Friday, June 25, 2010

Euro Game Card Sleeves (100 Soft Sleeves/Pack - 59 MM X 92 MM)

Euro Game Card Sleeves (100 Soft Sleeves/Pack - 59 MM X 92 MM) Review



Cheap, effective card sleeves. Nothing spectacular, but they suit their purpose very well. Other reviewers mentioned the variance in size. One reviewer came away with bent cards. I noticed the size variance too but after sleeving 600 cards, I found not a one sleeve that was too small to fit. Maybe dude just got a bad batch. Don't hesitate to buy these. They're fine.



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Euro Game Card Sleeves (100 Soft Sleeves/Pack - 59 MM X 92 MM) Feature


  • One Pack of Sleeves - 100 Sleeves/Pack
  • FITS CARDS FOR EURO SIZED CARD GAMES
  • Protect your investment
  • Designed for storage & storing your sleeves
  • 100 Oversized Sleeves - 59 MM X 92 MM



Euro Game Card Sleeves (100 Soft Sleeves/Pack - 59 MM X 92 MM) Overview


What is this item? It is a set of simple card sleeves that are basically plastic sleeves to protect your cards from wear and tear! If you play very many European Board Games you probably spend HUNDREDS and HUNDREDS of dollars on your games. What happens to the best ones? They eventually wear out from hours and hours of fun! Don't let your cards get beat up, spilled on, marked up or destroyed by thoughtless friends or family, invest a few bucks in these and protect your investment! - Whats that? You already have sleeves? Yeah, well you may have some sleeves but chances are they don't fit very well. Why? Standard sized card sleeves are NOT sized for "Euro Cards"! Take a look at this list of games who's cards will fit perfectly in our sleeves: - Agricola (350+ Cards), Balloon Cup, Battlelore, Blue Moon City, Dominion (500+ cards), Dr. Jekyll & Mr. Hyde, Dual In the Dark, For Sale, Jambo & Expansion, Kahuna, Knights of Charlemagne, La Havre, Lord Of The Rings & Expansions, Lord Of The Rings Trivia, LOTR Confrontation, Olympia 2000, Relationship Tightrope, San Juan, Starship of Catan, Stone Age, Taj Mahal and Top Race! - Yes all of the above games have this unique "Euro" Sized Card and you simply can not find this sized sleeve anywhere in the US, nor can you find it hardly anywhere worldwide! Crazy huh? Well we have answered the mayday again!


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Customer Reviews


These sleeves work great - T. Jedlicka - Chicago
These sleeves worked out great. Bought them for Dominion. They are thin enough to allow all but the treasure cards to fit in their original slots. I've played with others games that had slightly larger sleeves. I like these perfect fit sleeves much more.


Tuesday, June 22, 2010

Race For The Galaxy: The Brink Of War

Race For The Galaxy: The Brink Of War Review





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Race For The Galaxy: The Brink Of War Feature


  • This is an expansion to Race for the Galaxy
  • Takes about 60 minutes to play
  • Includes rules for 6 players
  • Can also be played solitaire-style
  • Adds depth and complexity



Race For The Galaxy: The Brink Of War Overview


The competition to build the greatest space empire known continues in Race for the Galaxy - The Brink of War Expansion. Now galactic prestige has become all-important for extracting concessions and fending off attackers. As the conflict spreads, the Alien departure point is located and the Uplift Overseers come to light!



Race for the Galaxy - The Brink of War brings new start worlds, goals, game cards, and rules for galactic prestige to your Race for the Galaxy game and its first two expansions, The Gathering Storm and Rebel vs Imperium. It also comes with new solitaire game counters and drafting rules for six players.



Please note: This is not a stand-alone game. A copy of Race for the Galaxy and its first two expansions, The Gathering Storm and Rebel vs Imperium are required to play.



Contents of Race for the Galaxy - The Brink of War Expansion:


  • 4 New Start Worlds

  • 44 Game Cards

  • 6 Prestige/Search Action Cards

  • 5 Goal Tiles

  • 1 Search Sheet

  • 1 Prestige Leader Tile

  • 30 Prestige Chips

  • 11 Counters

  • 1 Victory Point Chip

  • 2 Tokens for Solitaire Game




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Customer Reviews




Monday, June 21, 2010

Rio Grande Games Dominion: Seaside

Rio Grande Games Dominion: Seaside Review



This game is a ton of fun. Every time you play it, you are almost forced to use a different strategy than the time before based on the cards that come out. This is a strategy game with a huge amount of replay value.
In comparison to the original Dominion set, I would say that this one is simply more...interesting. The cards often force you into a different mindset. The strategies used can be more off the wall and what your opponents do gets less predictable. In other words, if you like strategy games with small amounts of randomness, and lots of different pathways by which to finagle the victory, this one is for you.
I do have a couple of small critiques:
There are more 'parts' now. It is not just cards anymore, now there are mats and little tokens. So far this is fine, but I typically don't like this type of game bloat.
You can still only play with four players. I was honestly hoping that the expansion would have additional rules for six, but it doesn't. I have tried adding a few more Provinces to play with more than four, but the game seems to be built around four.



More detail and Price..Click Here!




Rio Grande Games Dominion: Seaside Feature


  • Expansion to Domionion and Dominion: Intrigue
  • For 2-4 players (up to 8 players if used with the base game)
  • Tons of replay value
  • Plays in about 30 minutes
  • Medieval Nautical theme



Rio Grande Games Dominion: Seaside Overview


Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the basic Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion, and you will need to have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published. .... All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours ... This is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn. Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion and have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published.


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Customer Reviews


Great family game - get the card sleeves as well - G. Mitchell - Orange County, CA
Our family loves this game. We have it and the original Dominion. My 7 year old daughter likes it and can easily play it, although her strategies are less than ideal. She has managed to win a few times though! My 12 year old son usually wins among our family members. Be sure to get the card sleeves to protect the cards. There is a lot of shuffling and other manipulation of the cards, and they will be worn out in no time if you don't.


Sunday, June 20, 2010

PREMIUM Euro Game Play Card Sleeves (50 Sleeves/Pack - 59 MM X 92 MM) 125% Thicker - Designed for Game Play

PREMIUM Euro Game Play Card Sleeves (50 Sleeves/Pack - 59 MM X 92 MM) 125% Thicker - Designed for Game Play Review



I am glad I purchased the better quality sleeves. When I got them, I was surprised that the thickness was what I would have expected from a standard thickness sleeve. The standard sleeves must be really thin. This is the sleeve I would go with.

I purchased these sleeves for the game "Agricola". The sleeves nestle perfectly around the card with a little bit of overhang at the top of the card. I think I would have preferred it without the overhang, but perhaps that protects them from spills better. I guess I could also heat seal them and trim them if I wanted.

There is a bit of shine on the sleeve which makes the card a little bit harder to read, but not much. It won't take long until I am used to it, I am sure.

I just can't imagine why it costs what it does for little plastic sleeves. They should be a lot cheaper, as far as I am concerned.



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PREMIUM Euro Game Play Card Sleeves (50 Sleeves/Pack - 59 MM X 92 MM) 125% Thicker - Designed for Game Play Feature


  • 50 Oversized Sleeves - 59 MM X 92 MM
  • FITS CARDS FOR EURO SIZED CARD GAMES
  • 125% Thicker - Designed for Game Play
  • PREMIUM Euro Game Card Sleeves (50 Sleeves/Pack - 59 MM X 92 MM)



PREMIUM Euro Game Play Card Sleeves (50 Sleeves/Pack - 59 MM X 92 MM) 125% Thicker - Designed for Game Play Overview


Please note this is a 50 pack of PREMIUM THICKNESS card sleeves that are deluxe plastic sleeves to protect your cards from wear and tear, bending and more! If you play very many European Board Games you probably spend HUNDREDS and HUNDREDS of dollars on your games. What happens to the best ones? They eventually wear out from hours and hours of fun! Don't let your cards get beat up, spilled on, marked up or destroyed by thoughtless friends or family, invest a few bucks in these and protect your investment! ----- Whats that? You already have sleeves? Yeah, well you may have some sleeves but chances are they don't fit very well. Why? Standard sized card sleeves are NOT sized for "Euro Cards"! Take a look at this list of games who's cards will fit perfectly in our sleeves: Agricola (350+ Cards), Balloon Cup, Battlelore, Blue Moon City, Dominion (500+ cards), Dr. Jekyll & Mr. Hyde, Dual In the Dark, For Sale, Jambo & Expansion, Kahuna, Knights of Charlemagne, La Havre, Lord Of The Rings & Expansions, Lord Of The Rings Trivia, LOTR Confrontation, Olympia 2000, Relationship Tightrope, San Juan, Starship of Catan, Stone Age, Taj Mahal and Top Race!


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Saturday, June 19, 2010

Agricola

Agricola Review



I LOVE Agricola! I'll explain why later, and try to break the game down for those who enjoy that type of thing:

OBJECT OF THE GAME:
Score more points than your opponents! But there's no point scoring during the game. Points are tallied at the end. The object is to build the best, most complete farm. What goes on a farm? Fenced pastures with stables, animals in those fences, fields of grain and vegetables, and your home, which starts as a two room shack that you'll want to build into a more solid house. With end-of-game scoring, you're penalized if you're lacking any type of animal, if you're lacking fields of grain or veggies, if you've got unused acreage, and if your house is a pathetic embarrassment that a homeless cowboy wouldn't bother sleeping in on a rainy evening. You've got to consider everything!

GAME MECHANICS:
The Mechanics are simple: The game is broken into 14 rounds, and in each round, you have a minimum of 2 turns. At the beginning of a round, you furnish the "action" board with a round's worth of supplies. Put a reed disc on the Reed area, put 3 wood pieces on the wood area, put a couple pieces of food on the Fishing area, put a sheep piece on the sheep action area, etc. When it's your turn, you take your family member (represented by a colored disc) and put it on one of the action spaces on the board. For that round, that action is yours and yours alone. So if you put your piece on the Wood action space, you get to collect the three wood on that space. You put the three wood pieces in your supply area. When the next person has a turn, they have to pick a different action other than taking wood, because you just took that one. Maybe they'll take the Clay action (which is a commodity needed to buy a fireplace or build other things). When it gets back to your turn, you now have one more turn this round. Perhaps you choose to plow a field. That allows you to put a field marker on your personal farm board. Now your opponents cannot use that action in this round.
When the round is over (when everybody has had their two turns), you begin the next round (unless there's a harvest), and the start of the round, again, has you filling the action board with supplies. 3 more wood, 1 more reed, one more clay, etc. If nobody took a wood action in the last round and there were already three wood on the wood space, now there's 6 wood on that space. Every round, things like wood, sheep, reed, stone, etc keep getting added to until somebody takes them. So on your turn you have to decide: Do I want to take those 3 wood, or can I risk not taking them and waiting till the next round, hoping nobody else takes it and I can grab 6 wood with just one turn?

STRATEGY:
You start off with two people (farmer and spouse) which gives you two turns. You can add a kid to your family, which gives you an extra turn (each family member gets one turn, so a family of 4 gets you four turns per round). But early on if you want to add that kid to give you that third turn per round, it's going to require you build another room on your shack. That's going to take some wood and some reed. But you also need wood for building fences. You need fences to hold more than 1 animal in your field. You need a stable to hold many of one kind of animal in a fenced area, and that's going to require some wood to build, too. Using up action after action just to get 3 wood per shot isn't going to cut the mustard, because you also have to plow fields (there's one action), fill it with grain (there's another action) or vegetables (another), and you still have to feed your family, because come harvest time, each family member needs two food to survive. The way scoring works, you really don't want to be caught at harvest time without enough food to feed your family. There are actions (turns) you can waste on grabbing food, and there are also actions that allow you to convert grain into food, and actions that allow you to buy a fireplace or hearth to cook animals and make them into food for your family. So what do you do with your turns? What will your opponent do? If there are a few sheep on the Sheep action and you're the only one with a fenced area on their farm, you can wait out taking that sheep until somebody else adds a fence, and that might get you extra sheep for that one action. So each turn is a big decision. What can I do to improve my farm, and if I don't take this action, will that action be available to me in the next round, with greater value?
It might be nice to snag the reed action when there's a couple reed sitting there, but wouldn't it be nice to spend the same single action on that reed when there's four reed on the reed action spot?
You cannot waste moves in this game. When you waste a move or make a bad move, it will end up costing you in the end. You'll have situations where you need food come harvest time which will require you bake bread, but you've only got one turn left and you still have to add grain (1 turn) and sow/bake bread (another turn). Damn, if you only had another kid!

You need bargain moves, and you need to anticipate what your opponent needs, so you can pass up actions now and take them later at a better bargain.

SCORING:
You get negative points for having unoccupied farmland, a lack of a certain type of animal, a lack of a veggie or grain, etc. The more kids you have, the more animals, the better the house, the more fenced stables, the more plowed fields, the more improvements on said houses, the more points you get.

WHY I LOVE THIS GAME:
When you finish the game and you have filled your field (sometimes you wont) and you've converted your little shack into a 4 room stone house and you have fields filled with grains and vegetables and you have cattle, pigs, and sheep roaming in fenced areas, you feel pretty damn good about yourself and all that time thinking and banging your head against the table and taking 5 minutes to think of the best move possible and saying "I know I know. I'm almost ready. I'm thinking!" ends up being worth it. It's a frustrating game when you've taken some bad risks and find yourself behind the 8 ball so to speak, but it's so much fun when you see your last 4 or 5 moves on the horizon and feel like you've got a great chance to make an impressive farm. And then when it's over, you just want to sit there and look at all you've done. :) Don't clear the board yet. I want to look a little longer and talk about why I just kicked ass at this game. :-p

I love this game because even after I've played what I consider to be a decent game, I feel like there's SO much more intricacies to learn about this game and better strategies to play. Every game requires a lot of thought and nervous tension while you wonder what your opponent is going to do, what you're going to do, and how you're going to feed your family.

THE RULEBOOK:

The rulebook is useful as a reference AFTER you know how to play. Visit youtube and look up the Agricola Review from Board Games with Scott in order to learn how to play.



More detail and Price..Click Here!




Agricola Feature


  • For 1-5 players
  • Takes 2-3 hours to play
  • Tons of replay value
  • Contents: 360 cards, over 300 wooden components, 50+ tiles, 9 boards, tokens, scoring pad



Agricola Overview


Agricola


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Thursday, June 17, 2010

Small World

Small World Review



Remember Risk? Remember how fun it was to attack your opponents' armies and take over their land? Remember how that fun lasted for a while and then, several hours later, you'd hunker down in the corner of Australia, waiting for the game to mercifully end?

Small World is the answer to that. It takes all the good parts of Risk and repackages it in a clever construct with a beautiful design. The premise here is that instead of simply having armies compete to take over territory, players control races, each with their own special set of powers. The powers give you the ability to, say, attack lands more powerfully, or defend them more toughly. What makes it fun is that these powers are embodied by various races -- e.g. Dwarves, Amazons, Giants, Tritons -- each represented by colorful, gorgeously drawn tokens, and each with a special power. Because the races and powers are randomly combined at the beginning of the game, each game is different than the last and requires a completely new strategy.

STRENGTHS:

* Variety of strategy. This is requirement number one for any game that's going to hold my interest over time. If it's too "solvable", then the challenge of playing the game quickly diminishes after just a few games. Because the possible power-race combinations number in the thousands, it's unlikely any two games will ever be the same.
Interaction. Requirement number two. So many board games these days involve four people tending to their own pieces, playing their own separate games. You can't do that in Small World and expect to win. You have to both a) be very aware of the other players' movements, and b) be ready to attack them without mercy.
* Design. Days of Wonder puts out some of the best-looking games out there. Lots of little visual flourishes make interacting with the pieces and board that much more enjoyable.
* It scales. There are actually four boards in the box: one for each number of players (2 to 5). This makes the game board perfectly balanced, no matter the player count.
* It's relatively quick. A two- or three-person game will take about an hour. A four- or five-person game less than 90 minutes.

WEAKNESSES:

* There are a LOT of pieces. This presents a few problems: it takes a few minutes to set the game up; you'll be screwed if you lose a piece (they don't include extra player tokens); and if you buy one of the expansions, you'll have a hard time fitting it into the box, because it's a very snug (though well-designed) fit as it is. Not sure how they could have gotten around this without making the game pricier.
* There are a lot of small rules. This is a byproduct of having dozens of races and powers -- each has to have a paragraph of explanation in the rulebook. Each player gets a cheatsheet for quick reference, but it can seem a little overwhelming at first. Again, not sure how they could have avoided that, and they did a good job making the text quick and to the point.
* It can take a few games to get the hang of how it flows. Not really a weakness; just a reason to play the game more.

CONCLUSION

If you're ready to move past Risk, and you're ready to take on a little nerdery (hello, Berserk Goblins and Forest Elves) in your games, pick up a copy of Small World. The best part may be that it's highly expandable, evidenced by the two expansion packs already available, each with a number of new races and powers. With a foundation as solid as this, it should take a long time for it to grow old.



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Small World Feature


  • For 2-5 players
  • High quality European components
  • Two double-sided game boards
  • Vie for conquest and control
  • Takles 45-60 minutes to play



Small World Overview


Small World " is a zany, light-hearted civilization game in which 2-5 players vie for conquest and control of a board that is simply too small to accommodate them all! Picking the right combination of fantasy races and unique special powers, players must rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory.Designed by Philippe Keyaerts, as the fantasy follow-up to his award-winning Vinci, Small World is inhabited by a cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.Small World marks the return of the Days of Wonder line of heavily-themed, big-box sized games featuring evocative illustrations, high-quality European components and a compelling, fun theme.Game Contents: * Two double-sided game boards (One for each of four possible player configurations) * 14 Fantasy Races with matching banners & tokens * 20 Special Power badges * A variety of Troll Lairs * Mountains * Fortresses * Encampments * Holes-in-the-ground * 2 Heroes * A Dragon * Along with Victory Coins * 6 Player Summary Sheets * A Reinforcement Die * Rules Booklet * A Days of Wonder Online Access Number


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Customer Reviews


Very Fun Game - Dean Nguyen -
This game is 2-5 players. Theres a different board for the different amount of players playing. Theres 2 boards both front and back. one board with 2-3 players and the other with 4-5 players. This game is very easy to pick up and learn. I play with my roommates every so often when we have time and we have a blast. I recommend this to anyone who is looking for something simple and fun. I youtubed an overview for the game so I could sort of get an understanding as to how the game goes. Theres many different powers and races to play with and its different everytime you play so it changes up every game you play.


Wednesday, June 16, 2010

Dominion Intrigue

Dominion Intrigue Review



Before I get into reviewing this game - my personal experience says if you only have money for either Dominion or Dominion: Intrigue (either is playable on it's own), you're better off with the base Dominion game. The replay value is just as good and it has a lot of basic cards that the Intrigue expansion fails to make up for.
If you've played Dominion then you already know what to expect from this game. The biggest surprise here are the 3 sets of combo cards (2 victory/actions and 1 victory/treasure). Other notable features include cards with the ability to chose between several options and host of new cards designed to interfere with other players.
While it is important to note this box has all the cards necessary to play the game on it's own and over 3 million possible unique game scenarios (with 25 'special' cards, choosing 10 cards at a time) this game is much improved when combined with the base Dominion game, resulting in well over 12 billion unique scenarios (that's 51 special cards, still choosing 10 at a time). The replay value of Dominion and Dominion: Intrigue is truly unique.



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Dominion Intrigue Feature


  • Can be played as a standalone game or to expand the regular Dominion game
  • For 2-4 players (up to 8 players if used with the base game)
  • Tons of replay value
  • Plays in about 30 minutes



Dominion Intrigue Overview


You are a monarch like your parents before you a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents however you have hopes and dreams! You want a bigger and more pleasant kingdom with more rivers and a wider variety of trees. You want a Dominion! You will bring civilization to these people uniting them under your banner. Dominion:?Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in product/product_id=019101 >Dominion or with the basic game of Dominion.


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Customer Reviews


A fabulous game - G. West -
A great game for adults. (don't know if good or not for kids, I expect teenagers would like it).
My 27 year old oldest daughter introduced it to us and now everyone in the family enjoys it. Several of us have bought our own edition. It's interesting how the cards selected at the beginning of the game change how it is played.
Both this and the other stand alone version of the game are wonderful. It's a card game and is also similar to a strategy board game, because you draw cards from 16 different stacks to allow you to win. Very interesting.
Similar to Risk, but doesn't take as long. Each game is 20-30 minutes for 2 people or 40-60 minutes for 6 people.