is an author who is becoming louder Galaxy Trucket and Dungeon Lords are two completely separate games and much appreciated. What to Space Alert?

"Friends and families, we are gathered here to commemorate the extraordinary courage and heroism that our loved ones were shown to serve our nation ... Oh! Forgive me I'm wrong group.
Hum My good ... Cadets welcome during accelerated exploration spatial "

It's like this that start rules Space Alert, a UFO playful Vlaadaa Chvatil . The tone is set from the start : humor is present and this helps us directly into the theme well developed Space Alert: we're a team that will drive our shuttle spatial for 10 minutes between 2 jumps in hyperspace to collect mapping data.

"This is a well paid job as you do nothing to do during those 10 minutes, unless ... No, no need to talk, it happens too seldom "Ah yes, some aliens might attack you ...

The game lasts 10 minutes then, and during those 10 minutes, the players, the Using action cards they received, will plan their actions according to the type of enemies who appear, from which they emerge, their strength ... From the "lap top" is the soundtrack which launches tell us where and when these enemies appear. The game comes with 2 CDs , but although the possibilities of different games with these 2 CDs are already very numerous, one can find on the net a little program generator random soundtracks. It was therefore a huge replayability . The only small problem with my taste is the enemy number of cards, too many and therefore, we risk falling back often against the same enemies.

We'll spend 10 minutes very stressful to all our hot program to counter our enemies and to dive into hyperspace unharmed.

What is very hard on this game is that everything is controllable. We know what actions we can do, the consequences, what enemies appear and when they appear, ... In short, we know everything, but to manage all these information in 10 minutes is very difficult.

During our evening, we made 4 games (and yes, we want more!) And we all lost. The game is very difficult. But it is not difficult because of the power of the enemy, but rather because of the mess and stress prevailing during our planning phase. Indeed, after every game, we noticed that by avoiding certain mistakes, we could have won. ( Pfff, that damn screensaver!)

Space Alert a UFO is fun because it offers parts of 10 minutes, hyper stressful, very difficult, and totally additive because we constantly want to do another.

Night 2
Still countless games played yesterday. Glad to be able to discover this marvel to Benoit & Jonathan . This game is really too good and too addictive . Only one party won, then either you are too bad or the game is really very difficult. But it's not embarrassing, because we really want to get there and we can see there's a way! For that, you just as the other players play a little better and be careful dammit! Yes, well, I also happened to me to make blunders ... ;-)

Evening 3
I increased my score from 9.5 to 10 ... This game is really good too. Automatically, even if we were all a bit woozy after the flop Moongha, we directly entered the atmosphere of the game and the stress and the exchanges were sublime.
This time we managed to not messing too (except me, ahem) and winning 2 of 3 parts, one to 28 points. Are we ready to move to the higher difficulty? We'll see ...


Philrey 212 : 9 / 10
THE surprise of the evening! However, the name, the box design does not really motivate to engage in the rules!
The biggest risk Alert Space is no longer able to stop!

As stated so well SwatSh a mission are very short: 10 minutes. It must still count a debriefing 15 to 20 minutes after the mission! That means, we can make several one behind the other, tirelessly all night if you want it!


Why I'm so hooked, that I ask for more?

The first argument: the interaction. Normal you tell me since it is a cooperative game. But here, there are "white", ie when the space shuttle communications are not operational. In addition, you have 10 minutes. This notion of time through sound, adds a stress that prevents us from thinking at all!

In both, the band sound. He had to think. Any The mission is led by a soundtrack that warns of threats and transfer data (card swapping), the arrival of new data (new cards), communication problems. The big advantage is that it removes the cumbersome monitor events on any table.

In three, the mechanics of threats, very well thought out. The threat appears in the time Tx (1 to 8) and from this time T, it approaches + / - speed of your ship and begins to do some damage. Needless of course to see action taken on the threat before Tx.

Other tricks are super involved.


One of them is the "screen saver" that appears on the main control console. If we do not "clique" no time to time, our beautiful planned actions are offset. Well this little "click" every time we win prevented the mission!

The only note "negative" (if you can call it negative) side: "Well, we re a little?" And after we rest the same question, again and again!

short, go ahead! Space Alert is truly exceptional in its style. Especially as the CD provides missions learning slowly introduce all the different elements of the game


Second evening:

Very excited to be part 4 and I was not disappointed. Always so much fun.

These 10 minutes of programming are stressful. And the end, it is not even certain that we will leave unharmed in hyperspace.


And yet, everything is visible. No surprises as possible. Simply managing the time and ... stay sync between all players.

After the departure of Jonathan, it was decided to repeat part three. And again, the game runs perfectly and the complexity remains the same.


short, 2, 3 or 4, the parties do not lose interest!

Evening 3
Always so good. Nothing to add. Go gaily!


Benoit : 9,4 / 10
note, great game! Let's not beat around the bush, Space Alert is a surprise, a fun gift as we found only 2 or 3 times in a lifetime player ...

Admittedly SwatSh spoiled us: as always, the rules were perfectly mastered but also a key actor in theater (without blower) - we entered the ground floor in an accelerated training seminar for young recruits / Space Cadet - I felt like Luke Skywalker in the unwritten version of Star Wars will present pilot training. I dove into the game with a beatific smile finding it all (30 pages) rather simple and very logical. I noticed on my first mission that was not so obvious ...

The next game is the unique level of collaboration (and interactivity) between the players: there was no chance of repelling the attacks of the aliens coming not only from outside our ship but also from within not a perfect organization of the team. It is also essential to gain better together. One weak link and the mission is missed!

I want to leave family to playtest Space Alert with a younger and less experienced. Continued ...

Night 3:
Not yet family audience in this part where we had a nice progression with two missions won three :-) Raf was undoubtedly a new crew member value!

Always the same virus that takes us and want to continue until no time, a youthful enthusiasm back into space and survive attacks by aliens. Too cool.



Jonathan : 6.5 / 10
That's awesome game which I had spoken. Eager to test, I sat at the table and I was off in a training center where one learns through missions very accelerated. Orders ship's control, en route to space where you will not encounter anyone. Spatial mapping, is the hideout! or not ...


The game as a whole is nice. It embodies a crew of a small vessel in search of new areas to explore. But the trip is soon strewn with pitfalls. The waves of enemies come at the pace of the soundtrack and it quickly becomes a mess.

The '+' game:
- The cooperative mode: Everyone plays against the "encounters". The crew members share the actions to be done to eradicate threats.

- Platform game soundtrack and evolutionary: Each part, the threats are different and the "paths" that lead to vessel change, in addition to the soundtrack.

- Introduction: Two introductions, one for idle and one for gamers .

The '-' Game:

- For my part, after a few laps we could have stopped. I have not really felt the side addictive game like others. We could have stopped after 3 games, I would not have regrets.
- Taken Charge: Three missions to understand the game and all of these lifts. It's a bit long for my taste.


Raf : 9,5 / 10

The rules are lengthy, even too long but so well told and then here is a topic that you feel good from the explanation of the latter ... so it goes!
The big highlight of any game is the adrenaline rush that goes through the game, there is a real-excitement of the players around the table. A game lasts 10 minutes and this battery has a frenzied pace dictated by a soundtrack very successful.

After the first part, yet I was a little discouraged, telling me that I could not do it, too many elements to control, I heard myself shouting to other players every 20 seconds "what I need to do now? " and does so very EXIT afraid to derail my only fault with this ultra-important mission yet by the second part all seemed logical and fluid, so I'm on a mission ready to abandon my future as a cadet to take the lead the shuttle as captain!

short, here is a masterpiece of fun, or once you mastered the rules able to stop!

Wednesday, May 26, 2010

Hollywood Designs For Bathrooms

After DEMOCRACY, here BANCOCRATIE.


Design: Louis Remillard

Darmowy Serwer Z Domena Bez Reklam

Carbon Exchange, not sure about this. The manifesto of


Design: Louis Remillard

Monday, May 24, 2010

Manuel Mount Et Blade

Empire Builder

Mayfair Games - 1988 - 2 to 6 players - Expert - B. Fawcett & D. Bromley

Philrey212: 8 / 10

Empire Builder is a game of "construction" of railroad tracks in North America.

The big feature is that it draws on the game board This leaves the player total freedom to expand its network as it sees fit.

Empire Builder is a game where you must manage money and invest it in better with the expansion of its network. And this while being careful to meet the resource demands of cities and other goods. Indeed, each player always has three cards, each with three requests for delivery.

You guessed that once the established network, trains travel to pick up and deliver various products.

interest of the game lies primarily in the design of its network. The pickup & delivery is itself in the long run, a bit repetitive.

Attention Empire Builder is long, very long. At three, we did not finish the game after ... more than 4 hours of play, but frankly, you never get bored not!

Now we can apply variations to speed up play, such as increasing train speed, start with more money, etc..

Another good evening Wine Game!

Benedict: 8.1 / 10
I enjoyed our "long" part of "Empire Builder". It's a game that the old one starts at 14:30, finishing the bottle of Gevrey Chambertin (or a cigar for the most unconscious) by the fire and where we know we will get a good afternoon, evening show ;-) No other game scheduled on the agenda because we want remain in a known and comfortable.

The surprise is that it draws its lines of railway in marker directly on the board. This gives a great feeling of openness, creativity, renew permanent ...

its cash management is essential - a mistake can leave you battered with no chance to return to the game. But hey, it's still not too hard, do not get out the calculator, the abacus just ...

No grand strategy here and quite (too?) By chance, we optimize "just" according to its last drawing by building roads that we can use a maximum of times.

In summary, Empire Builder is a very nice game for families who liked to Ride.

Here is the table game with players of different ways. On the sides, the card 'contract' of each player and train maps. We note at the bottom that the train is loaded with three goods.

Sunday, May 16, 2010

Lupas More Condition_symptoms

Guatemala Coffee

2007 to 2 to 4 players - Medium - 1 hour - I. Brand - Eggertspiele


SwatSh : 7 / 10

Guatemala Coffee is a simple, lightweight and I like.

Like Guatemala Coffee mainly for its freshness and originality of its mechanisms. We play on two parallel plates in , one allowing us to purchase items (workers, roads, boats , plants) that we can place on the second.

The second platform will enable us to gain victory points for the factories where we have more workers than the opponents.

The theme Guatemala Coffee is not very original but the mechanism is simple and easy. Even if we can build throughout the game an effective strategy is the most opportunistic player wins the game which gives a bit of frustration when it had enjoyed the best strategy ...


Philrey 212 : 8.1 / 10
Guatemala Coffee is a game that (Me) I find fun and original. Nice stuff and its design, with its original two tables of play

On the first plateau (right in photo) is recruits and buying plants, ships and workers not to mention roads) that are place on the second (left).
The cost of each item (except traffic) depends on the location chosen on the second picture: the more one is far from the port, at least it costs.
Money is important and management crucial.

Another aspect that I find interesting is the fact of "deliveries". On the right table, you can also choose to deliver coffee by selecting a bag. Breakdown of points (based on the second plate) is for all players. So be sure to do well, always pocket more points than his opponents.
To be more complete, the bag concerns income only to the player who took it.

In summary, Guatemala Coffee is a complex game is very fun to play, do not last more than an hour, offers beautiful material (the colors could be improved).
A highlight from time to time!



Darmowy Hosting Pod Strony

Carolus Magnus

2000 to 2 to 4 players - Medium - 45 minutes - L. Colovini - Rio Grande


SwatSh : 6,8 / 10

Carolus Magnus is a majority game nifty abstract. Abstract

as the issue is not present and placed the cubes in different ways to obtain majorities.

Not too complicated but extremely well built, Carolus Magnus fishing a little by her coldness and the very computational its mechanisms. If, during a 2 players, 2 players play well, we arrive at a final position blocking only the randomness of the dice will unlock which lost a little flavor of the game

Philrey 212 : 7,8 / 10

Colovini Leo is known for abstract games. The theme of these games is rarely respected.
For cons, I like the majority of its games. The mechanisms and the balance is often the appointment. It's the same for Carolus Magnus.
Early in the game, all the individual provinces. The Emperor is at the discretion of the players walk from one province to another. When he arrived in a province, a check which player has a majority. Majorities held
the influence of players in the noble presence in the province and the castles built.
The trick lies in the control of different families. This control changes regularly during the game.

In our part, we ended up going in circles without seeing a rapid end. This is the first time this has happened, among several other parties.
The replay rules do not allow me to find the error we have committed. Too bad for this game interesting.


Kidneystones More Condition_symptoms

Shazamm!

2003-2 players - Medium - 30 minutes - P. of Pallieres - Himself


SwatSh : 6.5 / 10

Shazamm is not the example of strategic games for 2 players, of course! But it has some advantages that make it pleasant to play.


Each player represents a magician who crosses a bridge and meets his opponent on the bridge. And as you know, magicians do not like having to back down on a bridge to let another magician pass. So they're fighting to the death to decide which of two magicians will be able to cross the bridge! Beautiful theme is not it?


Otherwise Shazamm is quite simple: one part is divided into several rounds. Players start each round with 50 points of magic. They will secretly build a number of points of magic and those who will bid the most points of magic will deter his opponent. Add to that the cards you can play along with his magic that will give us some bonuses such as:

- add magic points

- do not retreat even if your magician was spent fewer points than his opponent magic

- etc.

Obviously, these cards make the game quite chaotic and uncertain because it depends on which card the opponent has played. But what prevents the game to be very nice to stick to his original theme to say the least!



Philrey 212 : 5 / 10

Last
little game of the evening, Shazamm! I have not really transcended. The game does not really new, is completely random and is a bit 'boring'.
It's a shame because the graphics are really beautiful and hang all children.
By cons, despite this somewhat mechanical rather weak, the theme is still well respected. Indeed, a sudden hex, push the opposing mage "out" of the bridge.

Cva More Condition_symptoms



1996 to 2 to 7 players - Family - 5 minutes - J. Zeimet - Zoch

SwatSh : 6,7 / 10
Bamboleo is primarily a beautiful game and its original beauty.

For the rest, it's a very simple game which involves removing each in turn, a part of the plateau into equilibrium on a sphere of cork. It is therefore very gently remove a piece lying on the heaviest part of the plateau.

Not very highbrow it all ;-)

But like many children, it makes them laugh when everything collapses, and then some for 5 minutes, it always asks for one more to his dad darling who has fun every time to call all the pieces on the board and do balancing on his ball at the establishment.


Ninie : 8 / 10
Beau visual game, easy to play while doing something else ;-)




Scoliosis More Condition_symptoms

Bamboleo Time's Up Academy

2009 - 4-12 players - Family - P. Sarrett - Repos Production

SwatSh : 9,5 / 10
Incredible! We yet no reviews of Time's Up of wine on Thurs ! I think not. Yet, God knows we already have our parts counter ...
Finally, I think it is unnecessary to present Time's Up : Ze family atmosphere to play in any game library have small or large! For besides the highly family (both the 10 year old grandma of 80 that banks can enjoy themselves like crazy), the laughs are plentiful at every game!
What to say about Time's Up Academy? Well, it renews the game well by replacing the characters by song titles, movies, plays, ... It's pretty nice and it changes. That said, this extension is not essential and if you already have another version and does not feel the need to change topic, then Academy is far from essential.
But Time's Up is the cons!
Ninie : 7 / 10
personally I prefer the version where the character giggles are more numerous and where I play best. But this version is nice too.

Bmd Ancestry Scotland

Agricola





Benoit: 9,5 / 10
Agricola me totally stuck and rather surprised. The theme of the peasant, who must live and grow up (!) His family in developing his farm, plow, sow, raise livestock, build ovens ... It is immersed in the world's agricultural XVII th , and it works.
Agricola is close Caylus by the exclusive choice of actions to achieve but more accessible - I loved both, but Caylus book is to warn players when almost all the public can have fun with Agricola version family or even alone!
The 300 cards add an infinite variety to the game - but they seemed to me rather unbalanced. I strongly advise drafter cards early in the game to avoid this unnecessary dimension luck.
is a balancing act: Can not gain rushing in one direction (Eg livestock) and abandoning the others because it loses points in the final. We may tend to play in his corner, but it is advantageous to monitor and block the other end of the game, when strategies are obvious and we can win on an action. Different points are low (4 players between 25 and 29 points), we gain very little about ...
In two words, Agricola is an awesome game, to try them! When is the next?

Night 2:
I refrain from devaluing my grade because of some rather frustrating the other night ... and yes in Agricola, the action of an adversary can f. .. up a strategy. I was completely stuck in this second part by access to food for my (too) little family! Philrey me twice cut the grass under the feet (or rather the thread of my fishing rod!). Obviously, you tell me that this is a calculated risk ... and you are right! The observation of other players is paramount here, and so much better.

Philrey 212: 8.5 / 10
I was rather mixed at the end of the game. Overall, I liked the game, I had a good time, I enjoyed a lot of mechanisms but ... I would have to replay. But there are so many others on my list ... I do not know if it would be in the top of the list; (
I therefore propose to do nothing and repeat part (for once change;)


Night 2:
Here, some time has passed. And meanwhile Agricola received a lot of super critical. So I had to redo a game and try not to suffer. done!
Agricola is a game very heavy, the choices are many and all complex, making it a slow game because each player has to evaluate its best choices at each turn. Also difficult to match a long-term strategy. Check the rather short or medium term because the choice of the other players will not affect yours.
During the game, I thought that starting cards affect your pretty lucky to win the game. In the end, it is SwatSh who wins (great maps) but with a small point ahead of Thierry. So, I am no longer sure of anything;)
Good game.

SwatSh : 10 / 10
Agricola is a splendid game well course. Full of choices, it allows many winning strategies. Besides, it's simple. On our part, Benoit and I get to equality. Benoit had a strategy to upgrade its stone houses and farm animals. For my part, I had a strategy to maximize the number of peasants and nullify the unfenced fields / no till. Two totally different strategies that have proven winners. Remains to be seen if the plantation is paying ...
Obviously, we have many cards in hand influenced our strategy and it is clear need to optimize their different powers.
That happiness so tainted a little fault: By the middle of the game, the number of cards each player becomes so important that it is difficult to know exactly what others have laid before them. Worse, at the end of the game itself is not doing.
Well, I guess after a large number of parties, they can be know by heart ;-)

Night 2:
I changed my rating: from 9.4 to 10 ! This game is too good, whether in a wagon or expert. The choices are always very very difficult and the strategy is there. There is no winning strategy and the richness of this unique game is too big. Frankly, I think it's the best game in the world!

Raf : 8.5 / 10
Swatsh When I discovered his passion for games, there are a couple of years now, every game has it a wonder, an intense pleasure then recently I found the game much more bland sometimes even boring. Why? is that the mechanisms become daunting, the next discovery is complete, the creators of the original game less, a bit of it all probably. And playing a Agricola I found this "wow is a bomb," this side "that's why I love the games!" Yet many defects appeared to me, the saddest part is that the winner did not cultivate any fields and has raised no flock, but fields and pastures empty, he merely fornicate with Madame, to small farmers .... and yet I suspect it's the right strategy and suddenly the theme going through a bit ... There are also cards that still gives very large, for if not too big advantage to him who has been luckier in the draw but we need to know the place.
I did not win but I found a pleasure to play with has agricola who had long been lacking basically for those who do not understand always loved it