Settlers
Of Catan (dSvC)-is a developing and trading game set on a
small island. Each player collects cards for produce (sheep, timber,
wheat, bricks & ore). You use these to build villages, roads and
towns worth victory points.
As your settlement expands, you get more chances to get cards and more
victory points; the first to 10 VPs wins. However, you cannot always
get
the cards you need and players must trade with each other to keep
progressing.
Each game is different since the layout of the island tiles is random
at the start. The game even uses probability theory as you roll 2 dice
per turn. Using dice means that luck does play a role, but
fore-thought,
planning and clever trading will be more important in winning.
Die Seidler von Catan has spawned expansions; Seafarers, Cities &
Knights, Starfarers, dSvC card game and naturally a CD Rom! Sales now
exceed 4 million... have you played it yet? |
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Mississippi Queen -is
a river race with paddle-steamers. Your steamboat's wheels show its
speed
and coal reserve. You can change speed and turn your boat in your move,
but extra changes cost coal. You must collect two passengers in the
race
before you finish and you can barge other boats out of your way.
You decide how your boat goes. The only random element is the bends
in the river, left, right or straight on, chosen by dice roll before
the
tile is placed.
It is a great game, lots of fun as boats jostle along. As some fall
back to pick up passengers, the others race on, but normally all the
players
reach the finish in a bunch. |
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6 Nimmt! (6 Takes!) -
is a quick, simple but fiendish card game for 2-10 players. 104 are
numbered
from 1 to 104 (!), each card having one or more little oxheads on it.
You
are dealt 10 cards and 4 are dealt face up on the table, the start of 4
rows. Everyone chooses a card from their hand to reveal simultaneously.
These cards go onto the rows, you choose another card and so on. When a
row has 5 cards in it, it is full. If your card goes onto that row as
the
6th card, you pick up the five in front and your card starts the row
afresh
(6Takes!). The cards you collect go in front of you and each oxhead on
them will score -1 against you. After some rounds, when somebody's
score
hits -66, the best score wins.
Your card goes onto the end of the row where the number on the last
card is nearest below yours. So if the rows end 20, 30, 40 & 50 and
you play a 42, it goes on the 40 row. If you played a 89, it goes on
the
50 row, despite the gap.
A beautifully simple and original game, with a fair amount of luck.
The tension builds quickly as the rows fill and it is great fun when
you
avoid the pick up. It even plays differently with more or fewer players. |
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Carabande -is
an action game of flicking discs! Large MDF pieces slot together to
make
a racing circuit. Up to 8 players each have a wooden disc which they
flick
round the course, Carrom style. The track has walls and a good shot
will
take you far round. But if you land off the track, or knock someone
else
off, you go back to where you started from.
Simple and great fun for adults and children alike. Carabande also has
an expansion set that has extra bends, a bottleneck, a chicane and a
jump! Some people even buy two sets of Carabande to make huge tracks.
Good News! Carabande is re-issued as Pitch Car, with
the basic set and the expansion. Sadly, the different editions are not
compatable, so if you don't have Carabande, buy into Pitch Car now. |
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Chinatown -
is a negotiation game played in just 6 quick, sharp rounds. Players
first
get cards showing plots in Chinatown, but must reject 2. Then they draw
tiles for businesses like restaurants, laundry, watchmaker etc. Next is
the frantic trading of plots, tiles & money, after which players
put
their business tiles on their plots.
Finally, at the end of each round, your shops earn you money. A
complete
business earns much more than a partial one. The tiles are numbered 3
to
6, so a '4' shop earns $4,000 when 3 tiles are down , but earns $8,000
when 4 tiles are connected, completing the business.
The next round begins again with getting plots, then tiles and so on.
Most money at the end wins! Players quickly realise that bigger stores
earn bigger profits, but take more tiles, plots and time to complete.
The small random element & limited time leaves a nearly pure
trading
game; good deals allow both players to prosper, selfish players
penalise
themselves. |
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Tikal - is
the 1999 Game Of the Year and clearly follows the innovative design
lead
of Settlers. Exploring the Mayan jungle, you gradually uncover temples
and buried treasure, competing with other explorers to score the best
sights.
After laying a fresh tile, you spend only 10 Action Points each turn,
moving
explorers around, recovering treasure and revealing the ziggurats for
higher
scores. The temples start at value 1 or 2, but spending points allows
you
to put tiles on them, raising their value to 3, 4 etc. up to a possible
10 points.
Three scoring rounds occur when the volcano tiles appear
and
there is a final scoring at the end. Whoever has the most explorers at
a temple gets the points & you get points for sets of treasures as
well.
The game flows very sweetly, looks fantastic as the
jungle is gradually
explored, and the whole thing plays very nicely. Having only 10 Action
Points creates a real struggle as you have to spend your points
efficiently
to maximise your position for the random scoring rounds. A superb game
that will enthrall you.
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| Hols De Geier -
is a quick & easy card game, where players must double-think. Each
player has cards numbered 1-15 & compete for 15 scoring cards; 10
mouse
cards scoring 1 to 10; 5 vulture cards, scoring -1 to -5. To win a
mouse,
you play a card higher than anyone else's. But if it's a vulture, the
lowest
card wins. When more than one player has the highest card, then the
next
highest wins. Likewise, if the lowest card is shared, the next lowest
wins.
So if the scoring card is a mouse 6, and the cards played are 12, 11,
6,
12 and 12, then the 11 will win. If a vulture is out, and the cards
played
are 9, 10, 7,8, 7, then the 8 will win it. Players discard their cards
when played, so some card counting helps, but the heart of the game
lies
in out-thinking your friends! |
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Linie Ein -is
a tile placement game, where players try to lay tram lines between
their
terminii. The first tram home, after 2 or 3 required stops, wins.
Each turn you may place, or replace, only 2 tiles. So your intended
route can easily go wrong. The tiles have straights, curves and lots of
combinations, and with up to 5 players laying track, your route will
twist
and turn wildly.At the start, you keep secret which terminii &
stops
you have, but players can work out who is going where & thwart
their
plans!
A simple, but nefarious game. Have you got the right tile to get your
path going where you want? |
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Wildlife Adventure
/ Expedition (current re-issue by
Queen
Games) - A classic placement game making routes around the world to spot
rare animals / visiting ancient
ruins
which match the cards you were dealt. Place red, blue or white arrows
from
point to point around the world, extending the expeditions across the
map,
using travel tokens and bonus moves to make the expedition go further.
As well as scoring points for visiting your sights, including double
points
for ones you've marked at the start, there are also public expeditions
to pick up as well.
The trick to the game is that you can use your moves to
remove arrows,
backtracking, and where a route makes a loop, you can break out from
the
loop anywhere. So combining backtracking and looping makes the
expeditions
jump in strange directions, not where you planned.
Although the arrows are plastic, the game looks very good and the
thinking
about how to make the best of your moves stretches your mind nicely.
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