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.