AZUL – WITRAŻE SINTRY – SAGRADA – CORAL (ISLANDS) – REEF

AZUL – WITRAŻE SINTRY – SAGRADA – CORAL (ISLANDS) – REEF

Co łączy te tytuły? Częste ich porównywanie i pytanie ‘który lepszy’. Co je dzieli?

Azul
2-4 graczy     45 minut        poziom trudności 1.81/5      ocena BGG 8.0

Jesteśmy w Portugalii i układamy płytki na ścianach pałacu, które ułożone w odpowiedniej konfiguracji, dadzą nam punkty. Jeśli mamy ich zbyt wiele, nie starcza nam kleju i spadają one na podłogę dając nam sporo punktów ujemnych.

Tematyka – układanie płytek
Komponenty – plastikowe płytki przypominające ceramikę
Plansza – osobista, taka sama dla każdego gracza
Myślenie przestrzenne – 2D (płaskie)
Poręczność – czasem zdarzy się, że płytka wysunie się z miejsca, łatwe do naprawienia
Zależność językowa – NIE MA
Interakcja między graczami – istnieje, jeśli liczymy podbieranie kawałków potrzebnych przeciwnikom, i zmuszanie ich do zdobywania ujemnych punktów

Witraże Sintry
2-4 graczy       45 minut        poziom trudności  1.96/5        ocena BGG 7.6

Uzupełniamy witraże, za które zdobywany punkty. Co rundę inny kolor daje nam punkty bonusowe. Do tego wymieniamy ukończone części okien na nowe, przesuwamy się po planszetce, bo nie możemy budować gdzie nam się podoba i czasem nam się zbije szybka, ale to nic, nie tracimy zbyt wiele.

Tematyka – układanie witraży
Komponenty – półprzezroczyste plastikowe płytki, przypominające cukierki HALLS
Plansza – osobista, inna dla każdego gracza, modułowa
Myślenie przestrzenne – 2D (płaskie)
Poręczność – przesuwanie i odwracanie ukończonych okien
Zależność językowa – NIE MA
Interakcja między graczami – znikoma

Sagrada                               
2-4(6) graczy      45 minut      poziom trudności 1.88/5       ocena BGG 7.66

Projektujemy witraże i staramy się używać jednego koloru szkła w szczególności, bo daje nam dodatkowe punkty. Szybki dobieramy ostrożnie, by dwie takie same nie były obok siebie. Używamy narzędzi, żeby naprawić to, co zepsuliśmy. Jeśli zostawimy puste miejsce, robimy przeciąg i dostajemy ujemny punkcik.

Tematyka – układanie witraży
Komponenty – półprzezroczyste kostki
Plansza – osobista, inna dla każdego gracza, wybierana na początku gry
Myślenie przestrzenne – 2D
Poręczność – czasem zmienimy niechcący oczka na kostce, trzeba pamiętać co i gdzie było, kości zostają na miejscu poprzez podwójną planszę z wykrojem szablonu
Zależność językowa – TAK (tekst na kartach)
Interakcja między graczami – podbieranie kości pasujących przeciwnikom; znikoma w dodatku 5 i 6 gracz, gdyż każdy ma również osobistą pulę kości

Reef    
2-4 graczy       45 minut          poziom trudności 1.83/5          ocena BGG 7.3

Budujemy rafę koralową na dnie oceanu. Do wyboru mamy jedną z dwóch akcji, albo dobieramy kartę, albo ją zagrywamy zdobywając elementy rafy oraz (nie zawsze) punkty. Tworzymy kombo na ręce i mamy nadzieję, że uda nam się je zagrać zanim wszystkie elementy jednego koloru znikną z puli i gra się skończy. Punktów ujemnych brak.

Tematyka – budowanie rafy koralowej
Komponenty – kolorowe, plastikowe kształty
Plansza – osobista, taka sama dla każdego gracza
Myślenie przestrzenne – 2D, głównie patrzymy na planszę z lotu ptaka, pilnując wysokości rafy
Poręczność – kawałki działają jak lego
Zależność językowa – NIE MA
Interakcja między graczami – znikoma, podbieranie kart potrzebnych innym graczom

Coral      (aktualnie na kickstarterze)
2-4 graczy    45 minut     poziom trudności – ??       ocena BGG 6.0

Budujemy rafę koralową na dnie oceanu starając się ułożyć trójwymiarowe kształty, których elementy mogą znajdować się wewnątrz rafy – trzeba pamiętać co gdzie się znajduje, a także czy przypadkiem dana kość nie dała nam już punktów w tej rundzie. Twój koral jest wysoko i daje dużo punktów? Zablokuj go sam zanim zrobią to inni. Wypełnij jak najwięcej kształtów, a będziesz najlepszym koralowcem/naukowcem.

Tematyka – budowanie rafy koralowej
Komponenty – półprzezroczyste kości
Plansza – wspólna, inny układ dla różnej ilości graczy
Myślenie przestrzenne – 3D, trzeba znać rafę na wylot
Poręczność – dużo kości jedna na drugiej, wystarczy poruszyć niechcący stołem i trzeba grać od nowa
Zależność językowa – NIE MA
Interakcja między graczami – wysoka, blokowanie kości, podmienianie kształtów

Gra Wstępna – pierwsze podejście do podcastu

Cześć!

Wraz z nowym rokiem postanowiłam zrobić coś nowego. Jest to moje pierwsze podejście do podcastu. Mówię o grach z 2018 a także o tym na co czekam w 2019. Dajcie znać, czy taki chaos słowny z mojej strony w ogóle ma sens 😉

Kości Zostały Zmienione

Jeśli byliście tu już kiedyś, to wiecie, że lubię odpicowane gry. Jeśli gra nam się podoba, i wiemy, że zostanie na stole na dłużej, lubimy żeby ładnie wyglądała. Oprócz elementów takich jak zasoby czy meeple, można oczywiście odpicować kości.

Wiele gier w naszej kolekcji posiada dość nudne i zwyczajne kostki, które mogłyby być bardziej tematyczne. Zrobiłam listę takich gier i udałam się do mojego ulubionego sklepu z kośćmi Q-Workshop. Pod zdjęciami są linki do kości, jeśli też byście chcieli się zaopatrzyć.

Zobaczcie, co udało mi się złowić i jakie gry zostały odpicowane 🙂

Abyss

Do Abyss kości nie trzeba, do Krakena też nie, ale Leviathan już dwie kostki dodaje. Oryginalne są całkiem ładne, lekko brokatowe. Aczkolwiek ja natknęłam się na te, które moim zdaniem wyglądają ciekawiej.

KOŚCI

Jamaica

Piraci to jeden z moich ulubionych tematów, więc pomyślałam – czemu nie pirackie kości? I wiecie co? Nawet rozmiar mają taki sam, jak oryginał!

KOŚCI PIRACKIE

Ciężarówką Przez Galaktykę

Trzeba wiedzieć skąd nadleci asteroid. I dużo lepiej wygląda to na kościach w klimacie sci-fi!

KOŚCI GALAKTYCZNE

Mechs vs. Minions

Tu chyba kłócić się nikt nie będzie, przy takiej jakości komponentów, jakie dostajemy w tej grze, metalowe k6 są po prostu musem!

KOŚCI METALOWE

Near and Far

Jedna z piękniejszych gier w kolekcji, jedyne co dla nas było nie do końca 10/10 to właśnie kość. Tu nie mogłam się zdecydować, więc wybrałam dwie – w końcu przy pojedynku możemy rzucać równocześnie!

KOŚĆ CLOCKWORK

KOŚĆ KLASYCZNA

Everdell

Ach, no tak. Piękny Everdell, cudne grafiki, super drzewo, niesamowite zasoby i.. zwykła, czarna kość do trybu solo. No to aż się prosiło o zmianę na coś bardziej w klimacie!

KOŚĆ FOREST

Uczta dla Odyna

Nad tą grą ciąży klątwa – nie lubimy się za bardzo. Może dlatego, trochę podświadomie, zamówiłam złą kość? K10 zamiast K12… ale to nic! K8 dalej zostaje tematyczna i piękna.

KOŚCI VIKING

Podaj Łapę

Podaj Łapę to gra rodzinna, w której wcielamy się w rolę pracowników schroniska, a naszym zadaniem jest dobranie idealnego psa dla każdego klienta.

Pojawiające się w schronisku czworonogi są różnych rozmiarów, maści i charakteru. Podczas rozgrywki musimy odpowiednio wytresować pieska, którego dopiero możemy oddać do adopcji, jeśli spełnia odpowiednie warunki.

Na początku wybieramy jednego z przydzielonych nam przyszłych właścicieli, oraz psa – albo jednego z tych widocznych w schronisku, albo na chybił trafił z zakrytej talii. Zaczynamy z pięcioma punktami energii i trenujemy, a kiedy psiak się zmęczy, dajemy mu odpocząć i tym samym odzyskujemy dwa punkty energii.

Na polach treningowych, gdzie ćwiczymy cierpliwość, wierność, kondycję oraz przyjacielskość, może przebywać tylko jeden psiak na raz – chyba, że mamy kartę, która neguje tę zasadę. W sklepie zoologicznym możemy zaopatrzyć się w karty pomocy, które jak sama nazwa wskazuje, pomogą nam w tresurze. Czasem będą to punkty energii, a czasem specjalne umiejętności.

W każdej rundzie można wykonać trzy akcje, i dodatkowo poza akcjami, można oddać psa do adopcji i dobrać nowego właściciela i psiaka do tresury.  Przed każdą rundą odkrywamy kartę wydarzeń, która sprawi, że każda runda będzie trochę inna, np. któryś z torów treningowych będzie nieczynny.

Psiaki mają różną wartośc punktową, w zależności od stopnia zaawansowania. Liczymy punkty tylko za te, które zdołaliśmy odpowiednio wytresować. Gra toczy się przez 10 rund, a wygrywa ten, kto zdobędzie największą ilość punktów.

Jeśli chodzi o wykonanie, plansza jest złożona z pięciu puzzli z dobrej jakości tektury. Grafiki są urocze i różnorodne, ikonografia jest czytelna i zrozumiała. Jest to gra zdecydowanie dla rodzin z dziećmi, ale jest ona dobrym początkiem w temacie worker placement.

Low Lands

Highly competitive, passive-aggressive, cutthroat dike building. Oh, and some sheep.

So you probably know Agricola or Fields of Arle, or any other Rosenberg’s game. Well, this is not one of those. You do heard sheep, and build buildings and features on your field, and breed the sheep, until everything is covered in wool and wooden fences. You sell sheep, to get money, to do absolutely nothing with it, apart from scoring points at the very end (ok, in a 2 player game they help a bit, but it’s not really a desirable option anyway).

But above (?) all this, there is flood, that’s coming quicker than you think. So you need to buy the dike. Here comes set collection aspect. You need 1/2/3/or 4 cards to build respectively that many ‘parts’ of the dike (in a 2p game). Once the 4th part is built, you add a block. And then you look if the tide is higher or not. If it’s not, you’re fine, and if you are the master builder, you get the money. If it is, you’re screwed and lose sheep – if you are not the master builder, with the lucky hand.

And again, with two players, there is only two of you who build the dike. And you have to ask each other for help, but you don’t have to help each other, because as far as it advances the dike, helping doesn’t give you any points. So here, build a lot of that bloody dike, and then lay back, and build buildings, and let the others suffer and drown.

Again, I understand why people like this game, and non of us is saying that it is a bad one. All we made out of it, it is not an enjoyable two player game for us.

Alicja’s Thoughts

Right, now first put some filters on : it is not a two player game and I do not particularly enjoy passive aggressive games, that punish you for poor hand. If I haven’t got the resources to build the bloody dike, I am not going to score points, therefore when the flood comes, I will lose sheep. Does Matt care? Nope, he built quite a bit, with my help (silly me…), and doesn’t give a sheep’s bum about the flood.  And so I suffered, pretty much the whole game. I think I was expecting something like Uwe, but as much as it is trying to be, it is not Uwe. However, I feel like with 3 or 4 players the game would be totally different, as more people would contribute to building the dike. Or would they?

6/10

Matt’s Thoughts

Had heard good things of this one, but none of the previews I had seen seemed to grab me. There was a lot to take in with the rules at first, but it was not too complicated once we got going. Unfortunately this one did not connect with me. I feel it would work better with more players, but at two players it feels like you both have to be constantly working on the dike otherwise one player gets way ahead on the scoring and it floods. Maybe I didn’t really understand all the nuances of the game, but for this initial playthrough, it was merely ok. Would like to try again with a full player count though.

7/10

*there super duper sheep and dog don’t come with the game, we could use them thanks to Nick at the Ludoquist!

Through the Desert

You are in charge of 5 riders, sitting on 5 different coloured camels. You are scattered through the desert, and you’re trying to form a caravan. Ideally, you want to connect Oases (palm trees), and gather some points (water holes) on the way. The game ends when the supply runs out of one of the coloured camels. You gotta be careful there, that’s what made Matt lose!

Sometimes you may find yourself completely bloked in the middle of the desert, because you focused on different colours – me. And sometimes you may somehow cut off a large bit of the map, and score all the water holes in the area – also me. At the end, the player with the most camels of one colour in the caravan gets 10 points, and that happens for each colour. Add the points from water holes and oases, and there you go, that’s your score.

It is a short review, because it is a short game. But it’s a thinky one, nothing random, if you lose, it’s simply because you didn’t make the right choices. Blame yourself, get on your camel and ride away.

Alicja’s Thoughts

To be honest, I have never heard of this game, before seeing Rahdo’s runthrough of the second edition. At first I thought – well, another camel game. And, yes, it is a camel game, but man it is fun! Quick, clever and not at all random! Everything you do, is because you came up with it. It’s your strategy, your decisions. Well, unless someone cuts you off, or finishes the game just before you were to score extra 10 points. Mean? Not really, you could have seen it coming! I’m not even gonna mention those cute, pastel-coloured camels, and for the sake of the game, I won’t rate the first edition’s board.

7,5/10

Matt’s Thoughts

A great fairly quick and tactical game. Really enjoyed trying to plot out the best routes in my head whilst anticipating my opponents’. In the game we played, I failed to see how close to the end of the game we were and so a couple of big set ups I had planned got cut short. However this didn’t feel frustrating, as it was my fault and not just random chance. There is no hidden information in this one, so it’s just a battle of wits, which I like from time to time, but might put off others. Would be interested to try out with higher play counts. We played first edition, which had good moulds for the camels/riders, however, the board and tokens are pretty low quality. The good news is that there is a new edition which has really nice components.

8/10

Founders of Gloomhaven

I’m sorry to break it to you, but this is not a dungeon crawler, and you really don’t need to have previously played Gloomhaven, to enjoy this one – you know, in case you’re looking for excuses not to buy it. Technically, it could be any other theme. But THANK GOD it is what it is.

Founders of Gloomhaven is a competitive co-op, if there is such a thing. You are working together to build the city of Gloomhaven, however, you compete to have the ownership of buildings and resources, because this is what scores you points.

You start with pretty much nothing, and I’m not gonna lie, the game drags a bit in the beginning. There isn’t much you can do, as you lack in money and resources, but after some time you’ll find yourself having to choose the best possible option among quite a few available. Do you build a resource, that will allow you later to build a building, or maybe you build a road, that connects your existing resource to a building, which then is delivered and scores you points? The options are a-plenty.

In a two player game (which we experienced) you get 6 starting cards, and like in Concordia, you play one on your turn, and said card determines your action. Then your opponent gets to do the follow up action, which is I’d say at least half as good as your option. If they can’t afford it, there is always a simple action, like get a coin, influence token, build a road or place a worker.

Worker placement? I would’t go that far. Each player has got 3 available workers (once they build the houses), and they allow them to do their special action (different to every race), or the action on Prestige buildings. But you may not even use them at all.

I’m not gonna go into details of each card (I’ll save that for the video), but you can choose between buildings, getting income (in a 2-player variant), recruiting helpers, trading or getting all your discarded cards back to your hand. There is an element in this game (and Dice Forge) that I really appreciate – you do get to do something even if it’s not your turn. Great stuff!

The card, that gives you back your hand, is an interesting one. That’s the one, that reminds us of Concordia. You get your discarded cards and used workers back, foe each of the remaining cards in your hand you get money/roads/white influence, and your opponents get income, and then you vote. Vote? Yes, well the prestige buildings won’t build themselves. So how does that happen? There are always three of them available, under three symbols, a circle, a square, and a triangle. When you call for a vote, everyone in secret chooses the shape, and add influence tokens if they wish so, to empower their vote, and then you reveal. The building with the most votes gets to get build by the person who had the most influence during the vote. And the vote is necessary, because different buildings are in need of different resources, and you want your ones to be delivered, to score you points. Choices!

Anyway, you are probably half way through building the city, and it looks like nothing. Two random gatherings of resources and buildings, you are running out of space in the area.. oh, didn’t I mention? You can only build one building of each type in one area, and some of the buildings can only be build on a certain terrain type. Here’s where things go wrong. Here is where you can actually get analysis paralysis.

But where is the competitiveness in this co-op? You start with the ownership of three (two in a 3 and 4 player game) resources, and to build tier 2 or tier 3 buildings, you need more resources. And guess what? The other ones are owned by your opponents. So you need to trade to get access to them, which is not going to score you any instant points, but later in the game it is going to be very useful (and will score some points to your opponents). So, again, it doesn’t have to be your go, for you to get points.

And as the city grows, and the prestige buildings’ orders are filled up, the game is nearing the end, and before you know it, someone places that last road connecting required resources to finish the last building, and boom, game over.

There is not much hidden scoring in Founders, if any really. You get extra points for red influence tokens, and money, and that’s about it. It’s awesome!

Alicja’s Thoughts

Man this is a monster of a game! I always feel a bit intimidated by big games, that offer a huge range of actions (like Feast for Odin), but this one was such a pleasant surprise! I was also worried, because the YouTube videos with rules explanation were all just soooo loooooong, and made me lose interest in the game. But Nick at the Ludoquist made it so easy and QUICK, that I just couldn’t wait to start playing. And as soon as we finished, I wanted to play it again. And you know what? We bought it. This is definitely one of the ‘try before you buy’ games, which I strongly recommend to you, seeing how many copies can be found put up for sale online.

9/10

Matt’s Thoughts 

I was apprehensive of this one at first. After watching a 45min how  to play video on YouTube, I fell asleep 30mins in and couldn’t remember much before we played. However, the Game Guru at the game cafe we went to (Ludoquist, Croydon), was able to teach us the rules in about 10 mins and off we went without too many rule clarifications needed throughout the game. After about 90mins of play, we had built a sprawling city and I had lost horrifically. However, I loved playing this game. You really do feel like you are working together to build a city and creating networks of resources. There is pretty much no luck in the game and only a little hidden information, so this could be quite a competitive game, with certain crowds. Even with more players there shouldn’t be too much down time as you get to do an action everyone’s turn, allowing you to set up things for your turn. This game had little features adapted from other games which come together to create something truly unique. Can’t wait to ply this again!

9/10

EXIT games – RATING

We are huge fans of escape rooms and everything that’s connected with it. We stumbled upon EXIT games about a year ago, and ever since, this is our favourite family fun! It’s cheap, it’s a brain workout, and it’s just great! We started with Abandoned Cabin, and followed all of them, to Dead Man on The Orient Express. Here is a spoiler free list of all of them, in the order of the least, to the most fun!

The list was made considering the ratio of difficulty level and fun we had. I gave minus points for fiddliness, obviousness and irritation caused. I added points for WOW moments and satisfaction of solving the riddles. Difficulty is the one stated on the boxes, this is not my rating. Here we go!

8.Polar Station                                    difficulty ***                     rating 3/10

We have found this one just a bit boring, some riddles were simple, some overly complicated as for the outcome. This one didn’t have any impact on us, and I remember  only one task.

7.Secret Lab                                         difficulty N/A                    rating 4/10

This one was interesting, however many riddles turned out to be irritating, to the point that I just wanted to check the answer, and that means the fun factor was just not there.

6.Forbidden Island                            difficulty ***                     rating 5/10

Oh, the pirates.. the theme was fun, first couple of riddles were really easy, and then, on the last one, after 20 minutes of failing, we have given up, and looked at the clue. And we were disappointed like never before during EXIT games, and this is the last of all eight we have played.

5. Forgotten Castle                              difficulty ****                   rating 6/10

A good one, although a bit fiddly in places. I liked the theme, but this one requires high precision, and it makes it just a bit too annoying.

4.Sunken Treasure                        difficulty **                        rating 6/10

Ok, not a bad one, probably the best one to start with. Linear riddles, that tell you almost exactly what to do. Also some interesting takes on some things.

 

3.Pharaoh’s Tomb                           difficulty ****                   rating 8/10

Ok, got to the final three. This one was a challenge, and we have used a clue or two. The only reason this one is not higher on the list is because, again, it had some unnecessary fiddliness.

2.Abandoned Cabin                      difficulty N/A                     rating 9/10

This had the most WOW effect on us! Maybe because it was the first one we ever done, at points, we were actually standing and shouting.

1.Dead Man on The Orient Express
difficulty ****                                   rating 10/10

One of the most recent ones, and Oh-My-Gosh that’s a good one! I’m not gonna lie, it took us about two hours to finish this one, but we are proud to announce, that we haven’t used any clues. It was a true murder mystery, and had no fiddly riddle, all made complete sense, and you really had to use your brain. It was a mix of EXIT and Sherlock Holmes Consulting Detective. A brilliant one!

 

We are looking forward to the next two releases, The Sinister Mansion (difficulty ****), and the Mysterious Museum (difficulty **).

Top 10 Games I Suck At

Inspired by The Dice Tower list during the UKGE, I thought I’ll do my list of To 10 Games I Suck At.

10. Harvest Dice

A new addition to our collection, a roll and write game. You plant vegetables, feed the pig, pump up prices on the market… and somehow, I always end up with empty field, cheap goods  and quite fat pig.

9. Queendomino

Right, so I know now I have absolutely no spatial thinking. The grid just scares me, whether it’s 5×5 or 7×7, I always end up with empty spaces.

8. Caverna

There is just too much choice, and somehow, I always end up picking the wrong action, either giving other people stuff, or taking something I don’t need.

7. Photosynthesis

Point management and thinking ahead are not my things I guess, I plant lots of trees, and they never grow bigger, they stay in shade and score me nothing.

6. Azul

A pretty take on thematic abstract game, at which I stare in amazement, forgetting to collect five of the same colour or completing columns.

5. Clank!

Whether in the dungeon, under water, in the pyramid or in space, I always panic, grab the loot and run. Then I sit there for half an hour watching others win.

4. Magic Maze

Ok, one thing is, that you don’t allow me to talk. Another thing is this big, red pawn. That’s what nightmares are made of.

3. Blood Rage

Vikings! Valhalla! Ragnarok! Rage! Indeed, especially, when you play your best card, and someone cancels it with their *stupid* one.

2. Clans of Caledonia

I am just trying to do too much at once I guess, I want cheese, I want whiskey, I want cows! Oh, wait, what? The game is over? Oh, well…

1. Feast for Odin

Never been good at Tetris, ever. Plus the range of actions to take… It’s Caverna all over again, but with Vikings. And islands. What do I know, never had one.

Pioneer Days – which disaster do I cause, which one do I fear the most?

PIONEER DAYS

Player count          2-4

Time      45-60

Age        14+

“You have a wagon, a cow, some wood and a drug, some coins in your pocket, and some town folk to help, you’ll get to the town before the storm hits the land..” Sounds like a bad country song? Nah, sound like a beautifully done, very thematic, dice drafting game.

OVERVIEW

In this one, you’ll try your best, to have as many wagons full of goods, some cows, and some people, who will help you out during your journey. The game takes place during four weeks, at the end of which you’ll arrive at the town. On your journey you’ll pull out dice out of the bag, and everyone will pick one. They can take the money, the good or the person, which the dice represents. The die that hasn’t been picked, goes on a disaster track, which advances it. Once the forth one of the same colour gets left over, the disaster happens. Good thing is, you can prepare for everything. You see the trackers moving, you and the other players decide which one happens when, by picking the dice. Nothing is hidden, the orders are not secret, so you know what to collect. The dice, that you discard advance the disaster tracks, so you know what’s coming.

RE-PLAYABILITY

Each game will be different, as the character sheets, like in Harvest (another great one by Tasty Minstrel Games), you can be a regular pioneer, or chose to play an advanced one, where everyone starts with different resources. The town folk deck and the orders will come up in different configurations, also the dice will advance the disaster in a different way each time you play. I see how this game may become addictive, as since we played it I can’t stop thinking about it.

LUCK

Well, obviously where there is dice, there is luck. However, you can pay to change the dice face. The cards that come up are random, but they are never bad, however they may be useless, but there is always a thing to do on your turn. You don’t like the dice – change it, you don’t want the person – take the money, you don’t want the money – take the goods. No space to store them? Buy another wagon! There is always an option, and never will you spend your round doing nothing.

COMPONENTS

The quality of components is astounding, the cardboard is thicker than any other we’ve ever seen, the boards are sturdy, and even the cows seem more detailed. First player marker (horseshoe) and wooden wagons and meeple are also great. Artwork on cards is beautiful, and it all presents on the table pretty well.

DO I NEED IT ON MY SHELF?

Do not buy, if you expect strategy like in Great Western Trail. Buy, if you want something way better , but still in the spirit of The Oregon Trail.