New Munchkin Quest Board Game Video Posted
Around the holiday season, we put together a video showing you the basics of the card game Munchkin, as well as showing you how to play Munchkin.
In that video, we introduced a new board game – Munchkin Quest.
Here is our new video that introduces you to this game based on the Munchkin card game.
Don’t forget, there is also an expansion to Munchkin Quest! Munchkin Quest 2 – Looking for Trouble.
Add comment June 10, 2009
New Updates to Best Dang Games
This weekend, I put some effort into some things that needed a facelift on our board game site.
We have have new look on the home page – it should now be easier to find things, such as Pre-Order games. Also, the link to this blog is a little more prominant. Our bundles are front-and-center.
We have an article series for all who sign up for our newsletter. This series will inform you about different aspects of the board gaming hobby and introduce you to a bunch of games you may not be familiar with, but might be worth your time. Also, you get a 10% off coupon, just for registering for the newsletter.
We added a totally new section – Party Games. These are games that go over well with large groups of friends and there really isn’t a winner or loser. The fun is in the game or watching those playing the game.
We added a bunch of new games also. Here is just a sampling:
- Pandemic – On the Brink
- Space Alert
- Middle Earth Quest
- Citadels
- Acquire
- Blokus 3D
- Snow Tails
Also, there are two games that released this past week and we have them in stock! Arkham Horror-Innsmouth Horror and Snow Tails.
Visit the site and check out the Best Dang Games facelift.
QUESTION FOR YOU, THE READER…
We have been testing our pricing structure and were wondering what you thought of it. Currently, the way we price is game price + shipping. This means the price you see on the site already includes shipping. The only time this rule does not apply is if the price is under $25.00 – and we add $6.00 to your bill for shipping.
So, a game might cost $35. We have added $7.00-$10.00 for shipping into this price. So, it is $42.00-$45.00 – flat price with no extra costs to you on that game. Other sites show the $35.00 price and you have to put it in their shopping cart to identify the ACTUAL cost with shipping.
It is, therefore, higher than other sites that sell the same games. However, when you add their shipping costs in, we are competitve. Do you like this model or is it too confusing – given the nature of the other board game sites and their pricing structures. Please leave your comments for us so we can see how you feel about this. We want to hear from you on this one.
1 comment May 31, 2009
What Genre Gamer Are You?
You may like action movies, or romances, or documentaries, or comedies, but very few people would say that they don’t enjoy movies at all. Games are the same way; some people enjoy big Ameri-war games with lots of dice rolling like Risk, while others may prefer a party game like Apples to Apples, but most people will enjoy at least one or two genres of game, and often more.
So the question is: What do you like?
I Like Strategy!
Many players come to a board game looking to exercise their minds. If you want to out-plan, out-think, and outwit your opponents with a superior strategy, you’re not alone. While children’s board games tend to have a lot of luck, many of the world’s most popular adult board games minimize randomness and focus on strategic planning and decision-making. If you like strategy, you might be a(n):
Abstract Gamer
Perhaps the purest form of strategic board game, abstract games tend to have little or no theme. They also tend to have little or no luck, which means that they end up as a pure contest of mental powers between you and your opponents. Generally speaking, there are pieces, a board, and you move them around following the rules until you win. Classic games like Chess fall into this category, but newcomers may be hard-pressed to enjoy a game of Chess against someone who has played hundreds of times. There are many newer abstract strategy games such as Blokus which can accommodate 2-4 players, and allow for players to explore the game together.
Euro-Gamer
More complex and themed strategic board games have become more popular in the past few decades, with a huge influx in Euro-style games spawned by the success of Settlers of Catan. Although Settlers itself uses dice, most Euro-style games do not. They tend to have a very small amount of randomness, but like Settlers, offer a wide variety of choices every turn, often with a final goal of accumulating victory points in various ways. Most Euro-games also have multiple mechanics in play at once, such as resource management, worker placement, bidding, tech trees, or role selection. The combination of innovative rules often leads to a wide array of possible strategies and multiple paths to victory, allowing each player to follow her own approach and still have a decent shot at winning. The two top-ranked board games in the world on BoardGameGeek currently both fall into this category: Agricola and Puerto Rico. Both are shining examples of what make this genre great.
I Like Fighting!
Fighting in real life may not be so fun, but in the realm of fantasy, many people find it entertaining. For the same reason that action movies always have combat and young boys often pretend to be in a heroic fight, many players come to their games looking to have their characters go out and win some battles. If this describes you, you might be a(n):
War Gamer
War games are just what they sound like: Two or more players commanding opposing armies attempting to defeat each other, generally by killing enemy soldiers. If this sounds violent, remember that Chess could be described the same way. War games tend to feature a large map, large numbers of army units that move around on this map, and you roll dice to determine successful attacks. A few of the hardcore “war games” are incredibly detailed affairs, with lots of miniatures, 3-D terrain, and measuring lines of sight. But many war games (also known as “Ameri-games”) are much more accessible. Most people are familiar with Risk or Axis and Allies, but newer war games like BattleLore offer a deeper strategy.
Adventure Gamer
Adventure games often play like a fantasy epic. If you don’t mind spending a few hours on a single game, adventure games let you become the hero of your own little story. You’ll likely be exploring a large map, upgrading your character, acquiring items, completing quests, and participating in a grand adventure. Arkham Horror , World of Warcraft, or Descent are popular examples of the genre, with many rules and pieces, but many die-hard fans as well.
I Like Hanging Out!
Not everyone wants to spend a whole evening playing board games. You might view them as a fun way to kill time before the movie, or just an excuse to spend time with your friends. And that’s a fine use for board games! You might be a:
Light Gamer
Light games are great when you want a game to fill the time before your evening’s next big event. Light games should have simple rules, and be playable in less than a half-hour. Some old games like Yahtzee would qualify as a light game. But light games don’t have to mean no strategy; there are plenty of highly-strategic light games that are still simple and fast, such as Lost Cities. If you like light games, look for the estimated play-time.
Party Gamer
Who wins? Who cares! In party games, the point of the game is just to enjoy hanging out with your friends. Charades is probably the most classic party game, and requires no special equipment. If you’re looking for more entertaining games to get your guests laughing without overly heavy competition, you may want party games like Apples to Apples.
Add comment May 24, 2009
Board Game Night – How Competitive Are You?
One of the main factors in selecting a board game that is appropriate for the people you’re playing with is gauging your group’s competitiveness. Let’s face it; a mismatch in the competitive department can prove disastrous in a group. No matter how much fun Aggressive Al might be having winning big in Settlers of Catan (or even Monopoly for that matter), if Al mercilessly annihilates Peaceable Pam in the process, feelings can be hurt and the evening can be ruined for everyone. (This can be a particularly difficult problem if Al happens to be married to Pam!)
So, what are some practical ideas for choosing games that will be appropriate for a group with an unknown or mixed level of competitiveness? Well, if you’re the game night organizer, you can do much to ease your group into fun games without starting off with a proverbial “knife fight.” Here’s a guide to some games, based on their Competitive Factor.
Take it Easy
With a group of strangers or one of unknown competitiveness, the safest approach is to start off with a game in which it really doesn’t matter who wins, in other words, so-called Party Games that derive their fun from the playing itself. Party Games are generally filled with laughter, and are great ice breakers. Games to consider in this category include Apples to Apples, a classic game of matching descriptions with persons, places or things or Fluxx, where the rules are always changing.
Moving Up
If your group survives the first category with belly laughs instead of angry invectives, you’re probably safe to venture into some games with more strategy, but minimal direct confrontation. Many of these games fall into the “Lighter Eurogame” category. Carcassonne and its many expansions fit this category well, and are relatively easy to explain to new gamers. In Alhambra, you’ll feel more like you’re building your own fortress instead of attacking your opponents, and San Juan and Zooloretto are great alternatives that aren’t directly confrontational, but will still scratch that competitive itch.
Bring it On
For many groups, the lighter Eurogames will hit the sweet spot, for they offer more in the way of strategy than the pure laughter of party games, but won’t likely degenerate into cutthroat competition. However, if your group desires more direct confrontation, many of the heavier Eurogames provide it. The Settlers of Catan is on the lighter side of these more competitive games, but some real nastiness can be done with the Robber option and road blocking, so be careful if you have a “Peaceable Pam” in your group. For those who want more complexity, with opportunities for confrontation, it’s hard to beat Puerto Rico and Power Grid, but none of these should be a first choice with an unknown group of gamers.
Can’t We All Just Get Along?
Finally, you might want to try a game that is intentionally the opposite of a competitive game, one of the so-called Cooperative Games. In Cooperative Games, the players don’t compete against one another, but against the game itself. Either everyone wins or everyone loses. This might be an excellent choice for a group that likes a cerebral challenge, but is essentially noncompetitive, or a group that has had a bad competitive experience and needs a serious change of pace. Arkham Horror, and Battlestar Galactica can rightly be called semi-cooperative in nature (you may have a secret traitor in your midst!), while Pandemic is a purely cooperative masterpiece.
In truth, most of us probably have a bit of a competitive streak and board games can be an enjoyable way to express it. But if you take care to match your choice of games with your group’s personality, you’re much more likely to get ‘em coming back for more instead of indelibly etching a bad experience in their memories.
1 comment May 12, 2009
Dominion Card Game – Card By Card Analysis
Author – Cory Duplantis
We are going to go through each of the 25 Kingdom cards in Dominion and explain what the card does and how you can use each in various ways. We will also go through common combos with each card.
We assume you have played Dominion or understand how the game is played before reading this article. All of these strategies will not work all of the time. Because each game of Dominion is different, the setup could require tweaking of various strategies.
Adventurer – Reveal cards in your deck until TWO treasure cards are drawn, discard all other cards – 6 cost
This card is a great card to have in a deck where the gold count in the deck is small. Since you are guaranteed to get two treasure cards from this one card, it doesn’t matter how big your deck is. The way this card is played best is by eliminating Coppers (and Silvers if possible) from your deck completely. This can be done with Chapel, Moneylender, or Remodel.
That is the basic combo with Adventurer
- Make a very small deck with Chapel.
- Make sure you only have Silver and/or Gold in your deck.
This way, each Adventurer you play is worth at the least 4 Gold or at most 6 Gold.
Bureaucrat – Gain a Silver card. Each other player must place a Victory Point card from their hand on top of their deck. If they do not have a Victory Point card, they must reveal their hand – 4 cost
This card is great for a deck where you want to dramatically increase the size of your deck. This card can also be used in a strict Remodel deck. You use Bureaucrat to gain silvers, and then Remodel those silvers into 5 G cards (these cards will depend on what is available for that game). It is also a good opening card if the Militia is not currently in play. As the card gives you a silver card each time is played, actually buying gold is useless for you now. You can use the money you have to buy action cards instead of money.
Cellar – +1 Action, Discard X cards, +X cards – 2 cost
Use this card to discard useless cards in your hand in order to gain other cards. This card prevails in a +Card deck. Basically you discard everything except your +Action and +Card cards. This way you maximize your draws you can get. It is also a good card to use to end the game. Since this card only costs 2, you can use it to empty a stack of cards if you are wanting to end the game. One common mistake however is to have too many Cellars. Too many cellars is useless because each time you use a cellar, you have one less card in your hand, because the cellar itself had a place in your hand. So chaining Cellars is almost always useless.
Chancellor – +2 money, deck may be put in discard pile – 3 cost
At first, this card doesn’t seem that great, but after playing with it; it is quite useful. This card shines in a small deck. The reason for this is because you should know what cards you have in your deck, thus you should know what should be coming up in your deck. If one turn you played a good bit of your gold or a good bit of your kingdom cards and know that you only have small money and victory point cards left, then this card is played to shuffle everything back together. Also, since it is only 3 gold, it is a good starting card. It gives you an early jump in money, and it also gives you the option to shuffle your deck or not, which is a useful option to have.
Chapel – Trash up to 4 cards from your hand – 2 cost
Well, the use of the chapel is obvious, get rid of cards you do not need. Many new players do not understand the reasoning behind this. The reason you want to trash cards is to draw other cards more often. The smaller the deck, the more often cards are drawn, and therefore are played more often. Basically instead of drawing a lot of copper, you will have a fewer number of silver and gold, but will draw that money more often. This card is also vital if Witch is in play and Moat is not. This card gets rid of those pesky Curse cards that no one wants to have.
Council Room – +4 Cards, +1 Buy, others players draw one card – 5 cost
At first, this card is amazing. WOW! 4 cards and a buy. You must be very careful with these cards. This card is only good, if other players are also playing with a big deck. If there are players playing a small deck, then this card will help them more than helping you. Since their deck is so small, every card they draw is useful. On the other hand, if everyone is playing with larger decks, this card is also good. Also, if this is the only way to purchase multiple cards, then it is also useful. This card is a good card to combo with a Garden deck. Since this card gives you a lot of cards as well as a buy, the odds of you drawing lots of gold is good. Thus, you could purchase a Province as well as a smaller card (like a cellar for instance). If this card is also one of the few +Card cards, then it is also good. It is also a good starting card if you draw 5 copper on your first or second hands. The reason for this is that your odds are great that you will draw 3 or 4 copper the next time your deck is shuffled, which almost always becomes an early Gold.
Feast – Gain a card costing up to 5 money, Trash this card – 4 cost
This card is absolutely great. Early game, it is great to grab a couple of these for various 5 point cards. In a game where Witch is in play and moat is not, grab a feast to grab a witch very early to put your opponent(s) on the defensive. Or, use the feast to grab more draw cards like Laboratory. This card is just a great card to have in the early game. That said, later in the game it is not so great. You need to gauge when you think your opponent will end the game and how large your deck is. If you are going to buy this but never reshuffle your deck, then your money could have been spent on Victory Point cards, rather than this Feast. In short, buy these early, but try not to buy them in the late game.
Festival -+2 Actions, +1 Buy, +2 Money- 5 cost
Hmm, where to start with Festival. Festivals are a tricky card. At first, it seems like festivals should always get priority because of all the stuff they give. In some games this is the case, but most games it is not. Festivals should be used with there isn’t Villages in play, or if there aren’t many +Buy cards. If you are using this card solely for the +money, then you have wasted 5 money. While yes, you can chain 4 festivals together to get a Province, you could have spent that 20 money on better draw cards. That said, if there are not many +Card cards in play, then yes, this is a great card to have. This card is also very useful in a Library deck strategy which I will discuss shortly. In short, festivals shouldn’t be a deck strategy. Use a couple festivals, but do not rely strictly upon them.
Laboratory – +2 cards, +1 action – 5 cost
This card is by far one of my favorite cards. You get two extra cards in your hand, and you get to play something else. This card is key to a “money only” deck strategy. Basically you only buy money, in order to buy up to Gold and fill your deck with Gold. The +action with the Lab will be used with either a Chapel, to get rid of Coppers or Victory point card in your hand, or with a Cellar for the same reason. Also, Lab is just an overall good card you can use in most any deck. Drawing cards, and then being able to play more things is just a fantastic ability. That said, do not buy strictly Laboratories. It is useless to go through your whole deck and only end up with 5 gold to spend. That is pointless. If you already have 3 Lab’s and you get another 5 money in your hand, use it on a Silver or a Mine, if it is in play. That way, you can bring in gold faster.
Library – Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing – 5 cost
Basically, with the Library, you want to empty your hand until you only have the Library left. You then play the Library and redraw 7 cards at which point you continue to play cards. A basic strategy with the Libray is Festival/Library. This way, you get rid of cards in your hand so you can draw more cards, as well as give yourself actions to use after you have chosen the Library. And since the very nature of Library is that you may keep action cards or not, you can gauge whether or not to keep certain action cards or to discard them. Another good strategy with Library is to Chapel all the Estates out of your deck and then Library. This way, you are guaranteed to draw money. While this only works in the beginning, it is still a good opening strategy.
Market - +1 Card, +1 Action, +1 Buy, +1 money – 5 cost
WOW what a card! So much stuff to use on one turn! I must get every market I can. WRONG! (most of the time). This is the mentality many new guys have when starting Dominion. While in some occasions this card would be great to have 4 or 5 of, this card just isn’t as amazing as people think. This card is basically a placeholder copper card. When you draw it, you automatically get one money. While this is great and all, you can use the card spot for a more viable card with many more uses (like a Laboratory or a Throne room, or heck even a Duchy at this point). Yes the Market does give a lot of things in one turn, but again, it is merely a place holder. If you are looking for a deck that get’s lots of +Buy cards, then maybe this is an option. For the most part, stay away from trying to buy too many of these. While a couple (2 or 3 at most) is good, any more is just a burden and remember, the key to Dominion is deck management.
Militia – +2 money, each opponent discards down to THREE cards - 4 cost
Now this card is a great opening card. Not only does it give you money at the beginning (which is key) it also reduces your opponent’s hand. This is great because in the beginning, the game is usually a race to see who can get to a couple of the 5 cost cards the fastest. That being said, this card is also great with Council Room in play. If you can chain a couple of Council Rooms together and then finish the chain with a Militia, not only do you get the cards and the buys from the Council Room, but your opponent will more than likely have to discard at least one or two cards that would have made this hand great. Your opponent discards down to only THREE cards, not discard only TWO cards. This is a common misconception. That being said, militia is not one of those cards you want to have more than 3 of in a deck, unless you are playing a heavy Festival/Village deck. Militia’s main purpose is to give you money; the discard element is merely the bow on top of the present. It is also to note that if Moat is in play, gosh you might as well pass on Militia if you see your opponent gaining a lot of Moats. Why spend 4 gold on a card that you will only gain half the use of? Militia is a great opening card, but mid-late game, it just isn’t terribly powerful.
Mine – Trash a treasure card; gain a treasure card TO YOUR HAND of the next highest value – 5 cost
Mine is one of my favorite cards. This card does great in nearly every deck, because every deck needs to get rid of copper cards. And, what better way of getting rid of copper card than by replacing every copper with a silver, or every silver with a gold. Now for the common question… Which is better to do, Copper à Silver or Silver to à Gold? The honest answer is…it depends (yeah, yeah, it’s a generic answer, I know). BUT 9/10 Silver à is going to be the most worth-while decision. The only time this wouldn’t be the case is if Thief is in play, and even then it is still usually a good deal. You want to be able to purchase more powerful cards at all cost. Yeah, you will draw that other copper, but remember Dominion is all about deck management. Having 1 Gold and 1 Copper is much better than having 2 Silver. You will draw the Gold which is automatic Silver if you still need it. Overall, Gold is better to have, end of story. Mine is an all around good card, and quite possibly could be in almost every deck strategy.
Moat – +2 cards, Show to have the effects of an attack card negated towards you – 2 cost
Moat is the only reaction card in the first set of Dominion. This card is a lifesaver in basically one game – a Witch game. Every other attack card is kind of meh! on the attack, but the Witch is just MEAN! This card is good when games are low on +card cards (remember the moat does have an ability other than the reaction) or when the Witch is in play. Those are basically the only times moats are necessary. You can also use a Moat for an easy end game strategy since they are so cheap. Other than that, this card is just mediocre for what it is. It is a reaction card, and basically only that.
Moneylender – Trash a copper to gain 3 money- 4 cost
I could also say this card works good in most any deck, but not as successful as the Mine. Since the Moneylender only trashes copper and doesn’t guarantee any money cards in return, this card is tricky. Many people pick up the Moneylender with the intent of using it like a mini-Mine (Trash a Copper to gain a Silver). Many people have that intent, but get excited when they have more than 3 money. Many people feel the need to buy a higher powered card than have the money. Most of the time, the money cards are good to buy when using the Moneylender, UNLESS it is near the end of the game. At this point, it is time to buy Victory Points. Also, buying any more than 2 of these guys is basically useless, unless your deck revolves around +buy and regaining a copper every turn, which is a viable strategy. With this strategy, you need Festivals as well as Moneylenders. The optimum hand would be Festival, two Moneylenders, and two copper. This is an automatic Province as well as another copper to refill the one you used. Other than that, there is no need to buy more than 1 or 2 of these guys.
Remodel – Trash a card, Gain a card costing up to 2 more than that card – 4 cost
This card is great – in more ways than one. This card allows one to transform the early Estates into 4 cost cards. This card allows 5 cost cards to become gold. This card allows Gold to become Provinces. This is just an all around great card. A common strategy with the Remodel is you have lots of +actions and you remodel everything in your deck up to gold. Once your deck is full of gold, then you remodel the gold into Provinces. Not many other decks can buy 2, 3, and possibly 4 provinces in one turn. That is HUGE! The other advantage Remodel has is it can Remodel CURSES. That’s right, now you have an easy way to not only get rid of curses, but get an Estate from a Curse. That is an automatic +2 Victory Points than you would have had. Remodel is a card that is useful in some decks, but other decks - not so much. This is also a card to watch out for other people using a lot. It will easily sneak up behind you.
Smithy – +3 cards – 4 cost
Welcome to the shortest ability of the base game of Dominion. Smithy is a good opening card to draw. Odds are that it will allow you to gain an early Gold, which is good. A VERY common strategy with Smithy is to combine this card with a +2 Action card (Village/Festival). The reason for this is you play the Village first, then the Smithy which draws 3 cards. You then have one more action left with which to do as you please. No doubt this strategy will get you a lot of cards. The only downfall this combo has is that people become too engulfed with that strategy that they forget to buy money cards. There is no point in drawing 10 cards in your hand when you can only get 4 money out of it. While this card is great for the combo, be warned not to disregard the key elements of the game (money and Victory Points).
Spy - +1 card/ +1 Action, Each player (including yourself) reveals the top card and either puts it back or discards it, your choice – 4 cost.
This card is also another one of my all around good cards. This card, when chained with other draw cards, lets you eliminate cards you don’t want to draw, while ensuring cards you don’t want to get drawn do get drawn. The way you use this card is it should be played first before anything else. You want to know what is on top of your deck. Even if you don’t have any +card card in your hand, this is extremely useful. It allows you to discard your Victory Point cards that aren’t necessary in your hand. Spy is just an all around great card to have. I recommend at least picking two of these cards for your deck – if you can.
Thief – Each other player reveals the top two card of their deck. You may gain one treasure card from each player. The other cards are discarded – 4 cost
This is the ultimate “take-that” card in Dominion. It is just a lot of fun for people who like to hurt their opponents. With this card in play, getting Gold is almost a sin (assuming a moat is not in play). This card goes AMAZINGLY well in a Spy deck. You basically have 5 or so Spies in a deck. You chain at least 3 of these together until you get a Silver or Gold on top of you opponents deck. You then Thief that silver/gold and viola, instant free money. That is a very common strategy with both of these cards in play. If those cards are not in play however, then the thief is a bit weak. It is based too much on the luck side of the coin. Unless you know for certain that you will be getting money, then I would not play a Thief. Also, if you trash some of their copper, you are helping them, because mid-late game, copper is useless most of the time. While the Thief is good in some occasions, I would only recommend getting one or at most 2 of these bad boys.
Throne Room – Play one Action card from your hand twice – 4 cost
This card is quite powerful in a strong kingdom deck. This card is not strong in a money heavy deck. If you are playing with a lot of kingdoms, grab at least one Throne Room. It WILL go a long way. If you are playing a chapel deck, don’t grab this card. Since you only have a couple of kingdom cards, this card MIGHT be drawn with another kingdom card, but usually it won’t. This card has endless possibilities though. Throne Room/Witch is a FANTASTIC way to screw over your opponents early on in a game without Moats. To give your opponents two useless cards and negative 2 points in ONE turn is just amazing! That is basically the strategy to Throne Room. Play it when you can. There is one rule note, however. If you play two Throne Rooms back to back, you must play two kingdom cards following it. You cannot play Throne Room/Throne Room/Witch in order for the Witch to be played 4 times. Since each Throne Room must have its own target, you must play a separate action card for each. That doesn’t go without saying you can’t play two Witches back to back, but not the other way around.
Village – +1 card, +2 Actions – 3 cost
Ah! the best new player gimmick out there. WOAH! One card, and two more actions, OMG, I must have all ten of these. I have seen that before with players and they are dead wrong. One player only needs 2 or 3 of these at most. The reason is, is when you are done chaining these things together, you have close to 6 actions left over. That is a signal that you have too many Villages and not enough Kingdom cards in general. Yes this card gives you Actions. You don’t need to flood your deck with as many of these as you can. This is the same argument that goes with the Village/Smithy strategy be sure to grab some money and other kingdom cards and not just these. Early game, yes go ahead and buy these, but later on, don’t bother. Your gold is better used for other buys like 5 or 6 cost cards or even Provinces. In the end, don’t buy more than 2 of these guys.
Witch – +2 cards, each other player gains a Curse card – 5 cost
Having two MAYBE three of these girls in your deck should suffice quite nicely.
Woodcutter – +1 buy, +2 money – 3 cost
This is a great opening card. To have a card that acts as a Silver is great. This card is also great for the Garden. With the Garden, +buy is a necessity and this is the best low cost card for the job. This card is basically a free Estate in a Garden deck. Other than that, the Woodcutter is merely an alright card. After your deck gets above 20 or so cards, more times than not you can Chapel/Remodel the Woodcutter unless you have tons of actions to use. This is a great finisher to a chain. Woodcutter allows for a great starting card as well as a great finisher to a long chain of cards.
Workshop – Gain a card costing up to 4 – 3 cost
This card is just a beauty. It allows you to gain two cards in one turn, without having to have the gold or the +buy to do it. This card is used to get spies/gardens/smithies/villages/SILVER, the list goes on and on. This card is just an all around great card. This card isn’t however a good starting card. I would get my first two buys out of the way, and then I would buy the Workshop. The workshop is not good in a Chapel deck. There is no need for it. Basically if you are in need of extra cards in one turn, the Workshop is the easiest way to get it.
Garden – Gain 1 victory point for every 10 cards in your deck at the end of the game
I saved the Garden for last because I wanted to tell show you all the other cards needed to make a good garden deck. The OPTIMUM cards for a garden deck are Festival, Workshop, Bureaucrat, Council Room. While these are the optimum cards, you can mix this strategy to fit almost every possible set up. Your goal is to gain more than one card every turn, and two cards if possible. The festival is good for all its actions, +actions, +buy, and +2 gold. If anything else, this gives you an estate every turn. The Workshop allows you to gain a Garden every turn. Bureaucrat allows you to get a silver every turn. These two cards are good because they allow you to get cards before your actual buy stage. Council Room finishes your chain buy drawing four more cards and getting yet another buy. If everything else in your deck is money, then you are golden to use all your buys on useful cards. At your buy phase you then focus on gaining money, money, and more money. USE ALL OF YOUR BUYS WHENEVER YOU CAN. You want to get your deck up to 40/50/60 as fast as you can. Take a copper every turn you can if you have extra buys.
Get your own copy of Dominion and good luck!
Add comment May 6, 2009
Axis and Allies Board Games – The Comparison/Review
Author: Andrew Tullsen
I’m going to try to lay out some of the differences and similarities between the different games in the Axis and Allies series. I’m going to assume you know something about the general Axis and Allies system.
If you are unfamiliar with this game system, check out this introductory video to Axis & Allies.
Original Milton Bradley Edition
Let’s start with the original Milton Bradley Edition
The game that started it all. This game comes in a rather large box, and is a little outdated. I don’t suggest getting this one. There is a reason why these sell for only $10 on ebay. The box is so big the top dishes easily. The pieces are stored in Styrofoam containers, and a very blocky mold – not a lot of detail. The game has some key flaws, 2 of the main ones being the tech that gives you triple dice for your bombers, and Russia had about a 50-50 chance of defeating Germany if the Russians attacked right away from on turn 1. The game also doesn’t include artillery or destroyers.
Plays from 2-5. OK, let’s move on to the next one.
Revised World Edition (Avalon Hill)
This is the first one I got, so I have a little bit of bias towards it. I love it. I’ve played it so many times that I’ve memorized the entire setup for it. This is being compared to the (Milton Bradley (MB) edition.)
- The minis in this game are much more detailed.
- The sea zones are numbered for easier setup and PBEM (Play By EMail).
- There are a lot more ocean and land spaces, allowing for greater flexibility.
- It has destroyers and artillery.
- Starting Setup has changed quite a bit.
- Submarines can submerge.
- Tanks got a better defense, Battleships are now double health, Fighters are lowered in cost.
This is the best game of the series. It is the “main” Axis and Allies and gives you the grand strategic battle.
Every first round will be different, as players try out new strategies. Part of the fun is finding out what would happen if you tried this plan or that one. It lets you change history, at least for a few hours.
Included in the back are 6 national advantages for each nation. You can roll or choose them. Some are duds, some are ok, some are really great. These are optional, but we almost always use them when we play.
I think this game plays great with 2 or 5 and well with 3-4.
2 players allow you to manage one whole side, and 5 players lets each player take 1 nation. 3-4 players just require doubling up on some of the nations.
Plays 2-5
See Axis & Allies Revised Edition here.
Axis and Allies : Europe
As might be expected, this game sets the scene in Europe. The map includes the East US, parts of Africa, and a good bit of Russia. Germany is the only Axis Power, and boy, do they look powerful. Tiger Tanks are all over, the infantry are just piled up in groups waiting to attack, and their subs dominate the Atlantic. There are Convoy Boxes next to some sea zones. These represent shipments coming in to the allies. The allies will get the value from the convoys if they still own them. But if Germany was the last one to enter those spaces, then that allied cash flow is stopped, but Germany doesn’t get the money from it. The Allies can take these back by moving a ship through them, and perhaps fighting any units there.
- It includes 2 new units – destroyers and artillery. Destroyers are a good buy for half the price of battleships. Artillery fit in between the infantry and the tank. It attacks/defends on a 2, and allows 1 infantry to also attack on a 2.
- There is no weapons development process or building new Industrial complexes.
- Fighters can escort bombers on strategic bombing raids, and enemy fighters can “dogfight” with them.
- Russia can take control of allied units left in its land and control them.
- There is a small struggle for the Mediterranean, and the Middle East.
- The Atlantic is dominated by German subs, until the power of America comes into play. Then it’s just a losing battle for the Germans on that side. But the main battle occurs on the border between Russia and Germany.
There are lots of big battles on that front. You have to win quickly as the Germans in this game, or else you lose.
Plays 2-4
See Axis & Allies: Europe here.
Axis and Allies: Pacific
This version concentrates on the Pacific side of struggle. The map zooms in on that corner, and it includes a lot of islands, and parts of India and China. Pacific takes place right before Pearl Harbor. And as a nice twist, on the first turn, all Allied forces defend on 1’s. That includes Battleships and Fighters. Everything except China (which only has infantry, so it doesn’t make that much of a difference) is unprepared for the Japanese assaults. So Japan tries to cause as much havoc on its first turn as it can. Japan has a ton of troops, so its first turn takes a long time. So many different things you can do. Transport here, attack there, bomb this, sink that…
Japan is trying to get Victory points to win. They are trying to get 22 VPs before the Allies take Japan. Each 10 IPCs they get at the end of their turn is 1 VP. They can also win by taking and holding a capital city (India, New South Wales or the US). The United States are a formidable opponent. With its 75 IPCs per turn, it can field a large fleet quickly.
Similar to Europe, Pacific also incorporates Convoy Routes, and Dogfighting while strategic bombing. US Marines are worth 4, and attack on a 2 when they participate in an amphibious assault. China produces a few units per turn. UK has 2 bases – one in India, and another in Australia. They will try to hold off the might of Japan until the US can intervene. The game also includes things like kamikazes, island bases (let aircraft fly farther) and sea ports (let sea units move farther).
The game retains the main feel of Axis and Allies, but adds a whole new dimension to it. This is a must buy for A+A fans.
Plays 2-3
Check out Axis & Allies: Pacific here.
Axis and Allies: D-Day
D-Day incorporates cards into the game.
D-Day concentrates on 1 day and 1 small section of coast in World War II. The great D-Day landings. This game includes a lot of interesting features.
- Germany gets blockhouses which fire on the landing zones.
- There is no buying of troops – your troops come in a set order.
- Only the Allies get an Air Force. Bombers pick a zone, and roll a single time for hits. Fighters patrol a zone, and then for each unit that leaves or enters, they get to attack it.
- There are stacking limits per zone, and each battle in a zone goes through only 1 round of combat.
- There is a set of Order Cards which determine the order of play, and what happens when. These work quite nicely. You just flip the card, and then it tells you what to do next. Basically it is just showing you the phases. After a few games, or a few rounds, you probably won’t need them anymore.
Advanced players can include Fortune and Tactics cards. With fortune cards you roll a die, and then if it’s a 1 or a 6, something good or bad happens (depending on your viewpoint). This roll happens before every order card. Tactics cards come after each order card, and the player mentioned on the card gets to decide when to use it. They can use it when it comes up, or decide to wait.
The Allies’ goal is to control 2 out of 3 of the Cities on the map. The Germans are trying to prevent this from happening. At the end of the game, usually there won’t be a lot of units on the map. Everyone has been wiped out. Because of the static setup, and the set reinforcements, this game holds a lot less replay ability than any of the other Axis and Allies series. D-Day changes almost everything about the main game, retaining only the figures and the stats for the land units. As the Allies, you are struggling getting off the beaches, and the Axis are trying to stem the flood, as the dodge bombs and strafing attacks. This is a fun game, but it doesn’t follow the original rules much at all.
Plays 2-3
Check Out Axis & Allies: D-Day here
Axis and Allies: Battle of the Bulge
And they incorporate hexes! That’s right, but it’s not your usual hex and counter war game. It’s a simple war game, dressed up as Axis and Allies.
Bulge is a mix of D-Day and a war game. Battle of the Bulge has no unit building, only set reinforcements. It has hexes, zone of control, supply tokens, roads and cities.
Each turn you activate supply tokens to activate the hexes and then you can move. Trucks are included which can move your units as far as you want on the roads. They help bring in your reinforcements faster.
The Zone of Control rules used in this game are simply if you move into a hex adjacent to an enemy unit, then you must stop. You never enter an enemy hex either. Like all standard war games, you move adjacent to them, and battle.
The game includes “front-line” markers which show you how far the bulge has progressed. You use these instead of control tokens, to determine how many cities the Axis has taken. It’s nice to watch the bulge grow, or shrink, depending on who you are.
The game doesn’t include the standard 6-sided dice. Now you get 12 12-sided dice. Each unit has an attack value, which indicates how many dice you roll for it. Rolls of 6 less counts as a hit. You pull out the unit strips (kept under the board) to the number of boxes which show the amount of the defending troops. Your hits are placed on the strips in order, counting down. If there is a “1″, put it in the first box, any “2s” go in the 2nd box, and continuing on, you distribute all the dice. If there are more than 6 defending units, you simply re roll your hits, and then place them in the boxes, wrapping around if need be. For every 1 die in a unit box, 1 unit of that type retreats. For every 2 dice in that unit box, 1 unit of that type is destroyed. Note that the defender doesn’t retaliate back. At least not yet. The initiative switches from player to player during the ground combat phase. Each player pays a supply token to attack 1 hex. They resolve it, and then other player can attack 1 hex. This continues until all units that you wanted to attack with have done so.
Battle of the Bulge is a very different system. It is now a simple war game, with Axis and Allies pieces, and some of the basic rules. But it is a completely new game. As the setup and reinforcements never change from game to game, it can feel a little “scripted”, more so than the standard Axis and Allies. Another fun game, and different enough to warrant another purchase.
Plays 2-2
Check out Axis & Allies: Battle of the Bulge here.
Axis and Allies: Guadalcanal
Each of the 3 “closeup” battles (D-Day, Bulge, Guadalcanal) change the game, give it a new twist and surprise us with its ingenuity. Guadalcanal doesn’t disappoint.
Players move simultaneously – Each unit type at time, player 1, then player 2. The 1st player switches every round. The 2nd player can choose to move out and not combat if they want, so they have a bit of power. But they must react to what the 1st player does as well.
Combat is divided into Air, Sea and Land Attack Phases. Each unit can participate in different phases. For instance, Air Units participate in all 3 phases, Artillery in the Sea and Land phases, Infantry in just the Land phase. Each unit has a different attack value or number of dice rolled for that combat phase.
For instance, Bombers have:
- Air Attack: 1
- Sea Attack: 2
- Land Attack: 2
There is a “battle box” where you put all the attacking dice in and roll. Each die is randomly assigned a “target”. If it is a 1 or a 2, then that unit is destroyed. In the final round you get to buy units. Each unit has a different cost, the costs being from about 1/4 to 1/2 the cost of them in the original game. Each island you own gives you 5 reinforcement points which are used to get more units. So there isn’t that static reinforcement chart from D-Day or Bulge.
The game includes Cruisers and Airfields as well. Airfields are built using supply tokens which have to be transported to the island, and are worth 1 VP each turn they are held. And that leads to the end game.
The first person to have 15 Victory Points wins. You can also get a VP for destroying a capital ship (Aircraft carrier or Battleship) of your opponents.
Plays 2-2
Check out Axis & Allies: Guadalcanal here.
Collectors 50th Anniversary Edition
This is the world edition, but it is for the real fans only. I haven’t played it yet, so I’m just going to list some new additions the game has.
- A new turn order
- Includes Italy, a new nation and China as a ‘minor’ power
- Two different setup scenario options (2 different years)
- More victory cities
- National Objectives
- Bigger, Redrawn map with more territories, (3-piece board)
- Different Strategic Bombing routine
- New Cruiser Unit, along with new costs for some sea units
- More technologies
Plays 2-6 players
Check out the Axis & Allies Anniversary Edition here.
Best Dang Games Comment:
At the time of this blog post (4/30/2009), the Axis & Allies series is undergoing a reprint under a new name – Axis & Allies 1942. We are expecting this game to be available summer 2009 – but that is merely an estimate. Because of this, many of the different games in this series are going out of print. Please contact us directly if you are interested in one of these games so we can check current availability for you.
Also, regarding the Anniversary Edition, this game is out of print. There is a rumor that it will be an annual release – around the holiday season. Last year, there were two printings of it. During the holiday season, this game was our runnaway best selling game.
Which game of the system do you like the best? Join the conversation and let us know which ones and why.
Add comment May 1, 2009
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Add comment April 25, 2009
Jamaica Board Game – Review with Strategy Suggestions
Author: Todd Cutrona
Jamaica is a board game for 2-6 players in which each player takes on the role of a pirate as you race around the island of Jamaica. Aye said Pirates, you scurvy dog!
This game is just plain fun. Does it have elements of luck? Absolutely! Is it a family game? Yes, but this is not Monopoly…this is FUN!
LOOK OF THE GAME
There are fantastic graphics throughout the game. The board and cards are great to look at and the player ships are very sturdy. This is the type of game that attracts onlookers. The rulebook is designed to look like a treasure map…theme is just dripping from the game.
GAMEPLAY
In the game each player controls a pirate ship and attempts to race around the board, find treasure, win battles and in the end, win the game.
HOW DO YOU WIN?
The game ends when one player reaches the finish line. Points are earned based on where you finish on the board, plus treasure cards and gold coins (1 point per). Add it all up and determine the winner!
PLAYER CARDS
Each player has their own stack of player cards. On each card are two symbols representing the actions that can be taken with that card (see picture below). At any given time each player has three cards in their hands. Action choices are to move forward, backward, get food, take gunpowder, or take gold coins (points).
ROLLING THE DICE
The starting player roles two dice and then places them on the board in their desired order. Then each player in chooses a card to play that round, all cards are revealed simultaneously. Actions are based on the dice results. In the above picture if I chose to play the top card and a 6 & 3 were rolled, then I would move my ship forward 6 places and I would take 3 food into my hull.
CANNONBALLS FLY!
If you land on a space with another ship then you must battle! There is a special battle die that shows consecutive even numbers on 5 of its sides (2-10) and a star on the 6th side. Before the die is rolled the attacker decides if he/she will add and gunpowder tokens to the result (+1 per token) and then rolls the die. A roll of a star is an automatic victory. The defender then adds their gunpowder and rolls. High score wins and the victor gets to take the items held in their opponents hold or take/give a treasure card. The treasure cards are acquired at various points on the board and can give bonus points, special powers or curse the player (negative points).
EACH SHIP HAS HULLS TO HOLD STUFF
Each ship has 5 hulls to carry items and once you place items into a hull you cannot add to it or relocate it. Don’t worry the board forces you to spend this loot almost as quickly as you acquire it. Spaces on the board require a payment of either food or gold when you move your ship on the space. If you can’t pay the fee then you are forced to move backwards until you find a space that you can afford.
STRATEGY SUGGESTIONS
1. Get treasure cards, they are extremely important.
2. Use the movement cost to your advantage. Move past what you want and if you don’t have enough food/gold, move backwards to land on the space you really wanted (like a treasure card spot). So, don’t horde too much food.
3. Save your double move forward card till the end of the game and zoom ahead of everyone.
4. You don’t have to win the race to win the game. Collect gold and treasure cards.
5. Remember that the game has a bluffing element. I played one game where I got a high bonus treasure card early, but I acted in such a way that everyone thought it was cursed. So, even though I lost battles, no one stole my treasure card.
WHO WILL LIKE THE GAME?
With its simple rules and fun pirate theme it should appeal to most families. Personally I like playing it with 4 or more people as it feels more interesting (more battles). The game does have some luck, but the card selection allows for moderate control. Great artwork, simple rules, pirates and playable in less than an hour…buy the game you land-lover!
Buy your own copy of Jamaica. There is also a link to a video about the game here.
Here is another of our blog posts about Jamaica.
1 comment April 24, 2009
Zombies!!! Board/Card Game – Fun With a 10-Year Old
Author: Jeff Wells
Zombies!!! is a simple game where players are people trapped in a town full of zombies. First to make it to the heliport or kill 25 zombies wins. Being a fan of George Romero’s movies, I couldn’t resist buying this sight unseen. The game comes in a fairly small box compared to some games, and includes pawns (shotgun dudes), a couple dice, a deck of cards, map tiles, heart and bullet tokens and 100 little zombie figures.
The game rules on fairly simple. On your turn you draw a card, draw and lay down a map tile, place zombies, move, fight zombies as necessary, and then pick up any bonus tokens and play cards. The artwork on the cards is very B-movie type gore. Cards are used to give yourself bonuses or hamper other players.
After opening the box and looking at the components, I began to wonder who would play this with me. We try to have a family game night at least once a week, but somehow zombies, gory artwork and racking up kills don’t always go in the same sentence as “family fun”. That is, until my daughter saw the box.
Like most kids, my daughter likes little stuff. She asked if she could play with some of the zombie figures. Suddenly, a zombie “soap opera” was happening on the game table, with the zombies and their ‘queen’ on one side and the pawns (all of which had names) on the other. I watched her play a bit, and then asked if she’d like to learn to play the game. To make a long story short, we both enjoy playing this one. As it says on the box, it’s a “no-brainer”. Roll dice and move, roll dice and fight, next turn.
Zombies!!! might not be what most would consider a “family game”, buy my kid and I enjoy playing it. The rules are simple, and playtime is relatively short. There’s enough luck involved that everyone has a chance. My daughter ends up winning most of the time. And, of course, every turn becomes part of a soap opera, complete with dialog like, “so…you defeated my last zombie, but you won’t take me….hahahhaha.” (all said in an evil voice)
There are, however, a couple things to keep in mind when playing with kids. The artwork on some of the cards may be disturbing to some. When we play, we don’t worry too much about the cards. If she doesn’t like it, I let her discard and draw again. You wouldn’t necessarily have to play with cards if you didn’t want. Also, on the map tiles with buildings, it’s hard on some to see where the doorway is. So, I’m not too particular where her pawn enters the building.
The other suggestion I’d like to make for anyone interested in the game is to buy an extra bag of zombies. If you’ve got a few playing, keeping the zombies to score kills, you may run short when it comes time to place a zombie or two on a new map tile. It helps to have extra, and another hundred zombies fits easily into the box.
Zombies!!! is not a game requiring a lot of serious thought or strategy. It may not appeal to some due to the campy B-movie theme. But if you’re just looking to have a little fun, or need a quick zombie fix, this is well worth the cost. And for me, it means an opportunity to have fun and laugh with my kid. And there’s no way you could put a price on that.
Get your copy of Zombies!!! - There is a product video here also.
Check out our video of Zombies!!!(includes Last Night On Earth, also)
Add comment April 24, 2009
