Hi all.
I was recently given a copy of Risk. Would anyone like to buy it off of me, as I do not play it? It is brand new, unplayed and all the pieces are bagged up and accounted for.
:-)
comments: 2
A review of Glen More, the latest game published by Alea. Click to read more...
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For an in-depth and fairly positive review of this "medium-heavy resource management game, with worker placement, limited player interaction, but with a very complex event system...", click to read on...
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In Colonia you represent a wealthy trading family in the city of Colonia, part of the Holy Roman Empire. During the course of the game you are attempting to purchase relic to increase your status amongst the other families. In order to do this you will be producing goods to sell to the various foreign nations that are in possession of these relics. Since this is well before the creation of any kind of international money market, you will need to ensure you have a good supply of the different currencies the countries trade in.
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We'd all played this game before, but recollection of how it worked
was initially patchy. We were playing with the "Aristocrats and Pirates" expansion, which added to the depth of the game, with the additional board offering greater challenges and alternative victory conditions.
The game began slowly, but began to pick up once we all figured out what our goals were and began sailing to the various islands in
search of the resources we needed.Sailing seemed to be of less importance in the mid-game once sufficient resources were coming in to start building up the home base.
Later, once we'd mustered enough advances and courage, we ventured onto the expansion board to fight some pirates and seek greater riches (or in my case, try and steal all the good stuff to slow the others down, as I was so far behind). Towards the end, the outcome appeared inevitable, but got bogged down in some confusion over a minor aspect of the (translated) rules.
Overall, a good game, but could do with greater clarification of certain rules.
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Sandy and Alan had played this the previous week, but it was new to
Ian, Scott and myself.
I had my doubts as we began; the rules run-through and game presentation seemed a little dry, a bit too 'generic Eurogame' for my taste. It looked- well, a bit boring. My doubts were quickly dispelled however, after the first few turns revealed this to be a simple but deep game. Using a very effective rondel mechanic
and a set of option sthat were always competing for your limited resources, the balance between building churches, ships, property and trading really worked well, and the scoring mechanism meant we were kept guessing right up to the end about who was actualy winning. Our game lasted a couple of hours, but that was probably a lot longer than normal due to lots of sleepy newbies at the table.
A triumph of substance over style, and a game I'd certainly play
again.
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A new game for a number of the players this. There were seven of us playing, and although there was some finding of feet in the first game it didn't take too long to work out what was going on.
Richard was revealed as the traitor fairly early on in the first game, but it didn't do us much good. The knights found themselves swamped, in no small part due to losing the Excalibur quest early.
The second game was far better; we had more of an idea what to do, and coordinated or forces a little better. Although we managed to get a lot of white swords onto the round table we failed, partly due to King Arthur (me) foolishly getting himself killed battling catapults, and to a larger extent due to the role played by the traitor. The traitor managed to keep a very low profile throughout, Tas playing a very subtle game right up to the end. Once again Camelot was overwhelmed.
The game had a great oppressive feel to it, the forces of darkness seeming overwhelming at times. This is one of the better cooperative games I've played, and I'd certainly play again.
comments: 1