The Resistance

This is much different from the usual type of game I play. That doesn't mean it's any less good, actually The Resistance is awesome and I want to try more games like it.

What is The Resistance and why is it so different? Its a social game of manipulation, deduction and deceit for 5-10 players. Since a lot of games are capped at 4 players, The Resistance fills a void for when you want to play with large groups of people.

Objective: To pass or fail missions depending on your role.

Roles: Players will be given one of two roles in The Resistance, you will become either a Spy or a member of The Resistance.

The Resistance: It is your goal to succeed in carrying out 'Missions', during the Mission phase you can only play your success card, but if even one fail card is played then the mission is a fail.
The Spies: Your goal is to sabotage the Missions being conducted by The Resistance, it will only take one of you to successively fail the Mission, it is important that the Resistance thinks you are one of them.


The game is broken into 2 phases with the majority of your time spent in the Team Building phase.

Team Building Phase: Here, the current 'Leader' will assign people to go on the Mission based on the mission and the number of players in the game. After the leader has chosen the required amount of players, everyone, including the people not going on the mission, players will discuss why they think certain people should not go on the mission, and why another player would be a better option. After some time the leader will call for a vote, everyone now submits either their approve or reject vote by placing it face down in front of them, once everyone has a vote in front of them, you turn over the tokens so that everyone can see how you voted. Its a majority vote, if there are more approve than fail the Mission Team is approved.
These are given to proposed members of the mission
 team so that no one gets aboard the mission
unnoticed (or forgets)

If the Mission Team is approved we enter the Mission Phase: Once a team has been approved its really straightforward, everyone submits their success or fail card based on their role. (spies submit fail and resistance members submit success) If all the votes are in favour of The Resistance then they succeed and place their marker over the corresponding mission space on the layout card.

If the Mission Team is rejected: The leader passes clockwise and a new proposed Mission Team is selected. This continues until a Mission Team is approved, if 5 teams are rejected in a row then the Resistance loses the game.
These are the victory markers you place to keep track
of which side 'won' each mission.

Plot Card Expansion: In order to spice things up you can add in Plot Cards, at the start of each round the leader draws a plot card, depending on the card, the leader will either play it immediately for its effect and then discard it, save it or place it in play for the remainder of the game. Plot cards are a great addition, but I would recommend playing a few times without them.

Having trouble getting discussion going during the Team Building Phase? Try these questions:

Are you a spy? - Its basic, but effective

Why did you vote to reject the team? - basic also, but good for tripping up spies

If you aren't a spy, why are you acting like one? - even if they aren't acting like a spy, its a good question to trip up a spy

Who thinks ______ is a spy? - good to arouse suspicion, but be careful it doesn't backfire on you

Why are you suggesting we send _______ on the mission? - a lot of our early games the leader avoided suspicion easily, its important that you ask the leader questions too!

Who would enjoy playing The Resistance?

Casual Gamers: It depends a lot on the crowd, but The Resistance sits best with casual players, feelings are not likely to get hurt, people are likely to get into the game after the first couple missions, if you are introducing the game its important to encourage starting discussion and being vocal right away so that others follow in your footsteps. Short playing time, little to no setup time, backstab and sabotage your friends, and near infinite replayability, the resistance is great for Casual Gamers and works well at social events.

Gamer Gamers: I think the Resistance would also sit very well among heavy gamers, its easy to get hooked on the deduction part of the gameplay and really get into trying to figure out who is who. Add in the plot cards and maybe add some story instead of just 'going on the mission' and you've got a really intense game of espionage, mystery and gorilla warfare, who knows what else the possibilities with this game are endless.

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International TableTop Day!

Geek & Sundry is taking tabletop gaming’s popularity to the next level. Beginning on March 30th of this year, there will be an annual International TableTop Day, a day to celebrate board games and tabletop gaming and play games with colleagues, family, and friends.

The response to this announcement is already exploding through social media sites with thousands of people eating up the idea and seeking involvement in the first ever TableTop Day.

For those of you interested in taking part, I will be dedicating a page on my blog to making a successful games night. I will be updating resources to help those of you planning to run or sitting on the fence about running a games night. If you have any ideas to help make Tabletop Day a success on a much larger scale, please go to and give your suggestions!

If you are not interested or can't take part then at least help by spreading the news! Tell your friends and distant relatives, get on your facebook or twitter and share this fantastic news, March 30th is TableTop Day!

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Dominion’s massive success has lead to an explosion of similar games copycatting this ‘deckbuilding’ mechanic. Since Dominion first hit the market there have been countless of these ‘deckbuilders’, many of them also have shared Dominion’s success while others have been complete flops. With Dominion consistently on top of some many game recommendation lists, I’ve decided to give my take on this revolutionary game.

Objective: To be the player with the most victory points when either 3 stacks of cards have run out or the province cards have all been depleted.
Hold on hold on stacks of cards? Province cards? What does any of this mean? Let me try my best to explain, in order for this review to make sense you must first properly understand what a deckbuilder is. Essentially, you start with a small supply of very limited cards, some of these cards are used as currency to purchase additional cards. The cards you purchase will assist in acquiring more cards, you will need to acquire more valuable currency and other kingdom cards to improve your deck so that you can afford the valuable victory point cards. Perfecting your deck means finding a balance of cards without increasing the physical size of your deck by too much, while making sure that as you add victory point cards you do not cripple the mechanics of your deck.

Lets now talk about the different card types.

Victory Point Cards: These cards are the Province, Estate and Duchy. They will be used in every game of Dominion, the player who has the highest total value of these cards when the game ends will be the winner. The problem with these cards is that they go into your deck like every other card when purchased, but serve no benefit when drawn into your hand.

Treasure Cards: These are Gold, Silver and Copper. They will be used in every game, the point to having higher valued treasure cards is simple, are the game progresses the number of cards you draw is still limited and you do not want to clog up your deck with piles of crumby copper.
Kingdom (Action) Cards: You are limited to playing one of these cards a turn…unless that card happens to give you bonus actions in which case you will be able to play additional cards. Kingdom, or Action cards exist to strengthen your turn by providing you with additional spending money, actions, cards and buy actions.

Playing a Turn:
Every turn is broken down into 3 parts.
Part 1: Action Phase – Every turn you are given 1 action, that means you can play 1 Kingdom (Action) Card from your hand. For every + Action on cards you play, you will be able to play more Kingdom cards. The point to playing action cards is to enhance the next phase, or in some (rare) cases to cripple your opponents’ turns.

Part 2: Buy Phase – This is the important part of Dominion, selecting what to buy. On every turn you begin with just 1 buy action, which means that regardless the amount of your treasure, you can still only purchase 1 card. This is where the thought and customization come in, this is where you build your deck, you need to have a plan, you will need to buy cards that complement each other and cards that help you buy more cards and eventually you will need to buy Victory Cards.
Part 3: Discard Phase – During this phase you will discard everything, all cards you played, all cards you bought and all cards you did not use. Then you will draw 5 new cards, it is important that you draw at the end of your turn and not wait to the beginning like you would in most other card games. When you do not have enough cards left in your deck to draw from, you simply reshuffle your discard pile and this becomes your new draw pile.
Components: Even for a game that is entirely card based I’ve always found the components for Dominion to be lacking. There really is no theme and boring art work. At least the game box comes with an awesome way to organize your cards and keep them separated to easily select them when you play a game. In addition to treasure and victory cards the base game also comes with 24 different Kingdom cards. You only use 10 in every game so this leaves room for a fair amount of replay, and of course there are a number of different expansions for Dominion so if you enjoy playing you can always expand your game.

Dominion’s flow is unmatched, the game works in such a beautiful way that it is no wonder the amount of copycat games out there. It is one of those games you have to really try to get, reading about it might interest you, watching a video on it or listening to someone talk about it might make you want to play, but in order to fully understand and appreciate the flawless execution of mechanics and the depth of all the possible combinations and strategies you must play Dominion. It shouldn’t be hard, at least half the people at the games night I go to have a copy, next time you have a chance to play, take it and prepare to be in awe.
The plastic insert is great for organizing your cards, although if you want to
store all your games in 1 box you are best making your own box. If you want to see
a custom box, or how to make one you can take this link.

Recommended for:

Casual Gamers: Because the mechanics are simple, and you can select cards that are more ‘friendly’ to new players, it is very easy to get into and learn Dominion. Because of the large following it is easy to find someone to walk you through a game, and to try it before you buy it. Quick to play, easy to learn, multiple ways to win, games are different every time, random luck factor, quickish play time. These all help Dominion cater well to casual gamers. Also learning to play Dominion will teach you mechanics that are now used in so many other games, so learning Dominion can bridge you to some theme heavier or more combat driven deckbuilders.

Gamer Gamers: Since every card has multiple uses when combined with other cards, and there are several different effective strategies to constructing your deck, Dominion can be played over and over and almost always leaves you wanting to play again. Multiple ways to win, players can determine when the game ends, deep strategy customizable to your specific playstyle/plans, multiple expansions, lots of replay and a big enough following that you can sit down and play without having to explain the rules to everyone. These all combined with the brilliant game mechanics all add up to make Dominion a great gamer game.
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Lords of Waterdeep

An epic adventure packed into a worker placement game? Lords of Waterdeep seems too good to be true. Does it match up to the hype? After reading lots of mixed opinions I can honestly say I don't really get the debate. Lords of Waterdeep is easily one of the best worker placement games out there and worker placement games are abstract, sorry your box didn't include D&D Minis.

Objective: To be the player with the most points at the end of the 8th round.

Gameplay: The basic gameplay goes like this, players take turns placing an 'agent' onto any unoccupied space. When all players have placed their last man, Agents from the 'Waterdeep Tavern' are reassigned and then the 'round' ends. When 8 rounds have been completed the game is over.
This shows some of the choices available both on the starting board and player constructed buildings.
Once a white agent symbol has been filled, no one else may place an agent in that building/location this round.

Scoring Points: The goal of the game is to get the most points, so lets talk about how you score these points.

Quests: Completing Quest Cards is the main and most effective way to score points. I tend to think of this as the only way to score points, and all the others are just "bonus points" Each quest card clearly states its requirements and then its rewards, your quest cards are not hidden so it is fairly easy to see what a player is trying to complete. It will become important with more plays and towards the end of the game; you may only complete 1 quest each time you place an agent.
The quest type is located above the quest art, these are important
for scoring points with your Lord Card. The red sideways diamond is
the amount of victory points the quest is worth.
There are 3 main ways to gain quest cards, you can only complete a quest card
if you own it, you either get 2 gold or 1 intrigue card with your quest or you
can discard the available quests, flip over 4 new ones and choose one of them. 

Lord Cards: This creates a bit of strategy for picking quests, however I have always scored higher ignoring these and just choosing quests that rewards will help to complete other quests. Most Lord Card will have 2 types of quests listed, each completed quest will grant you 4 points at the end of the game.

The Builder's Hall: Once per round a player may place an agent here, this allows you to place a building on the board with one of your faction's markers on it. If another player places an agent onto a building you constructed (owner) you will get a bonus reward, sometimes this can be victory points other times it is gold or blocks. The victory points mainly come in because each turn 1VP is added to each building that is available for purchase, and when you construct a building you score points equal to the number of accumulated victory points.
The 3 gems that will be placed every turn are placed underneath
the Builder's Hall and represent the current turn, on turn 5 ALL
players receive and additional Agent to keep up with the
growing placement options
These are some of the different buildings you can construct.
Their cost is listed in the top left corner.

Intrigue Cards: What would a worker placement game be without good cards that can alter game mechanics. Intrigue cards do that, but put you in an interesting and unique position. In order to play your intrigue card you must place an agent in the Waterdeep Harbor, luckily at the end of the round players will get to replace any agents that went to the Harbor. This is a rather brilliant mechanic since the Intrigue cards are not super game changing and only offer a small advantage. The Waterdeep Harbor concept is an awesome replacement for super powerful cards that cost an entire action to gain.
When you replace your agents from the Waterdeep Harbor
you place them in the order that you placed them on the
Harbor, this is what the number represents.

Components: This is where the majority of the debate comes in, a LOT of people feel that the coloured cubes take away from the Waterdeep theme. While I will admit that yes, fighters  rogues, wizard and cleric minis would improve the game a ton, the extra 10-20$ would not. As far as components go everything is awesome quality, tiles are nice and thick, the board itself is not over the top but wont break or wear down easily. Your meeples are sort of custom, and you get a first player marker which can be useful as you add beer. Personally I feel better Lord Cards would do more for the theme than custom meeples in place of the coloured cubes, they need some cooler artwork and definitely need better back story for those not familiar with Forgotten Realms.
I am not sure where I stand on the gold, it was really annoying to punch out
since you had to punch the little whole  out of every single one. I also do
not understand why these holes exist in the first place.

Lords of Waterdeep has sure sold me, but who else would enjoy playing?

Family Gamers: Lords of Waterdeep is really really easy to teach, there are not a ton of rules and turns fly by. Surprisingly there really isn't much violent theme, your goal is to gather adventurers and complete quests, adventuring doesn't always have to be violent. I would recommend this game to family gamers over monopoly any day.

Casual Gamers: Worker placement games seem to do great with most casual gamers. Lords of Waterdeep fits this description better than any worker placement game I know, it plays faster and with more interaction than most worker placements and adds an awesome way to screw over your buddy with mandatory quest cards. The apparent 'lack of theme' actually does great here, since you are still pretending your pieces are something else (like in every worker placement game) why not pretend to have a crew of wizards and fighters over primary and secondary colours, over 'resources' such as wood and certainly more exciting than pretending to be farmers. If you are going to pretend, why not pretend to be something exciting, Lords of Waterdeep will do best with casual gamers.

Gamer Gamers: For heavy gamers this light worker placement game is not just another worker placement game that 'lacks theme'. In fact, Lords of Waterdeep leaves you with more choices than most games out there, and does so in a way that isn't confusing, long winded or boring. Although there are multiple ways to win and multiple options to place your meeples at, some choices are clearly better than others. This is usually something that would make hardcore gamers shy away and something that would make a game not friendly to new players, BUT Lords of Waterdeep has mechanics that work to combat this. Adding new places to send your 'agents', and the genius behind the Waterdeep Harbor area do a great job minimizing the poor choices while your Lord Card serves as another way to score points.
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Tikal won the game of the year way back in 1999. To me it is still one of the best games out there and in need of a new edition so more people will get a chance to experience the wonder of Tikal. Players are on jungle expedition in Tikal and must try to uncover the most impressive ruins and treasures.
Objective:  Your objective is to be the player with the most victory points when the last scoring round ends.
Scoring Rounds: Every time a volcano is drawn there is a scoring round, and there is one final scoring round after the last hex tile is drawn and that player’s turn is over.

Game Play: Even though many mechanics in Tikal can be found in games today playing it still feels unique. Every turn you must draw and place a tile, you are then allotted 10 action points and how you spend them will determine how many points you score when a volcano is drawn.
Different Actions:

Place a Man: Placing a man onto the board either at the starting expedition entrance or at a tent you constructed costs 1 action point. Note that placing your ‘leader’ or ‘big guy’ still only costs 1 point.
Move a Man: You can only move between hexes if there are ‘movement stones’ visible, the cost to move is 1 action point for every 1 movement stone.
Moving from the left hex into the current hex would cost 5 action
points, while moving into the hex on the right would only cost 1.
Dig a Temple: Digging at a temple will uncover more ruins thus increasing its value by 1, digging at a temple costs 2 action points and may be done multiple times each turn. With every dig action you place a Temple Tile with a value one higher than the previous one on top of the temple/previous
Temple Tiles.
The 5 on the temple tile is placed ontop of the 4 for 2 action points.

Dig for Treasure: Digging on a hex containing treasure will cost 3 action points. You can do this multiple times per turn, each hex has a limited supply of treasures and they are drawn at random. Note that you are trying to collect matching sets of treasures to increase their value.
Getting 1 treasure will award 1 point, two of a kind scores 3 points
and 3 of a kind scores 6 points!
Construct a Tent: Building a tent allows you another entry point to get more men onto the board. This costs 5 action points and can only be built in an empty Jungle hex, or a Treasure hex that is empty. You may not build on Volcanoes and Temple hexes.
You must have a man in the appropriate hex in order to construct a tent.
Force a Trade: You can force another player to trade treasures with you, pairs and triples cannot be broken but the player cannot refuse the trade, this costs 3 action points.
Place a Guard: You can, if you have the majority of men in the temple hex, place a guard onto a temple. This freezes the temple in its current state under your control. It will never leave your control, it may not be increased in value and your man may never leave. In addition any of your leftover men on the temple hex are returned to the box and you may not re add them to the board for the remainder of the game.
Placing a guard insures that you will score points for that temple,
you cannot increase the value of a temple once a guard has been placed.
When a volcano is drawn the player halts their turn and everyone immediately totals their points. Also, after the last tile is drawn and the player finishes their final turn, there is a final scoring round.
Scoring Temples: If you have the majority of men on a temple hex, you score points equal to the number on the temple.
Scoring Treasures: For each single treasure you own, you will score one point. For each double you own, you will score 3 points. For each triple you own, you will score 6 points.

For a game from 1999 the components are great, fiddly but you notice it more when you are setting up, rather than when you are actually playing. Having to stack the temple tiles is the only real nuisance, the treasures are not too bad, and everything just feels a little too small. The map hex tiles are great though, good quality and not overly busy.  

Who would enjoy Tikal?
Casual Gamers: This really depends on how casual your group is, for people who don’t mind a bit of a longer more strategic game every now and then it would fit. Lots of the time the length of the game is only increased due to over analyzing, more casual gamers are likely to just finish their turn, make a decision and not try to find the best possible outcome on every turn.
Gamer Gamers: Tikal is a great strategic game, you are trying to spend your 10 action points most efficiently every turn while at the same time trick, pressure and invade your opponents. Add in the extra pressure of not knowing when a scoring round will hit and you have a fantastic deep game for gamers.
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Through the Desert

This is honestly one of my favourite games out there. Think of it as Kingdom Builder played only in the desert sections, and the 3 ways to score stay the same every time you play. What are you left with? A perfected version of Kingdom Builder where you get to strategize and aren’t at the mercy of random card drawing, oh and the pieces you are placing are more interesting than plain wooden blocks too!
Objective: Your objective is to be the player with the most victory points by the end of the game. The game ends as soon as the last camel of a colour is taken.
Setup: The setup for Through the Desert is my least favourite part, separate the camels by colour and if you are playing with only 2 or 3 players you will need to take some out. Next randomly place the waterhole markers face up on the hexes containing black circles. Next place the Oasis trees onto the hexes marked with trees. Note that with 2 and 3 players there is a thick solid black line that separates a section of the game board, nothing should be placed on the smaller part of this section.
After all these have been placed players take turns placing 1 camel rider on the board. This is important because when you place a camel it must always connect to a camel of the same colour. You cannot place a camel rider adjacent to a: Waterhole, Oasis, Another player’s camel. After all camel riders have been placed you are ready to begin playing Through the Desert.
Note that both of the red player's camel riders have been placed incorrectly.

Game Play: Every turn a player chooses 2 camels of any colour combination he/she chooses and places them so that they are adjacent to their camel of the matching colour.
Scoring Points: When I said there were 3 ways to score I lied, there are 4.
Oasis: Moving next to an Oasis (giant green tree) scores you 5 points every NEW Oasis EACH of your caravans reach. That is each colour camel can score each oasis only one time.
The orange player's pink camels score 10 points (5 for each oasis), however
the blue camel does not score 10 points for touching the same oasis twice.

Waterhole: Water is scarce in the desert, thus visiting a waterhole is good! When a camel is placed on top of a hex containing a waterhole marker, the player takes and keeps that marker. It is worth points equal to its printed value.
Sections: Completing a closed section with one colour will score you 1 point for each hex inside of the enclosed area. You can use the mountains and game board edge as walls of your sections. You cannot enclose an Oasis or other players’ camels.
The area behind the red player's camels is enclosed, at the end of the game
this section will be worth 1 point for each hex for a total of 13 points.

Longest Caravan: At the end of the game (when one colour camel runs out) 10 points are awarded to the player with the longest of each colour caravan. If there is a tie, the tied players each score 5 points.
Components: Through the Desert has some awesome components, the player colours are not as plain and boring as in other games, although the camels are not the coolest colours...they are different not the usual red,yellow,blue,green we see in most games. The oasis trees and waterhole markers are good and allow for a number of setups, my only real beef is with the score markers, all points you score are kept track of individually and you get little score markers, then when the game is over you have to add them all up and take your opponent's word that that is how many points they got, I think a proper score board is needed.
Who will enjoy playing Through the Desert?
Family Gamers: Simple rules, no conflict, no adult themes, makes you think and strategize, freaking camels. What else could you want in a family game?
Casual Gamers: Simple rules, relatively fast play time, can screw your buddy, random board setup for replay value, low downtime, easy to learn but gets you hooked. Everything you want in a casual game.
Gamer Gamers: In depth planning and strategizing, you can directly control when the game ends, multiple ways to score, room for multiple viable strategies, no random factors. As long as you are not a serious gamer who needs your conflict/combat fix Through the Desert makes for a great strategy
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Space Station

This great card game comes to us from Fryx Games. I would describe it as a construction driven card game with a touch of worker placement and combat. Space Station supports 2-6 players and although at the moment I haven’t had a chance to try with more than 3, its one of those games that looks like it only gets better with more players.
Objective:  To score the most victory points by the end of the 6th year.
Game Span: The game is played over 6 years, you can think of these as 6 ‘hands’. During each year players go back and forth taking 1 action at a time. After all players have passed one after the other the year is over.

Before a year starts:
Each player gathers up crew tokens equal to the number of crew symbols on all of his/her modules combined and places them onto the ‘core module’ where they will await the year’s orders. 
The White beads represent your usable crew for the current year.
Then each player receives 5 Mega Credits and then chooses a colour module. Each player receives 1 Mega Credit for each functioning module of the colour he/she chose.  Note your starting core module counts towards your total of a colour (starts red and then green when you pay to flip it).
Each player now gets a chance to discard ONE card, and draws back up to 5 before the year begins.
During a year:
Players pick from a list of actions and perform 1 then play passes to the next player, this continues until all players have passed. It is possible to play again after you have passed as long as all players did not pass consecutively. All of these actions are limited by: Your amount of Mega Credits available, your amount of crew available and the amount of cards in your hand.
Build Action: You may play a Module Card from your hand as long as you can afford the cost. Most Module Cards cost 6 mega credits, connecting to a module of the same colour will reduce this cost by 1. In addition to being able to afford the card it must ‘flow’ the correct way, that is the arrows where you connect it must be going the same way on both sides not pointing inwards at each other. 

Module Action: Module actions are actions that appear on ‘functioning’ module cards. Functioning means in play, attached to your space station and not damaged. You may not use a damaged module’s action. Some of these actions require crew, these can only be done once per year and you must move your white crew chit onto the module that you wish to use. If a module does not require crew for its action then it may be carried out as many times in a year as you wish.

Repair Action: You may pay 3 mega credits to remove either a temporary or permanent damage marker from any module on your station.
Event Action: You can play one event card, resolve its text and then discard it.
Pass: If you’ve got nothing left to do, or perhaps you just don’t want to do it yet, you may pass.
Once all players have consecutively passed the year ends, now it is time to score points. The player who has the most modules of a colour will score 1 victory point, you do this for every colour every year and on the 6th and final year you will score 2 victory points for each colour you have the most of.

Each Yellow bead is worth 1 Victory Point and each Blue
bead is worth 5 Victory Points.

All temporary damage is then removed, and the first player from the last year is rotated so that they do not get to go first every turn.
The Shield Generator only protects against specific regular damage,
the Covert Ops card does temporary damage and can be used to take
down the Shield Generator so that you can target other sections of
your opponent's Space Station.

Continue these steps until the 6th year is over, at that point the player with the most Victory Points is the winner.
Components: At first I thought Space Station was going to be ‘fiddly’ and a pain to move the tiny beads but much to my surprise this was not the case. I did not have a single complaint about the components of Space Station, other than there should probably be a sheet that nicely lays out what each colour bead represents so that you do not need to constantly have the rules sheet in hand.
As a bonus the game comes with 2 optional rules, I found that the ‘Market’ rule works great to help balance the game play especially the 2 player game. The ‘Enhanced Start’ rule makes the game more interesting and in my eyes you should always play this way after your first game. There is also a solitaire version, you can find the rules here
Overall:  Space Station is a great game that actually leaves room for you to be creative, and although I admit at first glance and first try I did not think there would be as much to it, there is certainly a lot of strategy involved. After a few plays I thought there were some problems with the game, but then I read some fine print and adjusted my strategies and noticed that the game play is quite flawless. So who specifically would enjoy Space Station?
Casual Gamers: Space Station doesn’t take long to play, there is a fair amount of luck involved and it requires a fairly large area to play. Because of the appearance of the game, little colourful beads, all cards, very small rulebook, small packaging you may think that this is a lighter game, but this is not the case. If you play with a sort of laid back not care too much group, this game works great. It just appears to be a lighter game and if you play it that way you will have lots of fun.
Gamers Game: Space Station has a lot of strategy hidden behind its playful cover, how you design and layout your station actually greatly impacts how you will do. A casual player might only look at matching colours to save dollars where a Gamer will look at protecting his important modules by making sure they are not on the exterior, placing modules to make sure your placement options are not limited. The order in which you do your actions on your turn can also completely change the outcome, if you pay attention to detail and think strategically it’s almost like an entirely different game.

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Chrononauts is a quick playing light game. You take the role of time travelers and you win by either changing history to best suit your 'ID Card' or travel through time and collect the objects listed on your 'Mission Card'

Chrononauts is an entirely card based game, but before we get into how it plays, I will talk about the different type of cards.
These are the date cards, they are historical events that the game is played around.
These date cards essentially make up your game board. The purple cards are 'Linchpins', these are major
points in history altering them will alter (flip) other date cards.

Artifacts: These cards are played in front of you, it is possible for these to be stolen or forced to be discarded by opponents. If you collect all the artifacts listed on your 'Mission Card' you win the game immediately.

Patches: These are used to 'fix' altered date cards, that is turn them back to their original side if someone has reversed it and changed the course of history.

ID Cards: At the start of the game you are given one of these, if you complete your ID Card by successfully changing history you will win the game immediately.

Missions Cards: At the start of the game you are given one of these, if you collect all the 'Artifacts' listed you will win the game immediately.

Inverter: These cards simply take a date card and flip them to their other side. The reverse fate may only turn over a 'linchpin', these are date cards that directly affect other date cards. That means that by reversing one card you may reverse a number of other cards at the same time. The prevent assassination card is used for specific historical dates where someone was assassinated and is used to reverse that and return the card to its original side.

Timewarp cards are action cards that can be played at any time, they let you do something specific and often make it very easy to win.

Gadget: These cards stay in front of you when played and allow you to do more than just your basic action of draw 1 card and play one card every turn.

 Action: These cards let you perform a single powerful action, after they have been resolved they are discarded.

At the start of the game players draw 5 cards, 1 ID card and 1 Mission Card. Every turn players will draw 1 card and play 1 card, they may only play additional cards or draw additional cards if they play a card that allows them to do so. Players may also discard 2 cards to draw 1 new one every turn. The game ends as soon as a player has either successfully changed history so that it matches his/her ID Card, or collected all of the artifacts listed on their Mission Card.

 Who will enjoy Chrononauts?

Casual Gamers: Because of the random luck, very simple mechanics and quick play time, Chrononauts is best served to casual gamers who want to play to unwind and relax, or perhaps before playing an in depth strategy game. All that aside, Chrononauts is a great little game and gets better the more players you add in. I would recommend Chrononauts to a group that has 4-6 people and needs something to play between longer games or just wants a lighter game.
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