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		<title>7 Wonders: Leaders Card Game Review</title>
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		<pubDate>Wed, 21 Mar 2012 09:57:28 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Ancient Theme]]></category>
		<category><![CDATA[Card Game]]></category>
		<category><![CDATA[Civilization Building]]></category>
		<category><![CDATA[Construction Game]]></category>
		<category><![CDATA[Drafting Game]]></category>

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		<description><![CDATA[Rating: 4.0/5.0 Recruit the greatest leaders from the annals of history to your cause in 7 Wonders: Leaders, an expansion set for the civilization-building card game. Hire the services of great generals, politicians, scientists, philosophers and artists. Use their exceptional...]]></description>
			<content:encoded><![CDATA[<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2012/03/7-wonders-leaders-1.jpg" alt="7 Wonders: Leaders" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">4.0</span>/5.0  <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/none.jpg" alt="" /></strong></p>
<p>Recruit the greatest leaders from the annals of history to your cause in <a rel="nofollow" href="http://boardgames.gamepudding.com/o/B0055CAF6M/leaders-am.html"><strong><span itemprop="itemReviewed">7 Wonders: Leaders</span><meta itemprop="author" content="Game Pudding"></strong></a>, an expansion set for the civilization-building card game. Hire the services of great generals, politicians, scientists, philosophers and artists. Use their exceptional skills to dramatically alter the strategic landscape. Let them lead your empire to glory and transform it into the greatest civilization of its age!</div>
<p><em>7 Wonders: Leaders</em> is an expansion for <em>7 Wonders</em>, the card-drafting game of civilizations and Wonders. As an expansion set, it cannot be played on its own, and requires the base game to play. It introduces a new Wonder, a new card type, and a new drafting phase to the game. This review focuses on these new additions; if you want to know more about the premise and mechanics of the base game, please read our <a href="7-wonders.html"><strong>7 Wonders review</strong></a>.</p>
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<p>As the name suggests, the <em>Leaders</em> expansion introduces the new Leader card type to the game. There are 36 of these new white cards, each depicting a famous personality from the Ancient and Classical eras of history. We have great generals such as Alexander, philosophers such as Plato, scientists such as Pythagoras, and monument builders such as Ramses. The ladies of history are also well represented, and include strong leaders such as Cleopatra and Nefertiti.</p>
<p>The addition of these Leader cards does not alter the mechanics of the base game, but instead builds on it. Similar to the way the Age I, II and III cards are drafted in the base game, this expansion introduces an additional drafting phase at the start of the game. Each player is dealt 4 random Leader cards to start with. You choose the Leader you want, and pass the rest to your right. This continues until each player has chosen all 4 Leader cards. Unlike the other drafting phases, you do not play the Leader cards in this phase; you just choose them.</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2012/03/7-wonders-leaders-2.jpg" alt="7 Wonders: Leaders" width="300" height="225" />
<div style="float: right; font-size: larger; margin: 30px 50px 30px 50px;">
<div>&#8221; &#8230;enhances an already great<br /> game by putting faces and names<br /> on your leaders and introducing<br /> game-altering abilities. &#8220;</div>
</div>
<p style="clear: right;">The game then proceeds as per the normal base game rules, with one exception: at the start of each Age, players play one of their Leader cards. There are 4 Leader cards and 3 Ages, which means that one of the Leaders will remain unplayed at the end of the game.</p>
<p>The Leaders have very interesting abilities that can augment your game strategy. There are Leaders that provide straightforward boosts, such as Caesar who provides 2 military shields, or Ptolemy who gives you an additional science symbol. However, there are also plenty of Leaders with more game-altering abilities. Tomyris has the ability to deflect military defeat tokens back at the victors, while Ramses allows the player to build all their Guild cards for free! There is also Alexander who increases the victory point value of each military victory token, and Imhotep who reduces the cost of building Wonder stages by 1 resource.</p>
<p>With such powerful abilities, it wouldn’t be fair for these Leaders to come free. They actually cost between 1 and 6 coins, with the cost being higher for more powerful Leaders. Since there are now more cards that have a coin cost, players start the game with 6 coins rather than the original 3 coins in the base game.</p>
<p>Other than the Leader cards, this set also introduces a new Wonder and 4 new Guild cards. The Colosseum of Rome is the featured Wonder in this set, and its abilities are linked with the Leader cards. The A side of Rome allows the player to recruit all Leaders for free! The B side is a bit more complicated; the player gets a 2 coin discount on Leader cards, but his 2 neighbors also get a 1 coin discount. And its Wonder stages allow the player to draw more Leader cards and play them. 3 of the 4 new Guild cards are variations of the Guilds from the base game, giving you victory points depending on what cards you or your neighbors own. There is also a Courtesan’s Guild; you can use your Courtesan to “recruit” a Leader belonging to one of your neighbors…</p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2012/03/7-wonders-leaders-3.jpg" alt="7 Wonders: Leaders" width="300" height="225" />This expansion set does have a lot going for it. It manages to smoothly add a new card type and drafting phase to the game, increasing the gameplay time by less than 10 minutes. However, this little addition manages to have a big impact on the game. Previously, you were a nameless king or queen leading your civilization. But now you can actually put faces and names to the leaders of your empire.</p>
<p>The Leader cards also change the balance of the game, mostly in a good way. The card abilities themselves can be very powerful, and can be combined with other cards to create game-altering strategies. The importance of coins has also increased due to the high coin costs of the Leader cards. Playing the Leader cards also changes the metagame; once you play a Leader, other players may be able to guess what your overall strategy will be, and can therefore plan how to block it. On the other hand, the Leader cards can also guide you down a particular strategy if you aren’t sure what to do.</p>
<p>The only negative thing about this expansion is the introduction of yet more symbols that require either familiarity or lots of referring to the manual. Like the cards in the base game, the abilities of the cards in this set are denoted by symbols that can be pretty complex and ambiguous. This problem is exacerbated in this set because the new symbols appear all at once in the Leader-drafting phase. For less experienced groups, this phase can turn into 10 minutes of passing the manual back and forth as players try to learn the abilities of the Leader cards that they receive.</p>
<p>Other than this issue (which becomes non-existent once your gaming group becomes more familiar with the game), this is a must-have expansion that enhances an already great game by putting faces and names on your leaders and introducing game-altering abilities. You will like <a rel="nofollow" href="http://boardgames.gamepudding.com/o/B0055CAF6M/leaders-am.html"><strong>7 Wonders: Leaders</strong></a> if you liked the base <em>7 Wonders</em> game and other card-drafting games such as <em>Dominion</em>.</p>
<p><strong><em>Complexity:</em> 2.5/5.0</strong></p>
<p><strong><em>Playing Time:</em> 40 minutes</strong></p>
<p><strong><em>Number of Players:</em> 2 to 7 players</strong></p>
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<p style="clear: both;">&nbsp;</p>
<p style="text-align: center;"><strong>Check out the <a href="7-wonders-series.html">other games in this series</a>!</strong></p>
<p>&nbsp;</p>
<p><em><strong>Related items at Amazon.com:</strong></em></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B0043KJW5M/7-wonders-am.html"><img style="background: #ffffff; padding: 3px; border: 1px solid #332200;" src="http://ecx.images-amazon.com/images/I/61I-UN0vIIL._AA160_.jpg" alt="7 Wonders" width="120px" height="120px" /></a></p>
<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B0043KJW5M/7-wonders-am.html"><strong>7 Wonders</strong></a></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/1589949358/civilization-am.html"><img style="background: #ffffff; padding: 3px; border: 1px solid #332200;" src="http://ecx.images-amazon.com/images/I/61-OOXIGTyL._SL160_AA160_.jpg" alt="Sid Meier's Civilization" width="120px" height="120px" /></a></p>
<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/1589949358/civilization-am.html"><strong>Civilization: The Board Game</strong></a></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B001JQY6K4/dominion-am.html"><img style="border: 1px solid #332200;" src="http://ecx.images-amazon.com/images/I/61-6QggF93L._SL160_AA160_.jpg" alt="Dominion" width="120px" height="120px" /></a></p>
<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B001JQY6K4/dominion-am.html"><strong>Dominion</strong></a></p>
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<div style="clear: both;"><small><strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgameexpansion/92539/7-wonders-leaders" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>Risk Legacy Board Game Review</title>
		<link>http://boardgames.gamepudding.com/r/risk-legacy.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=risk-legacy</link>
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		<pubDate>Mon, 27 Feb 2012 09:13:37 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Board Game]]></category>
		<category><![CDATA[War Theme]]></category>

		<guid isPermaLink="false">http://boardgames.gamepudding.com/?p=776</guid>
		<description><![CDATA[Rating: 4.5/5.0 Lead your conquering army and leave your lasting mark on the world in Risk Legacy, a campaign-style offshoot of the iconic Risk board game. Customize your army with special abilities, strategically place bunkers, fire missiles at your enemies,...]]></description>
			<content:encoded><![CDATA[<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2012/02/risk-legacy-1.jpg" alt="Risk Legacy" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">4.5</span>/5.0  <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/half.jpg" alt="" /></strong></p>
<p>Lead your conquering army and leave your lasting mark on the world in <a rel="nofollow" href="http://boardgames.gamepudding.com/o/B005J146MI/risk-legacy-am.html"><strong><span itemprop="itemReviewed">Risk Legacy</span><meta itemprop="author" content="Game Pudding"></strong></a>, a campaign-style offshoot of the iconic <em>Risk</em> board game. Customize your army with special abilities, strategically place bunkers, fire missiles at your enemies, and name cities and continents as you wish. Develop your campaign to conquer the world, and cement your <em>Legacy</em>!</div>
<p>The <em>Risk</em> strategy board game of world conquest has had a very successful run in the more than 5 decades since it was first released. It also spawned lots of variations and licensed versions, with games that focus on historical eras or specific regions, and plenty more that feature the worlds of popular brands such as the <em>Transformers</em> and <em>Lord of the Rings</em>. <em>Risk Legacy</em> is another variation that alters the game in a whole new way, turning it into a campaign of 15 games, with permanent changes made to the board as the campaign progresses.</p>
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<p>The base <em>Risk</em> game is played on a map of the world, separated into the six continents, each of which contains multiple territories. Each player takes control of an army, and basically attempts to conquer the world by eliminating all other armies. There is some strategy to the game, in that the amount of troops you get each turn depends on the number and location of territories you control. Also, certain territories are more easily defensible than others. However, the actual result of all attacks comes down to the roll of the dice.</p>
<p><em>Risk Legacy</em> adds a whole new dimension to this. In a campaign of 15 games, permanent changes are made to the board during and between games, slowly shaping the world as a direct result of the players&#8217; actions. In addition, you no longer lead a characterless army, but actually control interesting factions with abilities that also evolve as the campaign progresses. There are 5 factions in the game, each of which has specific niche areas that they excel in. Examples include the Die Mechaniker faction that focuses on defense, and the Saharan Republic that excels in maneuverability. There are also faction-specific game pieces, and the Enclave of the Bear faction&#8217;s combat vehicle is an actual bear!</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2012/02/risk-legacy-2.jpg" alt="Risk Legacy" width="300" height="225" />
<div style="float: right; font-size: larger; margin: 30px 50px 30px 50px;">
<div>&#8221; &#8230;the ability to shape the world<br /> as you play are fantastic ways to<br /> get players hooked and invested<br /> in this world they are playing in. &#8220;</div>
</div>
<p style="clear: right;">Customization/evolution of the game already happens even before the first game is played. Each faction has two starting abilities, and players must choose which ability to stick on their faction card. The other ability gets destroyed permanently! Players also get to customize the resource cards that represent the territories on the board. These resource cards are obtained each turn you make a successful invasion, and can be redeemed for troops. At the start of the game, players take turns adding resource stickers to their choice of territory cards, making their chosen territories more valuable than others.</p>
<p>Each player usually also gets a scar card every game. These have a once-off use, and are actually stuck onto a territory on the board. They are used to make permanent changes to the territory, providing effects such as defense boosts and other more destructive effects.</p>
<p>The actual gameplay is like the basic <em>Risk</em> game. Players take turns to perform the following actions. You recruit troops to your army, depending on how many territories you control, and whether you managed to hold on to entire continents. Later on in the campaign, cities will be added to the game, increasing the value of their respective territories. You can also redeem any territory resource cards you own in exchange for additional troops. You then get to attack as per the traditional <em>Risk</em> rules, and then end the turn by maneuvering your troops.</p>
<p>The goal of each game is to gain control of 4 Red Stars. Each faction&#8217;s headquarters is counted as a Red Star, and you can trade in 4 territory cards for a Red Star as well. This actually makes the games faster than the traditional <em>Risk</em> objective of conquering the whole world. A strategic and lucky push can end the game really quickly. Also, players who have not yet won a game also get an additional Red Star, kind of like a consolation prize and a handicap rolled into one.</p>
<p>After a game is won, the real fun starts. The winning player gets to make some potentially huge changes to the game, starting with signing their name on the board. Then they get to choose one of a few cool choices, including naming a continent, founding and naming a major city, and even tearing up a territory card! If you lost but held on till the end of the game, you get to make some minor changes such as founding a minor city or upgrading a territory card. If you got eliminated from the game, tough luck.</p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2012/02/risk-legacy-3.jpg" alt="Risk Legacy" width="300" height="225" />That&#8217;s not all though. There are a few secret packages in the game box that can only be opened once specific conditions happen, such as when the 9th minor city is founded or when a player manages to win 2 games. These packages contain various cards and instructions to change the game further. Some of them will even change the game rules, and the rulebook even contains special blank areas you can stick the new rules on!</p>
<p><em>Risk Legacy</em> is definitely a very impressive game. Adding a campaign progression and letting players actively shape the world is nothing short of genius. You now feel much more invested in the game and the game world. Winning a game will let you name continents, and losing might result in your valuable territory cards being torn up. It&#8217;s also great that you get to identify with the 5 factions, each of which has a different character and style.</p>
<p>The production quality of the game is also excellent. The board and cards are high quality, and game pieces are beautiful. I especially like the giant bear mounts! Other little things also grab you, such as the design of the secret packages and how they are taped to the inside of the box. The box itself even has a handle that lets you carry it like a briefcase!</p>
<p>While the game is admittedly still very luck-based due to the combat relying almost entirely on dice rolls, the addition of the campaign rules and the ability to shape the world as you play are fantastic ways to get players really hooked and invested in this world they are playing in. <a rel="nofollow" href="http://boardgames.gamepudding.com/o/B005J146MI/risk-legacy-am.html"><strong>Risk Legacy</strong></a> is definitely a must-buy, especially if you like <em>Risk</em>-style games or other world conquest games such as <em>Small World</em>.</p>
<p><strong><em>Complexity:</em> 2.0/5.0</strong></p>
<p><strong><em>Playing Time:</em> 1 to 1.5 hours</strong></p>
<p><strong><em>Number of Players:</em> 3 to 5 players</strong></p>
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<p><em><strong>Related items at Amazon.com:</strong></em></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B0017RXZO8/risk-am.html"><img style="border: 1px solid #332200;" src="http://ecx.images-amazon.com/images/I/41PGo9cGQuL._AA160_.jpg" alt="Risk" width="120px" height="120px" /></a></p>
<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B0017RXZO8/risk-am.html"><strong>Risk</strong></a></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B001JQY6K4/dominion-am.html"><img style="border: 1px solid #332200;" src="http://ecx.images-amazon.com/images/I/61-6QggF93L._SL160_AA160_.jpg" alt="Dominion" width="120px" height="120px" /></a></p>
<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B001JQY6K4/dominion-am.html"><strong>Dominion</strong></a></p>
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<p><a href="http://boardgames.gamepudding.com/o/B0024H7OF6/small-world-am.html" rel="nofollow"><img style="background: #ffffff; padding: 3px; border: 1px solid #332200;" src="http://ecx.images-amazon.com/images/I/61RhipqW4KL._SL160_AA160_.jpg" alt="Small World" width="120px" height="120px" /></a></p>
<p><a href="http://boardgames.gamepudding.com/o/B0024H7OF6/small-world-am.html" rel="nofollow"><strong>Small World</strong></a></p>
</div>
<div style="clear: both;"><small><strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgame/105134/risk-legacy" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>Dominion: Hinterlands Card Game Review</title>
		<link>http://boardgames.gamepudding.com/r/dominion-hinterlands.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dominion-hinterlands</link>
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		<pubDate>Mon, 19 Dec 2011 13:48:17 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Card Game]]></category>
		<category><![CDATA[Drafting Game]]></category>
		<category><![CDATA[Economic Theme]]></category>
		<category><![CDATA[Medieval Theme]]></category>

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		<description><![CDATA[Rating: 4.5/5.0 Not content with your current Dominion, you have now set your sights on lands that are far, far away in Dominion: Hinterlands. Get in touch with foreign leaders and set up embassies in their lands. Deal with traders...]]></description>
			<content:encoded><![CDATA[<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2011/12/dominion-hinterlands-1.jpg" alt="Dominion: Hinterlands" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">4.5</span>/5.0  <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/half.jpg" alt="" /></strong></p>
<p>Not content with your current Dominion, you have now set your sights on lands that are far, far away in <a rel="nofollow" href="http://boardgames.gamepudding.com/o/B005JDFUOE/d-hinterlands-am.html"><strong><span itemprop="itemReviewed">Dominion: Hinterlands</span><meta itemprop="author" content="Game Pudding"></strong></a>. Get in touch with foreign leaders and set up embassies in their lands. Deal with traders and establish lucrative trade routes between your kingdoms. Carry out a scheme or two to make sure things go your way. Take control of key assets and expand your domain in this expansion for the hit <em>Dominion</em> card game.</div>
<p><em>Dominion: Hinterlands</em> is the 6th expansion for <em>Dominion</em>, arguably the most popular non-collectible strategy card game out there at the moment. This is an expansion set, and you will need to already own either the base <em>Dominion</em> game or a standalone expansion such as <em>Intrigue</em> in order to play it. This review details the new cards and mechanics that are introduced with <em>Hinterlands</em>. Therefore, if you want to find out more about the basic gameplay, please read our <a href="dominion.html"><strong>Dominion review</strong></a>.</p>
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<p>As the name suggests, the theme of <em>Hinterlands</em> is focused on the outskirts of your Dominion and your interaction with your neighbors. The cards generally include peripheral countryside developments. There are also cards that represent foreign leaders and your attempts to deal with them. And lets not forget the many developments required to set up lucrative trade routes between your kingdoms to earn that all-important coin.</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2011/12/dominion-hinterlands-3.jpg" alt="Dominion: Hinterlands" width="300" height="225" />
<div style="float: right; font-size: larger; margin: 30px 50px 30px 50px;">
<div>&#8221; &#8230;does not add new concepts,<br /> but fleshes out some of the more<br /> complex, interactive mechanics<br /> introduced in previous sets. &#8220;</div>
</div>
<p style="clear: right;">There are cards like the Border Village and Duchess that represent the outer holdings of your kingdom, and cards such as the Embassy and Mandarin that represent the interactions with your neighbors. There are also the trade- and communication-related cards such as the Crossroads, Silk Road and Trader. And no medieval countryside is complete without the presence of a couple of Noble Brigands and some Ill-Gotten Gains.</p>
<p>In terms of gameplay mechanics, <em>Hinterlands</em> does not introduce radically new concepts, but rather expands on a few existing mechanics to make the game more solid and enjoyable. One of the focuses is on cards that trigger an effect when you gain them. An example is the Cache, which acts just like a Gold card, but costing only 5 coins. However, you also gain 2 Coppers when you gain this card, effectively diluting your deck. This is interesting, allowing strong cards to be available for a lower cost, but with negative side effects. The opposite can also occur, such as in the case of Border Village, an expensive card with a weak ability. However, you can gain another card when you gain the Border Village.</p>
<p>Another mechanic that this expansion focuses on is the ability to trash cards from your hand. Cards such as the Jack of all Trades, the Spice Merchant and the Trader let you trash cards (with different conditions and limitations) as part of their abilities. What this does is let the skillful player strategically thin their deck, discarding cards that are inefficient (such as the Estates and Coppers from your starting hand), or other cards that are no longer useful in the late game. </p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2011/12/dominion-hinterlands-2.jpg" alt="Dominion: Hinterlands" width="300" height="225" /><em>Hinterlands</em> also includes many cheap 2-cost and 3-cost cards that have quite interesting abilities. There&#8217;s the 2-cost Crossroads that can potentially gain you 3 extra actions and a couple of cards to boot! These cards make the early game more interesting, letting you do more fun stuff than simply buying Silvers and finishing your turn. In fact, almost all the cards in this set have fairly complex effects, rather than the boring &#8220;+1 card, +1 action&#8221; abilities of the older cards.</p>
<p>There are also a few standout cards that challenge traditional deck-building strategies. The previously-mentioned Crossroads is one, letting you draw cards depending on how many victory cards you have in your hand. There is also the Trader that lets you trash a card and gain lots of Silvers, and even lets you replace whatever card you gain with a Silver. And then there&#8217;s the 2-cost Fool&#8217;s Gold which is only worth 1 coin if you have only one in your hand; but each subsequent Fool&#8217;s Gold in your hand is worth a whopping 4 coins! These cards will force you to change your strategy, and some of them even require you to design your deck around them.</p>
<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B005JDFUOE/d-hinterlands-am.html"><strong>Dominion: Hinterlands</strong></a> does not add brand new concepts to the fast-growing stable of <em>Dominion</em> cards. What it does though, is flesh out some of the more complex and interactive mechanics introduced in previous sets. It also adds more complicated and interesting card effects, and serves to nicely round out the game for players who have had a fair few <em>Dominion</em> games under their belt. Do remember that you need either the base game or a standalone expansion such as <em>Intrigue</em> to venture into these lands far, far away!</p>
<p><strong><em>Complexity:</em> 3.0/5.0</strong></p>
<p><strong><em>Playing Time:</em> 45 minutes</strong></p>
<p><strong><em>Number of Players:</em> 2 to 4 players (up to 6  with the <em>Intrigue</em> expansion)</strong></p>
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<p style="clear: both;">&nbsp;</p>
<p style="text-align: center;"><a href="dominion-hinterlands-card-list.html"><strong>See the Dominion: Hinterlands Spoiler Card List</strong></a></p>
<p style="text-align: center;"><strong>Check out the <a href="dominion-series.html">other games in this series</a>!</strong></p>
<p>&nbsp;</p>
<p><em><strong>Related items at Amazon.com:</strong></em></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B001JQY6K4/dominion-am.html"><strong>Dominion</strong></a></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B000YLAOEW/race-for-the-galaxy-am.html"><strong>Race for the Galaxy</strong></a></p>
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<div style="clear: both;"><small><strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgameexpansion/104557/dominion-hinterlands" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>Dominion: Hinterlands Spoiler Card List</title>
		<link>http://boardgames.gamepudding.com/r/dominion-hinterlands-card-list.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dominion-hinterlands-card-list</link>
		<comments>http://boardgames.gamepudding.com/r/dominion-hinterlands-card-list.html#comments</comments>
		<pubDate>Sun, 18 Dec 2011 12:12:22 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Card Game]]></category>
		<category><![CDATA[Card List]]></category>
		<category><![CDATA[Drafting Game]]></category>
		<category><![CDATA[Economic Theme]]></category>
		<category><![CDATA[Medieval Theme]]></category>

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		<description><![CDATA[Read customer reviews and buy the game! Buy It! &#160; Dominion Card List &#124; Intrigue Card List &#124; Seaside Card List Alchemy Card List &#124; Prosperity Card List &#124; Cornucopia Card List Card Name Card Type Card Cost Border Village...]]></description>
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<p style="clear: both;">&nbsp;</p>
<p style="text-align: center;"><a href="dominion-card-list.html"><strong><em>Dominion</em> Card List</strong></a> | <a href="dominion-intrigue-card-list.html"><strong><em>Intrigue</em> Card List</strong></a> | <a href="dominion-seaside-card-list.html"><strong><em>Seaside</em> Card List</strong></a><br />
<a href="dominion-alchemy-card-list.html"><strong><em>Alchemy</em> Card List</strong></a> | <a href="dominion-prosperity-card-list.html"><strong><em>Prosperity</em> Card List</strong></a> | <a href="dominion-cornucopia-card-list.html"><strong><em>Cornucopia</em> Card List</strong></a></p>
<table>
<thead>
<tr>
<th>Card Name</th>
<th>Card Type</th>
<th>Card Cost</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Border Village</strong></td>
<td>Action</td>
<td>6 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+1 Card. +2 Actions. When you gain this, gain a Card costing less than this.</td>
</tr>
<tr>
<td><strong>Cache</strong></td>
<td>Treasure</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">3 Coins. When you gain this, gain two Coppers.</td>
</tr>
<tr>
<td><strong>Cartographer</strong></td>
<td>Action</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+1 Card. +1 Action. Look at the top 4 Cards of your deck; Discard any number of them. Put the rest back on top in any order.</td>
</tr>
<tr>
<td><strong>Crossroads</strong></td>
<td>Action</td>
<td>2 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">Reveal your hand. +1 Card per Victory Card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.</td>
</tr>
<tr>
<td><strong>Develop</strong></td>
<td>Action</td>
<td>3 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">Trash a Card from your hand. Gain a Card costing exactly 1 Coin more than it and a Card costing exactly 1 less than it, in either order, putting them on top of your deck.</td>
</tr>
<tr>
<td><strong>Duchess</strong></td>
<td>Action</td>
<td>2 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+2 Coins. Each player (including you) looks at the top Card of his deck, and discards it or puts it back. In games using this, when you gain a Duchy, you may gain a Duchess.</td>
</tr>
<tr>
<td><strong>Embassy</strong></td>
<td>Action</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+5 Cards. Discard 3 Cards. When you gain this, each other player gains a Silver.</td>
</tr>
<tr>
<td><strong>Farmland</strong></td>
<td>Victory</td>
<td>6 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">2 VP. When you buy this, trash a Card from your hand. Gain a Card costing exactly 2 Coins more than the trashed Card.</td>
</tr>
<tr>
<td><strong>Fool&#8217;s Gold</strong></td>
<td>Treasure &#8211; Reaction</td>
<td>2 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">If this is the first time you played a Fool&#8217;s Gold this turn, this is worth 1 coin, otherwise it&#8217;s worth 4 Coins. When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.</td>
</tr>
<tr>
<td><strong>Haggler</strong></td>
<td>Action</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+2 Coins. While this is in play, when you buy a Card, gain a Card costing less than it that is not a Victory Card.</td>
</tr>
<tr>
<td><strong>Highway</strong></td>
<td>Action</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+1 Card. +1 Action. While this is in play, Cards cost 1 Coin less, but not less than 0 Coins.</td>
</tr>
<tr>
<td><strong>Ill-Gotten Gains</strong></td>
<td>Treasure</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">1 Coin. When you play this, you may gain a Copper, putting it into your hand. When you gain this, each other player gains a Curse.</td>
</tr>
<tr>
<td><strong>Inn</strong></td>
<td>Action</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+2 Cards. +2 Actions. Discard 2 Cards. When you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck.</td>
</tr>
<tr>
<td><strong>Jack of all Trades</strong></td>
<td>Action</td>
<td>4 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">Gain a Silver. Look at the top Card of your deck; discard it or put it back. Draw until you have 5 Cards in hand. You may trash a Card from your hand that is not a Treasure.</td>
</tr>
<tr>
<td><strong>Mandarin</strong></td>
<td>Action</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+3 Coins. Put a Card from your hand on top of your deck. When you gain this, put all Treasures you have in play on top of your deck in any order.</td>
</tr>
<tr>
<td><strong>Margrave</strong></td>
<td>Action &#8211; Attack</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+3 Cards. +1 Buy. Each other player draws a Card, then discards down to 3 Cards in hand.</td>
</tr>
<tr>
<td><strong>Noble Brigand</strong></td>
<td>Action &#8211; Attack</td>
<td>4 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+1 Coin. When you buy this or play it, each other player reveals the top 2 Cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn&#8217;t reveal a Treasure, he gains a Copper. You gain the trashed Cards.</td>
</tr>
<tr>
<td><strong>Nomad Camp</strong></td>
<td>Action</td>
<td>4 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+1 Buy. +2 Coins. When you gain this, put it on top of your deck.</td>
</tr>
<tr>
<td><strong>Oasis</strong></td>
<td>Action</td>
<td>3 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+1 Card. +1 Action. +1 Coin. Discard a Card.</td>
</tr>
<tr>
<td><strong>Oracle</strong></td>
<td>Action &#8211; Attack</td>
<td>3 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">Each player (including you) reveals the top 2 Cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses. +2 Cards.</td>
</tr>
<tr>
<td><strong>Scheme</strong></td>
<td>Action</td>
<td>3 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">+1 Card. +1 Action. At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.</td>
</tr>
<tr>
<td><strong>Silk Road</strong></td>
<td>Victory</td>
<td>4 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">Worth 1 VP for every 4 Victory Cards in your deck (round down).</td>
</tr>
<tr>
<td><strong>Spice Merchant</strong></td>
<td>Action</td>
<td>4 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">You may trash a Treasure from your hand. If you do, choose one: +2 Cards and +1 Action; or +2 Coins and +1 Buy.</td>
</tr>
<tr>
<td><strong>Stables</strong></td>
<td>Action</td>
<td>5 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">You may discard a Treasure. If you do, +3 Cards and +1 Action.</td>
</tr>
<tr>
<td><strong>Trader</strong></td>
<td>Action &#8211; Reaction</td>
<td>4 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">Trash a Card from your hand. Gain a number of Silvers equal to its cost in coins.<br /> When you would gain a Card, you may reveal this from your hand. If you do, instead, gain a Silver.</td>
</tr>
<tr>
<td><strong>Tunnel</strong></td>
<td>Victory &#8211; Reaction</td>
<td>3 Coins</td>
</tr>
<tr>
<td class="bottomline" colspan="3">2 VP. When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.</td>
</tr>
</tbody>
</table>
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<p style="clear: both;">&nbsp;</p>
<p style="text-align: center;"><a href="dominion-hinterlands.html"><strong>Back to our Dominion: Hinterlands Review</strong></a></p>
<p style="text-align: center;"><strong>Check out the <a href="dominion-series.html">other games in this series</a>!</strong></p>
<p>&nbsp;</p>
<p><em><strong>Related items at Amazon.com:</strong></em></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B001JQY6K4/dominion-am.html"><strong>Dominion</strong></a></p>
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<p><a rel="nofollow" href="http://boardgames.gamepudding.com/o/B000YLAOEW/race-for-the-galaxy-am.html"><strong>Race for the Galaxy</strong></a></p>
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<div style="clear: both;"><small><strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgameexpansion/104557/dominion-hinterlands" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>Five Fingered Severance Board Game Review</title>
		<link>http://boardgames.gamepudding.com/r/five-fingered-severance.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=five-fingered-severance</link>
		<comments>http://boardgames.gamepudding.com/r/five-fingered-severance.html#comments</comments>
		<pubDate>Mon, 05 Dec 2011 08:39:12 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Board Game]]></category>
		<category><![CDATA[Economic Theme]]></category>
		<category><![CDATA[Survival Theme]]></category>
		<category><![CDATA[Worker Placement]]></category>

		<guid isPermaLink="false">http://boardgames.gamepudding.com/?p=618</guid>
		<description><![CDATA[Rating: 4.0/5.0 Have fun at your last day of work and go out with a bang in Five Fingered Severance, the irreverent board game of unruly employees and corporate chaos! Steal merchandise from the shop, slack off and insult customers....]]></description>
			<content:encoded><![CDATA[<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2011/12/five-fingered-severance-1.jpg" alt="Five Fingered Severance" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">4.0</span>/5.0 <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/none.jpg" alt="" /></strong></p>
<p>Have fun at your last day of work and go out with a bang in <a href="http://boardgames.gamepudding.com/o/B005J0P7UY/5fs-am.html" rel="nofollow"><strong><span itemprop="itemReviewed">Five Fingered Severance</span><meta itemprop="author" content="Game Pudding"></strong></a>, the irreverent board game of unruly employees and corporate chaos! Steal merchandise from the shop, slack off and insult customers. Avoid the wrath of the boss while directing his attention to the other employees. Gain the most personal profit before the shop closes for good (or you get fired, whichever comes first)!</div>
<p>Once in a while, there comes a board game that&#8217;s like a breath of fresh air, featuring a theme and gameplay that we haven&#8217;t seen much of before. <em>Five Fingered Severance</em> by Minion Games is one such game. Instead of focusing on creating the most efficient farm or using strategy and tactics to conquer your opponents&#8217; armies, the goal of the game is to be the opposite of a model employee, and have a blast doing so.</p>
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<p style="clear: both;">&nbsp;</p>
<p>The game revolves around a convenience store that is running its last day of operations before shutting for good. Players take the role of the shop&#8217;s employees, from the light-fingered Lucy and Roger the slacker to foul-mouthed Lock and fast-talking Victoria (each character has unique advantages). Not wanting to go out with a whimper, you all decide to turn your last day into the most memorable day ever!</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2011/12/five-fingered-severance-2.jpg" alt="Five Fingered Severance" width="300" height="225" />The objective of the game is to obtain the highest score, which is composed of how much slacking off you&#8217;ve done, how much merchandise you&#8217;ve manage to hide in your stash, and how many customers you&#8217;ve managed to insult. However, each self-serving activity you do will also generate Heat. Accumulate enough Heat, and the boss will fire you before the day is up. You must therefore strategically go about your business accumulating points while keeping a low profile, all while sabotaging the other employees from doing the same. The game ends once the work shift is over, or all but one employee has been fired, whichever comes first. The employee with the highest score then wins the game.</p>
<p>The gameplay mechanic is pretty simple: during a player&#8217;s turn, they reveal a Work Marker card and play 2 actions. The Work Marker cards describe new events that happen, such as the boss moving to a new location, or new work opportunities, slacking opportunities or new customers appearing at specific locations. The actions are pretty straightforward; you can move to a new location. You can activate a work or slack card at your location. Work cards will lower your Heat, with more effect if the boss is around to see you work. Slacking (such as playing video games) will earn you victory points the longer you slack, and will increase everyone&#8217;s Heat. (If a job doesn&#8217;t get done, everyone cops it!)</p>
<p>You can also steal merchandise from your current location (as long as the boss or customers are not around). However, you won&#8217;t earn any points from this loot until you move to the storeroom and stash them in your locker. You can also interact with customer cards in your location. You can help them and lower your Heat, or insult them and earn victory points, with the side effect of increasing your Heat. Some customer cards have special effects, such as the friend with the big purse. You can steal and slack when this customer is around, and you can even stash your loot in her purse!</p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2011/12/five-fingered-severance-3.jpg" alt="Five Fingered Severance" width="300" height="225" />If the boss turns up in your location, you have to make a suspicion check, which is made more difficult if you&#8217;re carrying stolen goods or were caught slacking. If you get caught, you take Heat and all the stolen goods get confiscated.</p>
<p>Players also have access to Plot cards that you can play at any time during your turn. They can have basic effects such as moving yourself or the boss to specific locations (to hinder your opponents&#8217; efforts), or more interesting effects such as avoiding a suspicion roll or forcing another player to make a suspicion roll.</p>
<p>You will get fired if you Heat reaches 30, so you will need to make sure you earn the most points before you get fired or the day ends. Gameplay-wise, although the mechanics are pretty simple, there will be a lot of redirecting the boss&#8217; attention to other players, trying to get them fired. At the same time, you will need to maneuver to make sure you will end up with the highest score. With so many Work events and Plot cards flying around, the game is very interactive. It also has a good amount of replay value, since the starting conditions are based on the effects of random Work event cards, and will be different each game.</p>
<p>But what makes the game truly shine is its unique theme. The whole premise of causing chaos at work can be appealing, and many of you will probably wish you could really do it in real life! However, it is this unique and quirky theme that may become a barrier or alienate certain players. After all, the game deals with things such as stealing the gun from the register, tricking your boss and playing video games at work. Some people will understandably feel squeamish about this adult premise, but it&#8217;s all good if the players understand that this is fictional entertainment and not something to learn from!</p>
<p><a href="http://boardgames.gamepudding.com/o/B005J0P7UY/5fs-am.html" rel="nofollow"><strong>Five Fingered Severance</strong></a> is a fun, fresh and quirky game, and is suitable for players of most skill levels. There will be lots of laughter as you get caught experimenting with the microwave, or inadvertently insulting a foreign customer, or just seeing the boss rush to the toilet. And just imagine the joy of seeing other employees get fired first! You will love it if you like the other games from Minion Games, or other quirky games such as <em>Isla Dorada</em> or the <em>Munchkin</em> franchise.</p>
<p><strong><em>Complexity:</em> 2.5/5.0</strong></p>
<p><strong><em>Playing Time:</em> 60 minutes</strong></p>
<p><strong><em>Number of Players:</em> 2 to 6 players</strong></p>
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<p><em><strong>Related items at Amazon.com:</strong></em></p>
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<strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgame/76447/five-fingered-severance" rel="nofollow" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>Cargo Noir Board Game Review</title>
		<link>http://boardgames.gamepudding.com/r/cargo-noir.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cargo-noir</link>
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		<pubDate>Thu, 10 Nov 2011 11:26:19 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Bidding Game]]></category>
		<category><![CDATA[Board Game]]></category>
		<category><![CDATA[Economic Theme]]></category>
		<category><![CDATA[Worker Placement]]></category>

		<guid isPermaLink="false">http://boardgames.gamepudding.com/?p=592</guid>
		<description><![CDATA[Rating: 3.5/5.0 Enter the world of illicit trade and smuggled goods in Cargo Noir, a trading and bidding board game! Take control of a trading family and compete against rival clans to obtain the most smuggled goods from ports all...]]></description>
			<content:encoded><![CDATA[<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2011/11/cargo-noir-1.jpg" alt="Cargo Noir" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">3.5</span>/5.0 <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/half.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/none.jpg" alt="" /></strong></p>
<p>Enter the world of illicit trade and smuggled goods in <a href="http://boardgames.gamepudding.com/o/B004Q5W77O/cargo-noir-am.html" rel="nofollow"><strong><span itemprop="itemReviewed">Cargo Noir</span><meta itemprop="author" content="Game Pudding"></strong></a>, a trading and bidding board game! Take control of a trading family and compete against rival clans to obtain the most smuggled goods from ports all over the world. Use your ill-gotten gains to buy up lucrative businesses and become the most powerful family in the trading underworld!</div>
<p><em>Cargo Noir</em> is a board game by Serge Laget, the prolific designer (or co-designer) of other board games such as <a href="shadows-over-camelot.html"><strong>Shadows Over Camelot</strong></a> and <em>Mare Nostrum</em>. It is thematically a noirish game about rival families competing to acquire smuggled cargo and lucrative businesses. In terms of gameplay, the main game mechanics involve bidding against your fellow players for cargo, and strategically placing your trading fleet to obtain the most useful cargo.</p>
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<p>The goal of the game is to use your trading fleet and cash to bid for precious cargo from various ports around the world. This cargo is then accumulated and used to buy up various luxuries and businesses that provide victory points. The player with the most victory points at the end of the game (which lasts 10 or 11 rounds depending on the number of players) wins the game.</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2011/11/cargo-noir-3.jpg" alt="Cargo Noir" width="300" height="225" />Each player starts with a limited amount of coins (used for bids) and ships to represent their family&#8217;s initial trading empire. The bidding portion of the game takes place on a board featuring various ports from around the world (with more ports being available the more people are playing the game). Each port contains 1 to 4 cargo slots which are randomly filled with cargo tokens from a bag.</p>
<p>The bidding gameplay may not seem intuitive at first, but once you get the hang of it, you will find that it is really simple and elegant. During each player&#8217;s turn, he can assign any or all of his ships to bid on any port&#8217;s cargo. He also places however many coins he wants together with each bid. Once the bids are placed, the turn moves to the next player and so on. When it comes back to the original player&#8217;s turn and his bids have not been outbid by other players, he then wins the bid and claims the cargo in the port. He takes the cargo tokens, and the port&#8217;s cargo slots are refilled from the bag. If he is outbid, he doesn&#8217;t earn anything but gets his bid money back.</p>
<p>This part of the game basically boils down to whether you want to place a high bid in order to guarantee winning the port&#8217;s cargo, or place a lower bid hoping to get it for cheap, but with the risk of losing the bid and essentially losing a turn for one of your ships. In addition to the ports, there are 2 other locations you can place your ships. Placing a ship in the casino will earn you 2 coins; and placing a ship at the black market allows you to either randomly gain a cargo token from the bag, or exchange one of your cargo tokens with another token from the market.</p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2011/11/cargo-noir-2.jpg" alt="Cargo Noir" width="300" height="225" />Once you have accumulated enough cargo, you can trade them in for various assets. The trade value will depend on what combination of cargo tokens you have. For each different cargo token you trade in, the value increases in a triangular fashion. So 1 token is worth 1, 2 tokens are worth 3, 3 tokens are worth 6 and so on, in a 1 3 6 10 15&#8230; sequence. However, if you manage to accumulate multiple tokens of the same kind, their value increases in a square 1 4 9 16 25&#8230; sequence. So your bidding strategy will also depend on what cargo types you are after, and whether you are aiming for multiple cargo tokens of the same type, or one of each type.</p>
<p>The assets that you can buy with the cargo can be split into 2 categories. There are the pure victory point assets (some of which are unique and limited) which just give you victory points when bought. The higher their cost, the better victory point returns they are. There are also 3 &#8220;useful&#8221; assets: the Warehouse, Syndicate Office, and Cargo Ship. These assets don&#8217;t provide much victory points, but provide powerful benefits instead. The Warehouse lets you store additional cargo tokens, the Syndicate Office lets you earn 2 coins whenever you get outbid, and the Cargo Ship gives you another ship token with which to use for bids. These assets are limited as well, so you may not be able to get them if you are too slow.</p>
<p>While the gameplay mechanics are very simple, the game can become quite complex and cutthroat as players attempt to outmaneuver each other. You may be bidding to obtain a crucial cargo token, or to deny your opponents from getting it. You may want to place a bid in order to hinder the efforts of the player with the most victory points, but at the cost of your own efficiency. 10 rounds of bidding may sound like a short game, but the amount of strategizing and second-guessing involved turns it into an intense hour-long competition.</p>
<p>The quality of the game board and tokens are also really good, as expected from a Days of Wonder game. The artwork is also great in a cartoony way, bringing out the noir and underground theme. Overall, <a href="http://boardgames.gamepudding.com/o/B004Q5W77O/cargo-noir-am.html" rel="nofollow"><strong>Cargo Noir</strong></a> is a fun competitive game, especially if the players are at about the same experience level. You will love it if you like other bidding games such as <em>Power Grid</em> or <em>Vegas Showdown</em>, or shipping games such as <em>Le Havre</em>.</p>
<p><strong><em>Complexity:</em> 2.5/5.0</strong></p>
<p><strong><em>Playing Time:</em> 60 minutes</strong></p>
<p><strong><em>Number of Players:</em> 2 to 5 players</strong></p>
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<p><em><strong>Related items at Amazon.com:</strong></em></p>
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<div style="clear: both;"><small><br />
<strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgame/90305/cargo-noir" rel="nofollow" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>The Enigma of Leonardo Card Game Review</title>
		<link>http://boardgames.gamepudding.com/r/enigma-of-leonardo.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=enigma-of-leonardo</link>
		<comments>http://boardgames.gamepudding.com/r/enigma-of-leonardo.html#comments</comments>
		<pubDate>Wed, 05 Oct 2011 13:54:15 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Card Game]]></category>
		<category><![CDATA[Medieval Theme]]></category>
		<category><![CDATA[Tile Placement]]></category>

		<guid isPermaLink="false">http://boardgames.gamepudding.com/?p=568</guid>
		<description><![CDATA[Rating: 3.0/5.0 Discover the keys to Leonardo da Vinci&#8217;s lost projects in The Enigma of Leonardo, the fast-paced strategy card game. Scrutinize worn-out drawings and assemble enough of them to figure out the secrets hidden in them. Time is of...]]></description>
			<content:encoded><![CDATA[<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2011/10/enigma-of-leonardo-1.jpg" alt="The Enigma of Leonardo" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">3.0</span>/5.0 <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/none.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/none.jpg" alt="" /></strong></p>
<p>Discover the keys to Leonardo da Vinci&#8217;s lost projects in <em><span itemprop="itemReviewed">The Enigma of Leonardo</span><meta itemprop="author" content="Game Pudding"></em>, the fast-paced strategy card game. Scrutinize worn-out drawings and assemble enough of them to figure out the secrets hidden in them. Time is of the essence though, and you need to uncover these secrets and hinder other players who are working to do the same!</div>
<p><em>The Enigma of Leonardo</em> is published by RightGames, a Russian company known for other fun card games such as <em>Potion-Making: Practice</em> and <em>Evolution: The Origin of Species</em>. This game is a great &#8220;filler&#8221; or party game, and can be taught very quickly to players of all ages and experience levels. It also plays very fast (about half an hour), allowing you to get a few games in at one sitting.</p>
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<p>The story and theme of the game are based on the secrets hidden in the writings and drawings of the great inventor Leonardo da Vinci. You take on the role of modern-day investigators, scrutinizing da Vinci&#8217;s works in the hopes of finding the Keys that unlock these secrets. Honestly though, the game mechanics are general enough to be able to fit almost any theme (such as a tactical battle).</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2011/10/enigma-of-leonardo-2.jpg" alt="The Enigma of Leonardo" width="300" height="225" />The goal of the game is to discover and collect 7 different Keys which unlock da Vinci&#8217;s secrets. This is done by playing cards from a deck to form matches in a manner similar to <em>Tic Tac Toe</em> or <em>Bingo</em>.</p>
<p>Each card in the deck contains a beautiful picture of a Renaissance-era drawing attributed to Leonardo da Vinci. The art is a major plus for the game, being simple yet iconic and totally appropriate for the theme. Other than the drawings, each card also features 2 symbols in its top left corner. There are 12 different symbols in total, each representing a different area of research performed by da Vinci. The goal of the game is to match these symbols in order to discover the Keys.</p>
<p>At the start of the game, each player places 5 cards in a cross in front of him, and draws another 5 cards to make up his hand. Players then take turns playing a card from their hand, then drawing a card from the deck. Playing a card means choosing a card in your &#8220;cross&#8221; and replacing it with a card from your hand. If by doing so you manage to get 3 cards in a row in your cross that feature the same symbol, you have discovered that Key. You can then collect that symbol&#8217;s Key token.</p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2011/10/enigma-of-leonardo-3.jpg" alt="The Enigma of Leonardo" width="300" height="225" />You need to collect 7 different Key tokens in order to win the game. This can be difficult to achieve as it is pretty random which symbols are on the cards you draw. However, if you manage to get all 5 of your cross cards featuring the same symbol, you can collect any Key token of your choice.</p>
<p>All that is just half the game though. What makes the game interesting and interactive is how your actions can affect your neighbor. When you replace a card on your cross, that replaced card is then used to replace the card on the exact same spot of the next player&#8217;s cross! This adds a lot of unpredictability to the game. You can set up the perfect cross, only to have it disrupted next turn before you can collect your Key. Similarly, you can play an attacking or denial game, making life difficult for the player after you.</p>
<p>The random and ever-changing nature of <em>The Enigma of Leonardo</em> makes for an enjoyable and exciting filler game rather than one where you must carefully plan all your moves. There will be times when you finally draw the card with the right symbol into your hand, only to see your opponent replacing a critical card on your cross. This is a great party game, but it may get boring for players who are after a more strategic and intellectual challenge.</p>
<p>You can find out more about the game at <a href="http://www.russianboardgames.com/leonardo.html" rel="nofollow" target="_blank"><strong>RightGames&#8217; website</strong></a>.</p>
<p><strong><em>Complexity:</em> 2.0/5.0</strong></p>
<p><strong><em>Playing Time:</em> 30 minutes</strong></p>
<p><strong><em>Number of Players:</em> 2 to 4 players</strong></p>
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<p><a href="http://boardgames.gamepudding.com/o/B001JQY6K4/dominion-am.html" rel="nofollow"><img style="background: #ffffff; padding: 3px; border: 1px solid #332200;" src="http://ecx.images-amazon.com/images/I/61-6QggF93L._SL160_AA160_.jpg" alt="Dominion" width="120px" height="120px" /></a></p>
<p><a href="http://boardgames.gamepudding.com/o/B001JQY6K4/dominion-am.html" rel="nofollow"><strong>Dominion</strong></a></p>
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<strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgame/77596/the-enigma-of-leonardo" rel="nofollow" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>Isla Dorada Board Game Review</title>
		<link>http://boardgames.gamepudding.com/r/isla-dorada.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=isla-dorada</link>
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		<pubDate>Tue, 20 Sep 2011 06:00:21 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Adventure Theme]]></category>
		<category><![CDATA[Bidding Game]]></category>
		<category><![CDATA[Board Game]]></category>
		<category><![CDATA[Drafting Game]]></category>
		<category><![CDATA[Exploration Theme]]></category>

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		<description><![CDATA[Review by Aaron Lim Rating: 4.0/5.0 Welcome to the exotic Isla Dorada! As part of an expedition to explore the island, you will travel on yaks, gorillas, camels, giant birds, kayaks and an airship to the island’s various villages to...]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><strong>Review by <a href="http://actionpointsblog.wordpress.com/" target="_blank">Aaron Lim</a></strong></p>
<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2011/09/isla-dorada-1.jpg" alt="Isla Dorada" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">4.0</span>/5.0 <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/none.jpg" alt="" /></strong></p>
<p>Welcome to the exotic <a href="http://boardgames.gamepudding.com/o/161661014X/isla-dorada-am.html" rel="nofollow"><strong><span itemprop="itemReviewed">Isla Dorada</span><meta itemprop="author" content="Game Pudding"></strong></a>! As part of an expedition to explore the island, you will travel on yaks, gorillas, camels, giant birds, kayaks and an airship to the island’s various villages to uncover priceless treasures. Well not exactly priceless, since the explorer who recovers the most valuable treasures is the winner.</div>
<p>In Isla Dorada, the board represents the island where the expedition’s plane has crash landed. Various locations are marked on the board with numerous paths between them. Each path is color-coded and can only be traveled on using the appropriate vehicle/animal. There is a single playing piece which represents the entire expedition which must move together to a new location every round, and each player will try to influence the expedition to travel to particular locations. </p>
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<p>At the beginning of the game, each player receives 10 gold coins, 2 treasure cards, a destiny card and a curse card. The gold coins are worth a point each at the end of the game. Treasure cards are worth different amount of points, indicating the value of the treasure while curse cards are worth negative points. Each destiny card has different objectives that can be achieved by the player for points. The treasure cards indicate the locations where the player can find the treasure, and only the player with the card has access to that particular treasure. When the expedition arrives at a location, each player who has a treasure card that matches the location can play it but if a player has a matching curse card he or she must play it. Destiny cards are more varied and can range from requiring the player to visit certain locations, collect particular travel cards or avoid a certain mode of transport.</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2011/09/isla-dorada-2.jpg" alt="Isla Dorada" width="300" height="225" />Based on the cards they receive at the beginning of the game, each player will have differing objectives and locations which they want the expedition to visit or avoid. The destination of the expedition is chosen by the expedition leader who is determined through a bidding process. Each player starts with a hand of travel cards, which represent the various modes of transport available. Starting from the previous expedition leader, each player can bid travel points (usually 1 travel card equals 1 travel point, but there are some that are worth more) to travel to a particular destination and the player with the highest bid is elected the new expedition leader and the expedition moves to his or her chosen destination.</p>
<p>The bidding process is complicated by the requirements of the travel cards to match the route to the destination. Each route to a different location is colored and only certain modes of transport can be used to travel on those routes. Kamel cards can only be used to bid on sand routes, Yak cards for mountain routes, Gonogo cards for forest routes, and Kayak cards for water routes. There are also two special cards (Drako and Airship) which represent air travel and can be used to augment a bid on any route or can be used by themselves to travel to any location on the board. However, using air travel requires the payment of gold coins.</p>
<p>Once the expedition travels to a new location, a travel marker is placed on the location and players now play treasure cards and curse cards. During certain rounds denoted by orange travel markers, players receive new treasure cards. Then, starting with the expedition leader, players take turns gaining new adventure cards from either the 4 face up cards or from the adventure card deck. The adventure cards contain a mix of travel cards, bonus cards and action cards. Travel cards are used for bidding while bonus cards augment the value of treasure cards that you play. The action cards have various effects such as transforming your travel cards, stopping a player from bidding or even summoning the mighty Leviathan or Bigfoot to block travel routes. Each player also has the chance to spend an additional gold coin to draw another card. Once all players are done drawing adventure cards, the round is over and the current expedition leader starts the bidding for the next round. There are only 16 travel markers and the game therefore only lasts 16 rounds. At the end of the 16 rounds, the players total up points from treasures, gold coins and destiny cards minus the negative points from any curses, and the player with the highest total is declared the winner.</p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2011/09/isla-dorada-3.jpg" alt="Isla Dorada" width="300" height="225" />The gameplay of Isla Dorada is relatively simple and to be honest, there is not a high level of strategy in this game. It is also very easy to teach and is a great game to play with non-gamers. However, Isla Dorada is not meant to be a brain-burning strategy game but is more about the experience of discovering treasure and screwing over your cursed friends along the way. </p>
<p>This is a game where I just enjoy the game regardless of whether I win or lose. The auction mechanic is flavorful and usually goes pretty quickly as sometimes the expedition leader could pick a location that no one objects to. There are some tactical decisions to be made, but the hidden treasures, destinies and curses make it difficult to predict player bids reliably and there are also some pretty random action cards. As such, the game can sometimes swing wildly and become unpredictable. In any other game, this might turn me off it but since I really enjoy the theme and flavor and I still find the game engaging when I’m not “winning”; I usually just sit back and enjoy the ride (and try to mess with other players’ bids).</p>
<p>The theme and art are light-hearted and lend to that sense of fun and adventure. I absolutely love the art and visual design of the game, which I think is its strongest point. The art is cute and evocative, with bright colors and distinctive designs. I especially love the quirky names of the locations and the cards, and I enjoy just calling out the names of the locations and cards as we play. The game also comes with three plastic miniatures for the expedition, the Leviathan and the Bigfoot which are just gorgeous to behold.</p>
<p>Overall, <a href="http://boardgames.gamepudding.com/o/161661014X/isla-dorada-am.html" rel="nofollow"><strong>Isla Dorada</strong></a> is a fun romp of a game with simple mechanics and beautiful art and I give it 4 out of 5 Kamels and an additional bonus Gonogo for the fabulous visual design. I enjoy the theme and the player interactions in the game and would recommend it as a light-hearted introduction to non-traditional board games.</p>
<p><strong><em>Complexity:</em> 2.5/5.0</strong> <em>(fair amount of text and variations for destinies)</em></p>
<p><strong><em>Playing Time:</em> 60 minutes</strong></p>
<p><strong><em>Number of Players:</em> 3 to 6 players</strong></p>
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<p><em><strong>Related items at Amazon.com:</strong></em></p>
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<strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgame/68182/isla-dorada" rel="nofollow" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>Ascension: Chronicle of the Godslayer Card Game Review</title>
		<link>http://boardgames.gamepudding.com/r/ascension-chronicle-of-the-godslayer.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ascension-chronicle-of-the-godslayer</link>
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		<pubDate>Fri, 16 Sep 2011 10:36:37 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Card Game]]></category>
		<category><![CDATA[Drafting Game]]></category>
		<category><![CDATA[Fantasy Theme]]></category>
		<category><![CDATA[Medieval Theme]]></category>

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		<description><![CDATA[Review by Aaron Lim Rating: 3.5/5.0 Do you have what it takes to slay a god? Ascension: Chronicle of the Godslayer is a deck-building game from Gary Games that lets you recruit heroes and build constructs to aid you in...]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><strong>Review by <a href="http://actionpointsblog.wordpress.com/" target="_blank">Aaron Lim</a></strong></p>
<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2011/09/ascension-chronicle-of-the-godslayer-1.jpg" alt="Ascension: Chronicle of the Godslayer" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">3.5</span>/5.0 <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/half.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/none.jpg" alt="" /></strong></p>
<p>Do you have what it takes to slay a god? <a href="http://boardgames.gamepudding.com/o/B0040QE5YC/ascension-am.html" rel="nofollow"><strong><span itemprop="itemReviewed">Ascension: Chronicle of the Godslayer</span><meta itemprop="author" content="Game Pudding"></strong></a> is a deck-building game from Gary Games that lets you recruit heroes and build constructs to aid you in your quest. Defeat monsters and cultists loyal to Samael in an effort to defeat the fallen god!</div>
<p>The basic gist of a deck-building game is that each player starts with a personal deck of cards and utilizes those cards to add additional cards from a common pool to their personal deck until some predetermined endgame condition is met, after which a winner is determined based on the prescribed victory conditions. After <a href="dominion.html" target="_blank"><strong>Dominion</strong></a> kickstarted the genre in 2008, various games have been published which use the same basic mechanic and Ascension is one of them. Throughout this review, I will constantly refer back to <em>Dominion</em> as it was my introduction to the genre and there are many parallels to be drawn between the two games.</p>
<p>At the start of each game, every player has the exact same 10 cards which form their personal deck (8 Apprentices, 2 Militia) and draws a starting hand of 5 cards. There is also a central randomized deck of cards, 6 of which are revealed as part of the “Center Row” and 3 piles of cards that are present in each game (Mystics, Heavy Infantry and the eternal Cultist). On each player&#8217;s turn, they can play any number of Hero or Construct cards, activate effects of Constructs they control, and acquire Hero and Construct Cards or defeat Monster Cards from the Center Row. Cards that are acquired are immediately put in their personal discard pile, while defeated Monster Cards are immediately put in a communal discard pile called the Void.  At the end of the turn, all Hero cards played in the turn are also discarded to the personal discard pile and the player then refills his hand to 5 cards, and passes the turn. Constructs are not discarded and stay in play indefinitely. If ever there are not enough cards left in the personal deck, the personal discard pile is shuffled to form the new personal deck.</p>
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<p>Pretty easy so far. So how do you acquire new cards? Hero and Construct cards usually provide either one of two resources when played: Runes or Power. These two resources are basically two different currencies. Runes are used to “buy” Hero and Construct cards while Power is used to “defeat” Monster Cards. To buy a Hero or Construct, just pay the Rune cost printed on the top right of the card and it is added to your discard pile. The Rune cost is only paid once when initially acquiring the card, after which it can be played for free. The effects of the Hero and Construct cards are pretty varied and some are definitely more powerful than others. Each card also has an Honor Point value printed on the bottom left corner. You can buy as many cards as you want as long as you have the Runes to pay the Man. Similarly, you defeat Monster Cards by paying an amount of Power equal to the Power Cost printed on the top right of the Monster. Defeated monsters are put into the Void, which is a central communal discard pile, and you can then claim your reward! Once defeated, Monsters turn into succulent Honor Tokens and also usually provide an additional effect. There is also another action called “banishing” which is to discard cards into the central Void for no effect.</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2011/09/ascension-chronicle-of-the-godslayer-2.jpg" alt="Ascension: Chronicle of the Godslayer" width="300" height="225" />Remember the Honor Tokens you get for crushing those hideous monsters? Well, once those Honor Tokens run out, the game ends. Every player who has yet to complete their turn for the round gets a final go, so that everyone has the same total number of turns. Then everyone tallies up their Honor Points from a combination of Honor Tokens and the Honor Point values on the cards in their decks, and the person with the highest total wins!</p>
<p>After that whole long ramble describing the game, it is time to get to my impressions of the game. To me, the influence of <em>Dominion</em> is still very strong in <em>Ascension</em>. It feels like someone took <em>Dominion</em> and tried to make it less “Eurogame-y” if that is even a term. A major change to the <em>Dominion</em> model was to have the actions and buys available to each player unlimited.</p>
<p><em>Dominion</em> could sometimes feel very restricted, allowing only one action and buy per turn unless you had the right kingdom cards. This is not a bad thing as it made players really consider their decisions on how best to spend their action or buy. <em>Ascension</em> on the other hand, allows more freedom in playing actions and buying, and also provides &#8220;safety valves&#8221; in the form of the static piles of Mystics and Heavy Infantry and the eternal cultist such that there is always something to do on your turn.</p>
<p><em>Dominion</em> had a very elegant tension built into the game where the object of the game was to buy victory cards which usually did not further contribute to the function of your deck. It presents a challenge for players to build a deck that can balance buying sufficient victory cards while still not letting those additional “dud” victory cards impede their ability to continue doing so. <em>Ascension</em> bypasses this by assigning point values to each card and using victory point tokens external to the deck. <em>Dominion</em> eventually introduced kingdom cards in the expansion that have those functions, but the limited nature of the available kingdom cards meant that this was not always the case and rewarded players for recognizing and capitalizing on those opportunities whereas <em>Ascension</em> makes this an intrinsic part of the game. However, what <em>Ascension</em> does is introduce the tension of having two separate currencies. Monster cards can only be “bought” with Power while non-Monster cards can only be bought with Runes. This challenges the player to balance Rune and Power production. Coupled with the freedom of having multiple actions and buys, this leads to a feeling that every turn is productive as you will get some victory points every turn. Very simplistically, while the challenge of <em>Dominion</em> seems to be to maximize the number of productive turns, the challenge of Ascension is to maximize the points gained per turn.</p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2011/09/ascension-chronicle-of-the-godslayer-3.jpg" alt="Ascension: Chronicle of the Godslayer" width="300" height="225" />So far it seems that the design is shaping up to be some sort of feel-good sped-up version of <em>Dominion</em>. However, the main spanner in the works is the change to how the buyable cards are made available. <em>Dominion</em> has a limited set of 10 kingdom cards available for purchase, which can be randomized between games but are equally available to all players. <em>Ascension</em> has a randomized set of 6 cards available at any time in the game, with replacements being drawn from a randomized deck when a card is bought. The number of each card in that deck also varies, with some cards even being unique. This added layer of randomness is what can lead to frustration sometimes, especially when there are more players in the game. It reduces the ability of the player to plan ahead as the available cards are constantly in flux and leads to a more tactical focus of the game.</p>
<p>Another thing worth mentioning is the art and design of the cards. The style chosen for the art is fairly unique, and I like it on an individual card level. However, due to the muted color palette, it can sometimes be difficult to distinguish between different cards. The Mechana constructs are especially egregious and I find myself looking to the cost of the construct to identify the card as each Mechana construct in the base set has a different cost. The card design should serve to clarify this and generally works due to the different colored frames used for different factions, but the choice of light blue and grey for two of the factions could lead to some confusion. Fortunately, faction does not play that big a part in the game (at least in the base game). Overall, the art and design is very evocative but I feel it could have been improved to allow for better readability and identification. A minor quibble maybe, but I thought it may be relevant to point out.</p>
<p>Overall, I feel that the game is a decent entry in the deck-building game genre. Its heritage is very evident, but there are enough differences that the game feels quite different. What I like about <em>Ascension</em> is that feeling of playing an insane 20 card chain where I draw my entire deck and can now buy whatever I want, which definitely seems to occur more often than in <em>Dominion</em>. What I did not like was the increased randomness in the game due to the center row and some minor annoyances with the art and graphic design.</p>
<p>In summation, I would give <a href="http://boardgames.gamepudding.com/o/B0040QE5YC/ascension-am.html" rel="nofollow"><strong>Ascension: Chronicle of the Godslayer</strong></a> a solid 3.5 out of 5 Honor Points. It’s a great introduction to the deck-building genre of games, and a solid addition to any game shelf. Personally, I own both <a href="dominion.html" target="_blank"><strong>Dominion</strong></a> and <em>Ascension</em>, and they both scratch different itches to warrant an equal place on my shelf, but I can understand if some people decide to skip on one for the other as there are still many similarities.</p>
<p><strong><em>Complexity:</em> 2.5/5.0</strong> <em>(fair amount of text and unique effects)</em></p>
<p><strong><em>Playing Time:</em> 30 to 60 minutes</strong></p>
<p><strong><em>Number of Players:</em> 2 to 4 players</strong> <em>(player number can be increased with extra game copies or expansions)</em></p>
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<p><em><strong>Related items at Amazon.com:</strong></em></p>
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<strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgame/69789/ascension-chronicle-of-the-godslayer" rel="nofollow" target="_blank">Board Game Geek</a></strong></small></div>
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		<title>The Kingdoms of Crusaders Card Game Review</title>
		<link>http://boardgames.gamepudding.com/r/kingdoms-of-crusaders.html?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=kingdoms-of-crusaders</link>
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		<pubDate>Wed, 14 Sep 2011 03:44:14 +0000</pubDate>
		<dc:creator>akuma6</dc:creator>
				<category><![CDATA[Card Game]]></category>
		<category><![CDATA[Construction Game]]></category>
		<category><![CDATA[Medieval Theme]]></category>
		<category><![CDATA[Tile Placement]]></category>
		<category><![CDATA[War Theme]]></category>

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		<description><![CDATA[Rating: 3.5/5.0 Gather your military forces and take control of key regions in The Kingdoms of Crusaders, the medieval strategy card game. It is the time of the Crusades, and kings and knights from all over Europe and the Middle...]]></description>
			<content:encoded><![CDATA[<div itemscope itemtype="http://schema.org/Review"><img class="right" src="http://boardgames.gamepudding.com/files/2011/09/kingdoms-of-crusaders-1.jpg" alt="The Kingdoms of Crusaders" width="300" height="225" /><strong><em>Rating:</em> <span itemprop="reviewRating">3.5</span>/5.0 <img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/full.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/half.jpg" alt="" /><img src="http://boardgames.gamepudding.com/files/2011/05/none.jpg" alt="" /></strong></p>
<p>Gather your military forces and take control of key regions in <em><span itemprop="itemReviewed">The Kingdoms of Crusaders</span><meta itemprop="author" content="Game Pudding"></em>, the medieval strategy card game. It is the time of the Crusades, and kings and knights from all over Europe and the Middle East have gathered at the Holy Land to wage war. Succeed where others have failed by outsmarting your opponents and strategically taking over the majority of the contested land!</div>
<p><em>The Kingdoms of Crusaders</em> is published by RightGames, a Russian company known for hit card games such as <em>Potion-Making: Practice</em> and <em>Evolution: The Origin of Species</em>. This is a great filler game that is easy to learn and can be played in half an hour. At the same time, it boasts a great mechanic that allows a surprising amount of strategy, and is suitable for players of various skill levels.</p>
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<p>The theme behind the game is the Crusades, the religious campaign during the Middle Ages where the Christian forces of Europe tried to gain control of the Holy Land. There are five regions in the game, including Jerusalem and Cyprus, and each player represents an army trying to take over these lands. Players take turns placing armies in each region, and the player with control of the most regions at the end of the game wins.</p>
<p><img class="left" src="http://boardgames.gamepudding.com/files/2011/09/kingdoms-of-crusaders-2.jpg" alt="The Kingdoms of Crusaders" width="300" height="225" />The armies are represented by cards, each of which comprises of various types of forces. From weakest to strongest, the units are Militia, Archers, Soldiers, Knights and Leaders. These units are represented by symbols along the top of the cards. A card can consist of just one unit type, or it can function as multiple types.</p>
<p>The rules are very simple. At the start of the game, each player draws 5 cards. Every turn, a player draws a card, then places a card onto a region of his choice. A player can only place 4 cards onto each region, and the game ends once all regions have their full army of 4 cards.</p>
<p>At the end of the game, each region is examined to determine which player&#8217;s army of 4 cards is stronger. The player who managed to accumulate a set of 4 of the same symbol is considered stronger than another who only managed to get a set of 3 of the same symbol, and so forth. And if you get 2 sets of 4-of-a-kind, that is stronger than just 1 set of 4-of-a-kind. However, if both players have the same number of sets, the rank of the symbol then takes precedence. A set of Leaders is stronger than a set of Knights, which in turn is stronger than a set of Soldiers. After figuring out who controls each region, the player that ends up controlling the most regions is declared the winner.</p>
<p><img class="right" src="http://boardgames.gamepudding.com/files/2011/09/kingdoms-of-crusaders-3.jpg" alt="The Kingdoms of Crusaders" width="300" height="225" />The game mechanics are very basic and easy to learn. There is a fair amount of strategy involved though. You have to decide which regions you want to fight for, and which ones if any you want to give up to your opponent (you only need to control 3 regions to win). You could be aggressive in taking control of regions or wait for your opponent to make a wrong move. You could choose to use more complex card combinations, gambling that you will draw the correct cards to complete your sets of symbols.</p>
<p>The quality of the cards is pretty basic, and the regions are printed on small and flimsy cardstock. However, they serve their purpose and do not detract from the fun and intensity of the game. All the cards also feature the gorgeous art and engravings of 19th century French artist Gustave Dore. His art illustrates the Middle Ages very well, and creates a beautiful setting and atmosphere for the game.</p>
<p><em>Kingdoms of Crusaders</em> is meant to be played with 2 players, but can be expanded to 4 players if another copy of the game is purchased (rules and victory tokens for 3- and 4-player games are included). It could have been better to have the game pre-packaged for 4 players, but limiting it to 2 players and keeping the price of the game low is also a good way to get it into the hands of more players.</p>
<p>You can find out more about the game at <a href="http://www.russianboardgames.com/ordonans.html" rel="nofollow" target="_blank"><strong>RightGames&#8217; website</strong></a>.</p>
<p><strong><em>Complexity:</em> 2.0/5.0</strong></p>
<p><strong><em>Playing Time:</em> 30 minutes</strong></p>
<p><strong><em>Number of Players:</em> 2 players (up to 4, with another copy of the game)</strong></p>
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<strong>Get more information on the game at <a href="http://boardgamegeek.com/boardgame/76681/the-kingdoms-of-crusaders" rel="nofollow" target="_blank">Board Game Geek</a></strong></small></div>
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