Wednesday, 28 July 2010

Traders and Barbarians: The Caravan

Right then, continuing with my series of reviews on Catan: Traders and Barbarians, we’ve finally arrived at the red-headed step child of the bunch… Well, that’s probably a bit harsh, but Caravan’s is probably the least innovative scenario in the book, despite adding wooden camels to the game, it changes the base game so little that I’d rather just play Settlers… probably…

The Fluff

Still reading? Good, haven’t scared everyone away yet then. The Fluff in the rulebook reads:

“Nomads have settled at the oasis. They are in dire need of wool and grain, and they offer commodities of the desert in exchange. Since the settlers of Catan can always spare some sheep and grain, the nomads are sending out camels to transport those coveted resources”

It sounds like quite a cool theme, but it really doesn’t come across. Lets take a look at what comes in the box….

Unboxed

  • 1 Oasis Hex
  • 22 Wooden Camels

The wooden camels are nice enough, why they are gold is a mystery, but who cares. The Oasis hex replaces the Desert Hex in the core game and other than a slightly bigger oasis, the only special thing about this hex are the three arrows which indicate where Caravans may be begin.

Playing the Scenario

Set up he game exactly like standard Settlers with the exception that the Oasis hex is always placed in the centre of the island. Although you will use wool and wheat to bid on camels, there is no special requirement for them to be overly plentiful.

image 

Everything works the same as standard Settlers with the following exception. Whenever a player builds a settlement or upgrades a settlement to a city, at the end of the round a Camel is auctioned off. The number of settlements and cities built during the turn has no effect on the number of camels up for auction, only one camel is auctioned at the end of the round.

Starting with the current player, each player in turn openly bids a number of Wool and/or Wheat. All bids are spent regardless of who actually wins. Each resource bid entitles you to one vote as to where the camel goes. In the case of a tie the player whose turn it is places the camel, regardless of how many bids they had.

Camels must be placed so that the tail end connects to the head end of a previous camel or one of the arrows on the Oasis hex. Once started Caravans can converge to form a single caravan but they may never branch off. So at most you will have three Caravans of camels.

A road with a Camel on it is worth 2 Roads for the purpose of determining longest road. A settlement or city with a camel on two of the three connecting paths is worth an additional victory point. The game is played to 12 victory points.

Opinions

Camels is too similar to the base game, therein lies my problem. It takes quite some time to explain to players what the bids are and who gets what and how you score additional victory points, but at the end of the day the game plays pretty much the same. It’s rather complicated to explain without any noticeable reward.

Also, it doesn’t really change the strategy of the game. Sure it makes Sheep more valuable, but so does Seafarers but in a much better way. Admittedly you could hoard sheep and wheat and win every auction but at the expense of building settlements and cities.

Also the open biding mechanic doesn’t really work for me. During the last game we played I would deliberately let an auction go because I could only tie with another player meaning the current player would get the camel unless we could decide between us a neutral location to place it and generally it was less damaging to me to lose the camel than to tie for it and lose the resources.

The victory requirement of 12VP’s is not so high as to force you to win camel auctions either, which means players can choose to ignore them and whenever a game element can be ignored is not a good thing. Overall, if you want a Catan game experience that feels like you are trading with nomads or other cultures then either of the seafarers scenarios Cloth for Catan or The Forgotten Tribe are ultimately more satisfying. 

But lets not despair too much because the final two Scenarios in T&B are awesome. Barbarian Attack and Traders and Barbarians really explore just what this expansion is all about, Options!

See you again next week with a look into the rules of Warhammer Fantasy Roleplay.

Wednesday, 21 July 2010

Safe for Wife – Forbidden Island Review

A couple of weeks ago, a reader Brad Cummings contacted me with a suggestion for a new segment focusing on games that can be played with wives/girlfriends, although a lot of the points Brad makes can also be applied in general to non-gamers. So, without further ado, I’ll step aside and let Brad talk, hopefully you’ll enjoy the review as much as I did.

Forbidden Island

Hi, I’m Brad Cummings I entered into the hobby in 2009. I had clip_image002previously owned Settlers of Catan and had played Magic, Warhammer etc while growing up, but it was not until 2009 that I started collecting and playing a wide variety of boardgames.

I have been reading Unboxed reviews for the past few months, and expressed interest in contributing. The quality of reviews on this site is very high, and I hope that you enjoy this slight change of focus. Please let me know if there are ways that I can improve, I am always looking for advice.

The Safe For Wife Angle

I was married 10 months ago to my beautiful non-gamer wife. I have slowly introduced my hobby to her, and though not every game is a success, we have found several that we love to play together.

I have been writing reviews that look at games from the angle of how they will work with a non-gamer wife, and by association other non-gamers. Obviously, not every wife is the same, but I will attempt to review each game based on several aspects that I feel can make or break a game for a wife. These include: Theme, Length of Play, Components and Size, The Screw You Factor(Direct Conflict), and Rule Complexity.

Forbidden Island

Forbidden Island is a co-op game designed by Matt Leacock and published by Game Wright. It is clear by its complexity and design that it is aimed at a younger or more casual card. Is it “Safe For clip_image004Wife?”

SFW Meter:

7/10. Co-op games do not generally work with my wife. She feels (as well as my non-gamer family) that co-op games lack the excitement and competition that they feel games thrive on. Both Lord of the Rings and Pandemic bombed. But after a play or two of Forbidden Island it worked. Though I do not agree, I can understand her point of view and will explain why Forbidden Island worked where others did not.

Components and Size: 9/10.

Unboxed:

  • 58 Playing cards (Flood deck, Player deck and Role cards)
  • 24 Island Tiles
  • 6 pawns
  • 4 treasure figurines
  • 1 water meter
  • 1 water level marker

In terms of sheer value, Forbidden Island excels. For around $12 you get tiles, player pawns, playing cards, and treasure markers (moulded out of soft and hard plastic) all contained in a decorated tin. There are no real complaints for a non-gamer wife here. It is has small storage space and minimal price, what is not to like? (I would mention that the lid of then tin can pop off occasionally allowing pieces to scatter, but this is not a problem if everything is stored properly on a shelf).

One of the reasons Forbidden Island succeeded with my non-game wife where other co-op games failed is the board. Unlike Pandemic the board in this game is modular. Each time different needed tiles will be in new areas. As the game progresses different tiles from the board will sink and be lost forever. This type of board is simpler and really changed the way my wife viewed the game. The spread of diseases seemed somewhat abstract to her, but deciding whether or not to stop a tile that is directly underneath your feet from sinking seems more direct.

Length of Play: 10/10. This is one area where Forbidden Island really shines. A game will usually take around 30 minutes. One of clip_image008the things my wife disliked about co-op games it that you spend an hour playing only to throw your hands up and shout, “Everyone’s a Winner” or worse “Everyone’s a Loser.” With Forbidden Island, the co-op game does not need to be the main event. She is often willing to play Forbidden Island knowing that we will play something competitive afterwards.

The 30min length of Forbidden Island is prefect to play with those who are on the fence about co-op or who are new to this style of gameplay.

Theme: 7/10. I have heard the theme for Forbidden Island described as a classic hollywood B adventure movie. I like this description, but, honestly, in Forbidden Island the theme seems fairly unimportant. The names of the locations and the shapes of the treasures add flavor but not much more.

The most important element of the theme is the island and the fact that it is sinking. The tile board is perfect at showing this, as towards the end of the game only a fraction of the island will remain. This element of theme is one that was appealing to my wife. It creates a high level of tension that we did not feel while playing Pandemic.

Direct Conflict or the Screw You Factor: 0/10. Let’s be honest, in a co-op you are all playing against the board. In this clip_image006pure co-op game there is no conflict between players. However, the high level of tension created by this game can fill the competitive void. You must work together as your footing literally disappears.

Conclusion: 8/10: For a non-gamer wife or non-gaming family I would argue that Forbidden Island would be the best introduction into co-op gaming. In terms of fun, complexity, quality, and value, it cannot be matched.

As a gamer I enjoy this game. I actually recently traded Pandemic because I was only playing it solo and Forbidden Island was a better value. However, if I were to play a co-op at a game night I would vote for Ghost Stories or Shadows Over Camelot. For casual gamers and my wife this is the perfect fit.

My Two Cents

Thank you Brad for bringing a perspective to the blog that I don’t, finding games to play with “the wife” is a common gamer problem and I’m really glad you are willing and able to offer your point of view.

I do however however have one small thing to note. While the US can enjoy that $12 price point (which is approximately £6) the RRP of the game in the UK is actually £17 which is considerably more expensive. For a game with so much in common with Pandemic, I really can’t justify owning both.

So, I hope you enjoyed Brad’s review as much as I did, hopefully we will see more from Safe For Wife in the future. If you want to contribute to the blog you can email me, just click on the Contact Us button in the sidebar and let me know what you have in mind.

I am always looking for ways to expand the content of the blog, I do not currently receive anything in the way of free games which means every game I review comes from my personal collection. That is why I am very grateful to Brad for helping me bring titles to the blog that I simply don’t own.

Coming next week another look into Traders and Barbarians as we look at The Caravans Scenario. 

Saturday, 17 July 2010

Cool New Look

Despite being my most popular blog Unboxed has really lagged behind with regards to a style update. I hope you all like the new look, I decided to add the second sidebar so that the “What I’m Playing” gadget is more prominent. Also the “pages” bar is now actually visible for a change!

With that little bit of house keeping out of the way, I just wanted to talk for a minute about Games Lore and my latest purchases. What Games Lore has which a few other companies do too (Infinity Games – Search for Not Mint) is a Damaged selection.

Now, I love a nice sturdy, rather beautiful Fantasy Flight box as much as the next man, possibly even more. But, I also love a bargain and the deals Games Lore offers are great. For what is generally just a dent you get about a third off the RRP. I, for example just picked up the new Winds of Magic supplement for WFRP for just £25 instead of £40!

With expansions there is really no need to keep the box anyway, so having that dent or even a tear is really unimportant in the grand scheme of things.

I also picked up a copy of Wings of War: Dawn of World War II, based on recommendations from the D6Generation, also damaged, but knowing FFG like I do, the contents would still be safe and sound even if you dropped a Hydrogen Bomb on the box.

So, the moral of the story is then, if you aren’t buying the game as a present, or to put in some kind of showcase, it can be worth checking out the damaged stock to grab yourself a real bargain and help you buy more games. 9 times out 10, the contents will be perfectly fine, the only problem I’ve had so far was some minor creases on the corners of my Chrononauts cards, but the game is still 100% playable and I’m having a blast with it.

A final note about Games Lore is that they still have copies of the promos for Dominion, as well as new promos for Eco and Family Fluxx.

We have promo cards for Eco Fluxx and Family Fluxx which we'll send out with copies of those games. We still have the Envoy and Black Market card sets for Dominion and they are also being sent out with the new Dominion Alchemy Expansion.

- Games Lore Newsletter -

Right then, that really is it… Hope you like the new layout and I’ll see you on Wednesday with a review about Forbidden Island.

Wednesday, 14 July 2010

Pandemic

Long time followers of the Blog will know that Pandemic won the coveted title of “Most Disappointing Game of the Year” back in January and now I will try and defend my decision on that.

I got caught up in the hype, lets not pretend that there was no hype, there was and there has been with each subsequent Matt Leacock release. I read everything I could get my hands on about this game, I read good reviews and bad reviews, I read the expansion rules, I read the core game rules, I was excited about the game… And it just couldn’t hope to live up to what I wanted from it.

Pandemic is in no way a bad game, but it just isn’t an awesome game either, it’s just ok and that’s fine too.

Theme

In Pandemic you are a member of the CDC sent out to battle disease wherever it may lie. What are those diseases called you ask? Why… Red, Blue, Yellow and Black of course. And how do those diseases manifest you might ask, why as Cubes of course.

The truth is while the game claims to be about fighting disease, it’s really not, it’s an abstract maths puzzle. In a lecture given by Matt Leacock, he describes the method he used to create the game and it is really mathy, that’s not a bad thing, but if you buy this game expecting it to feel like you are fighting off killer diseases, you’ll probably be disappointed.

Unboxed

  • 5 pawns
  • 6 research stations
  • 1 board
  • 6 counters
  • 96 cubes in 5 colours
  • 116 cards
  • Rulebook

Pandemic is reasonably cheap to pick up these days, it’ll set you back less than Setters but more than Carcassonne. The cards in the game are linen finished (if you bought the game from the second print run onwards) and they are pretty nice. I particularly like the facts and figures on the cards such as population, the population density and the Flag of the country the city is in. The cards are also reversible like playing cards and have a symbol as well as a colour to help make the game colour-blind-friendly.

The wood bits are also nice, I like the cubes, the pawns are a little big, which is fixed with the expansion, the only complaint I have is the decision to have just plain wood for the research stations, but that is really a minor niggle.

The main component I don’t like is the board. A lot of people love it, but to me it looks a little high-school art level. All the graphics are fine, but the world map is just coloured smudges, I’ve definitely seen cooler boards. Also some of the cities are a little too clustered together which can get a bit messy with lots of cubes. I wouldn’t mind but there is a ton of wasted space up in Russia, Canada and Greenland. What i do like about the board however is the turn summary, although it does become obsolete after the first two turns, but is great for new players to refer to.

Gameplay

Ok, so we’ve established that Pandemic is a puzzle, but it is one that the players must work together to solve. If one player attempts to solve the puzzle by himself the game is essentially no fun for anyone else involved. If one player continues to do this… do not play Pandemic with that person!

To win the game the Players must find all 4 cures for the diseases. This is the only way to win the game, but there are many ways to lose… 

At the beginning of the game each player receives a role card. In the game there are 5 roles:

  1. The Medic – The Medic is considered the Über role. The Medic can remove all cubes from a city for 1 action and once the cure is known he can do so without spending an action at all.
  2. The Scientist – When discovering a cure the scientist only needs 4 cards of the same colour instead of 5.
  3. The Dispatcher – The Dispatcher can move other players on his turn to help get players where they need to be. One very important thing he can do is move one pawn to the same city as another pawn for one action,
  4. The Researcher – The researcher may give any card to another player in the same city for one action, an important ability to ensure that players can find the cures for the diseases.
  5. The Operations Expert – The weakest of the 5 characters the operations expert can found research stations for one action without needing a card.

Once each player has a role they place their pawn in the research station in Atlanta (home of the CDC). Each player is then dealt a starting hand of cards depending on the number of players. After that the difficulty of the game is set. If you want to play on the easy level split the player deck into 4 equal piles and shuffle one epidemic card into each deck, for medium split into 5 and legendary into 6.

Epidemics are bad…

Finally, turn over the top 3 cards of the infection deck, these cards show one of the cities on the board and there is one card for each city. Place three cubes of the colour shown on the card in that city. Turn over three more cards and place 2 cubes in each city shown, then 3 more cards and place 1 cube in each city shown. All of these cards form the discard pile. You are now ready to start the game.

On their turn each player may take 4 actions. These can be:

  • Move
  • Treat Disease (Remove 1 cube from your current city)
  • Build a Research Station (Hand in the card of the city you are currently in)
  • Share Knowledge (Give another player in the same city as you the card of the city you are in)
  • Discover a Cure (Hand in 5 cards of the same colour to a research station)

So for example a player could move to a city for one action, remove 2 cubes for 2 more actions and then move again for a total of 4 actions. Once you have taken your 4 actions you draw two cards from the player deck into your hand. You must then immediately discard down to 7.

Finally you must infect more cities. To do this you look at the infection rate marker and read the number under it. At the start of the game it will be 2. This means you draw two cards from the infection deck and place a cube in each of them. The cards then go into the discard pile.

A city may never have more than 3 cubes in it, if a city already has 3 cubes and you need to place a fourth an outbreak occurs. When this happens you move the outbreak marker on 1 space (8 outbreaks and you lose). Then you place 1 cube in each of the cities connected to the outbreaking city by a red line.

Out breaks are bad too…

Outbreaks can also trigger other outbreaks in a kind of chain reaction, however a city may only outbreak once per card drawn.

Play then continues in this way, players take 4 moves, draw two cards and then infect some more cities, all the while attempting to find the four cures needed to win the game. However, the player deck has a few things to shake this format up.

Firstly, if the player deck runs out of cards the game is over and you lose, which gives a built in timer of just over 20 turns. However, even worse, you remember the epidemic cards we shuffled in earlier…

Yeah, well… Epidemics are bad!

When a player draws an epidemic card the following things happen:

  • The Infection Rate increases, this means that after 3 epidemics the number of cities infected per turn rises to 3 and after 5 epidemics it rises 4.
  • A card is then drawn from the bottom of the deck and three cubes are placed in the corresponding city. That card is then added to the discard pile.
  • Then the discard pile is shuffled and placed back on top of the infection deck.

Even worse than that, you then have to move on to the infection phase. Now you are drawing cards from previously infected cities, including one that you just added 3 cubes to meaning you run a serious risk of an outbreak. 

In theory, because you shuffle the epidemic cards into different sections of the player decks you should have some breathing room between each one, but it is always a case of pushing your luck if you choose to ignore cities with 3 cubes.

Losing the Game

So that’s it. To win the game the players must find the 4 cures. This is done by going to a research station and handing in 5 cards of the same colour, one set for each colour disease.

However the players can lose the game by having the player deck run out, by having 8 or more outbreaks or by running out of cubes for any colour disease.

Final Thoughts

Up until recently my play group refused to play the game with their hands hidden. This was entirely frustrating to me because it meant I knew every piece of the puzzle and could practically play it by myself.

However the last two times we played we played with concealed hands which made the game a lot more fun for me. This meant I could only concentrate on what I needed to do, as well as facilitating the rest of the group when they needed cards I had.

I cannot stress enough how important it is to play with your hands concealed. It may certainly make the game more difficult to solve, but it also makes it more fun.

I am still not as blown away by Pandemic as I feel I ought to be. For me it is a filler game at best and it lacks true replayability. Once you learn to treat the three cube cities but ignore the two and one cube cities until after the next epidemic the game really just becomes about set collecting and putting yourself in a position to take best advantage of the cards your team mates have.

I’m pretty sure that with the expansion I would find the game much more replayable, after all it adds new roles and new play modes, but as a base game Pandemic can be fun and tense, but for me it cannot be the whole nights entertainment.

That said, Pandemic’s box is small enough to fit in a rucksack and fast enough to play over lunch, so as a take to work game I would highly recommend it.

That’s about it, please don’t forget to write in for the question of week and tell us what games you like to play with your significant other. Next week will hopefully see a new segment, so tune in again next Wednesday for something a little different.

Until the have fun gaming…

Sunday, 11 July 2010

Board Game News: Issue 5

With Origins and what-not I don’t doubt that I’m further behind the curve than most of you who are probably reading this… but…

Fantasy Flight

This week Fantasy Flight announced that they will be taking over the Dust games from AEG. I not entirely sure which games are part of the Dust range, but we do know that AEG will be keeping both The Adventurers and Thunderstone.

What we also know is that FFG has agreed to AEG’s release schedule and will have both Dust Tactics (a tactical miniatures game based in the Dust universe) and Cadwallon: City of Thieves (a fantasy game about thieves in the city of Cadwallon) released by Gen-Con.

Both games have my interest peaked, although I don't have much use for a tactical miniatures game because I barely play the ones I already own. However, I worry about FFG taking on yet another set of games which they have had little input into. When they took over the Black Industries lines they were forced to use the rulesets as written, which also railroaded future expansions, the current WH40k roleplay games spring to mind.

However, I really do hope that this is a positive merger because I’m an a big fan of FFG and I want them to do well. I look forward to checking out City of Thieves. Read the full article here.

Days of Wonder

DOW have announced a new quiz game to be added to their line, Fictionaire:

In Fictionaire, players make up a bogus definition or fake answer for a word or question asked by the game’s host, trying to trick him or her into believing that their answer is correct. To earn points, players either choose the right definition - or get someone to pick their answer. If a player bluffs someone into choosing the wrong answer, they earn a bonus point.

This game sounds like Call My Bluff (an old English tv show) but more importantly it sounds exactly like Balderdash, only without the other 4 categories.

Steve Jackson Games

Finally SJG have announced that in August they will be releasing Munchkin boxes! I haven’t been able to fit my cards in the box since I can’t remember when. These two new boxes, one for doors, one for treasure, will not only hold all the expansions (except Demented Dungeons) but it will also help to organise the table, rather those huge unwieldy stacks. And of course, no Munchkin expansion is complete without two bonus cards!

Also listed for Coming Soon are two new expansions, one for Revolution and one for (I thought dead) Illuminati.

Z-Man Games

Z-man’s newsletter has some more information about Merchants and Marauders, which I have to admit sounds like a lot of fun. Also this month sees the release of Perry Rhodan, a two player space trading game. Unfortunately it seems that Kings and Things has been pushed back another two months and if the schedule actually stays the same M&M and K&T will appear in the same month… poor old wallets the world over!

Anyway, that’s about it, I’ll be back on Wednesday with Pandemic, don’t forget to answer this week’s question, What games do you play with your significant other?

Until next time keep on Gaming!

Wednesday, 7 July 2010

Podcasts

There is only an hour left to go before our month long pole ends and it’s looking like the Dice Tower will have the edge. Unfortunately, with Blogger crashing the polls we will never really know who would have won…

As readers of my other blogs will know I’ve had a bit of a monster week this week. Which meant I didn’t get around to checking out the entries given in the comments section.

These were:

Yog Radio: A magazine format audio show dealing with Call of Cthulhu and H.P. Lovecraft.The award-winning show started in 2005 and remains one of the longest running podcasts on the net.
Yog Radio Hosts include: Paul Maclean, Finlay Patterson & Neil Young
Over the years, Yog Radio has interviewed the likes of Sandy Petersen, Monte Cook, S.T. Joshi, Brian Aldiss, Charles Stross, Keith Herber and many more. Archives of previous shows can be found in the Yog Radio Downloads section.

The Little Wooden Cubist: A podcast about board gaming in general that seems to air on a monthly basis and is currently in it’s 23rd episode. The podcast can be found here.

And…

2d6 Feet in a Random Direction: A podcast about games – roleplaying, miniatures, and board games – and related topics like culture and community.  The show has been in regular production since it’s launch in July of 2006. Currently in it’s 51st episode, you can check it out here.

I promise to at least check out the second two, only because I really know nothing about H.P Lovecraft or Cthulhu. But we must move on…

I want to talk about the two podcasts I listen to on a regular basis and then I will give my verdict on which one I would take with me to that desert island…

The Dice Tower

I’ll be honest, when I first started watching Tom’s reviews, I thought he was possibly the most annoying person on youtube… well maybe not that bad, but Tom is a lot to handle. For those who don’t know Tom Vasel is the host of the Dice Tower, possibly the biggest gaming podcast in the world.

HOWEVER… For those who have only ever seen the DT videos, do not despair, Tom is a lot easier to handle on the Podcast, perhaps its the audio-only medium, or perhaps its the mellowing influence of his esteemed co-host Eric Summerer, whatever the case the Podcast is lot more enjoyable… plus Tom does grow on you over time.

Over the course of an episode Tom and Eric will discuss games they have been playing, review new and coming games in short segments, answer questions from listeners and deliver industry news that we little people may not have heard yet. The Dice Tower also has a series of contributors who will chime in with segments on game mechanics or their game of the week.

However, what the Dice Tower is most well known for is their Top Ten lists, which are always rather amusing and yet informative. If you haven’t checked this show out yet, go and do it.

The D6 Generation

The D6 Generation is hosted by Ross, Craig and Raef, with contributions from their wives, often a very insightful segment of the podcast. The podcast is generally around 4 hours long, yes, yes, that is very long, but it’s pretty full of interesting stuff, plus each segment lasts around an hour so you can easily break it up into smaller chunks.

Often the format is excellent. The show starts with a section called Rapid Fire, an often amusing piece of satire which sees an repeated occurrence of the word WRONG! This segment really sets the tone for the rest of the podcast, which is very tongue in cheek and often self referential.

Other segments of the show include: Achievements in gaming where the hosts talk about what they’ve been doing for the last two weeks, trust me, that’s more interesting than it sounds. What’s in the News, which covers general gaming news, Dya Ever Notice, a segment about gamers and their annoying habits and the Hollywood minute, a space reserved for Raef to talk about whatever he likes. As well as all this there is usually an interview with a gaming Big Wig, like Corey Konieczka or Matt Wilson, plus an in-depth review of a recent release, including a full rules breakdown.

HOWEVER… The problem with the format is that the reviews are looooooong and if it is something you aren’t into, that's a long time to listen… Even worse, after an hour of these guys guys reviewing a game you weren’t going to buy, something inside starts to think… “Actually that sounds pretty cool” and before you know it… poof, you’ve blown your wad on the next big box from Fantasy Flight.

The D6 Generartion cover board games, miniature games and RPGs, all their episodes can be found here.

There can only be one…

So, if I had to pick a podcast, if I could only have one… It would be the D6 Generation. Sure, sometimes they get things wrong, sometimes they go on for two episodes about Warmachine or Hordes, but most of the time they are just down right amusing. The in-depth reviews really give you a feel of whether or not you are going to like the game because they break down every mechanic and explain the heck out of it.

Sure, the Dice Tower is, probably, better overall, it’s probably more family friendly, discusses a wider variety of board games and the host probably have a wider experience of games, but, the D6 Generation make me laugh more and if I were stuck on a desert island, I’d need to laugh.

Both shows excel at being interesting, but the interviews done by the D6G which are often over an hour long, are some of the best on the net.

But here is the truth guys… you are not on a desert island, if you are reading this blog then you have an internet connection and that means, that a whole world of gaming podcast goodness is only a click away. So… what are you waiting for, go find the one that suits you!

Next week I will try and bring you a review of pandemic… Keep watching this space, a new poll will go up tomorrow on what games you play with your significant other. 

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