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16.01.2023

GRAVWELL REVIEW In Gravwell: Escape from the 9th Dimension , every player piloting a spaceship is somehow trapped in the Singularity. You will make one last desperate attempt to escape through the Warp Gate before time runs out and you will forever be left adrift, another abandoned spaceship. Gravwell has a unique card selection mechanic, unique turn order choices, and it's a lot of fun. HOW TO PREPARE FOR THE GAME?  Gravwell is easy to make because it has very few components. Lay out the field on the table and place the white token on the circular track. Give each player a spaceship and the corresponding emergency stop card. Shuffle the fuel cards and then deal them as follows. For each player, put 3 cards face down (4 players equals 9 cards face down). Then place 1 face-up card on each face-down card.  Choose the first player, then have them choose 1 pile of cards. In clockwise order, all other players choose 1 pile of cards. The last player will then select an additional pile of cards, and the selection of cards is reversed. Thus, the choice of cards for a 3-player game is decided as follows:P1 -> P2 -> P3 -> P3 -> P2 -> P1 -> P1 -> P2 -> P3  A round can be started after each player has 6 cards. GAME PROCESS Each player chooses one card and places it face down on the table. When all players have chosen their cards, all players will turn over their cards and turn order will be determined alphabetically by the element on the face of the card. So the player who chose Jo (Jodium) will take their turn before the player who chose Kr (Krypton) and the player who chose Si (Silicon). Movement in Gravwell is gravity-based, meaning you will be affected by other players' ships, as well as the 2 existing abandoned ships already on the field. Your ship will always base its movement on the nearest source of gravity (other ships). There are 3 types of fuel cards (an expansion is being developed that will add additional..

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16.01.2023

Hello everyone, we are glad to inform you about new products and renewal of goods in our store Meet the fresh arrival and what's new in our store :) Hurry up, the games are great and for all tastes, be the first to buy :)..

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15.01.2023

KAHUNA REVIEW  Kahuna is a Polynesian themed territory control game that consists of 3 rounds. The action takes place in an archipelago consisting of 12 islands, and you fight to control more islands than your opponent. Each island is connected to each other by 3 to 6 bridges. Players gain control of an island by owning most of its bridges. Gaining majority control of an island causes all of your opponents' bridges on that island to be destroyed. PREPARATION FOR THE GAME To start the game, each player is dealt 3 cards (hand limit 5 cards). An additional 3 cards are placed on the table face up, and the remaining cards form a drawing pile.GAME PROCESS On their turn, each player draws as many cards as they wish, with each card representing a separate island in the chain. They will place a bridge token connecting this island to another. Bridges can also be destroyed by playing 2 cards from the same island or 2 cards connecting the bridge they want to destroy. The player then draws one of the face up cards or a card from the top of the deck to indicate that their turn is complete. At the end of the first round, the player with the most islands gets 1 point. At the end of round 2, the player with the most islands gets 2 points. Finally, at the end of Round 3, the player with the most islands subtracts the opposing player's number of islands from their number and adds that number to their total score. The player with the most points wins. WHAT I LIKED ABOUT KAHUNA First, let's talk about quality. The box is sturdy, bright and with the nice compact square box that many Kosmos games are known for. The insert keeps everything tight and strong. Each player receives a set of solid black or white wooden pieces (25 bridge tokens and 10 majority tokens). The parts are sturdy and should last many games. A total of 24 cards with a nice matte finish and thick that are not difficult to shuffle. Finally, the board is sturdy and just the right size to be..

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13.01.2023

DICE BAZAAR GAME REVIEW Dice Bazaar is a visual treat. Filled with great colors, friendly shapes and characters, and blocks...lots and lots of blocks. In Dice Bazaar, players compete to buy products from a vendor by rolling dice and matching their values to the corresponding dice under each product. Products found in the bazaar are spices, teapots, ceramics and precious stones. Each product card displays a number of points and a special ability that players can "spend" on their next turn. The sum of each card's points is roughly equal to how difficult it is to acquire. Spices only require 2 matching dice and gems require 5. HOW TO PLAY DICE BAZAAR Players roll dice of their color at the start of their turn and can either purchase the item by matching the correct number (and face) of the dice, or by "putting" the dice on the field for use in the next turn. When a product card is purchased, the player will take that card and then roll all dice found under that product. Dice previously deposited by opponents that no longer match the new dealer's dice should be removed. Each product card has a special ability that can be activated by discarding that card, which is points. This ability allows you to change the face of any die already rolled and place it on the product card with the next highest value. So by spending the 1 point card you get from buying a spice card, you can set any value to one of your dice and place it under the teapot. By spending a teapot card, you can set the die to any value and place it under the pottery product card, etc.  The game ends when any two products are completely sold out in the Bazaar. Players add up the total points of their remaining product cards, and the player with the most points wins. WHAT I LIKED ABOUT DICE BAZAAR The artwork is just beautiful and the colors are gorgeous and vibrant. The game has very clear iconography and the rules are well laid out and easy to read. The game says it's for ages 6 and..

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12.01.2023

“HANNNNNNNNN!!!!”  This is one of my favorite moments from my favorite Star Trek movie, Star Trek II: The Wrath of Khan; Kirk (William Shatner) grits his teeth and yells from the bridge of the Enterprise at his old nemesis Khan Noonien Singh (Ricardo Montalban, who sadly isn't nominated for an Oscar for his work here). As a teenager, I was stuck watching Star Trek the other day. You know who else is a Star Trek fan? Peter B. Hoffgaard, designer of the new CGE game Starship Captains. From the cover, to the Enterprise-like player fields, to easter eggs like the mission called "Roddenberries," everything about Starship Captains screams "play this if you like Star Trek." As an addict, I was delighted to play this game. CITY  Starship Captains puts players in control of Enterprise-like ships that work together in a faction known as the Co-op (partly because I assume the Federation has been taken over!). Newly promoted to captain, each player leads a small team of specialists from around the universe. These specialists are your employees and you will place them in various departments of your ship and your technical board to perform actions. (However, I won't call this a worker placement game, since these spaces are available to all players on their various ships, and then spaces are vacated at the end of each turn.) Your workers are cadets (gray figures that represent unskilled workers who can only do repairs after the first hire) and ensigns. Flags are specialized by color: red flags control the ship, yellow flags coordinate weapons systems, and blue flags are your technical experts. Starship Captains' shared main field presents a galaxy with a slightly larger selection of field locations, designed for just four players. (The flip side is for 1-3 players.) Using one crew member to perform an action, each turn allows players to activate a compartment (known simply as a room) or complete a mission on the planet where their ship is..

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10.01.2023

 I got to know the game even before localization, thanks to a friend who loves new things. Then the game seemed pleasant, vaguely reminiscent of "Seasons", but it ended too quickly. As a result, the game left me unimpressed. Next is localization, a nice price, pre-order. While all this was going on, we were already playing with the first dop. And I began to feel worse about the game. Wild randomness of the release of cards without a draft, chaos from 4 players, nothing is clear, and already someone announces 10 points, the end. As a result, I already got my Ukrainian box, played a couple of games and it was still not the same, but it was better because there were three games. The game, as before, seemed uncontrollable, excessively short, if someone got a better card, then there was no way to win back. The box went on the shelf to await a better fate. And so we sat down with a girl to play a duel... We played, reread the rules and found a miracle mode to two victories. They played again - and their eyes lit up. You play the second game on the same components, and maybe the third. And all this is one complete party. Here we realized that we like the game and we want to play it (yes, yes, we like to play dozens of times in the same box). It was the dops that came out. They bought dopes and gave the box to friends to play.  And so six months passed, the long-awaited vacation came, and the decision of what to take with me pointed to such a cherished box. Basically we played 6 games to two wins, that's about 20-22 games in 10 days. Perhaps, without playing the game, you will not understand anything at all from my impression-thought. Tezovo: this is a very crisis card game-race, where you literally build a resource engine on 8 cards, have almost complete open information and plan the game in the preparation stage. The game is extremely replayable: 64 artifact cards, of which 16 are added to the game; 18 monuments, of which only 7..

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09.01.2023

 There are 31 millennia in the yard. Thanks to the godlike Emperor of Mankind and his demigod-like clone-son primarchs, humanity spread across the galaxy during the Great Crusade. Their goal is to unite all people under the banner of the Imperium. After some time, the emperor decides to return to Terra (Earth) and appoints his beloved son Horus as the new head of the Crusade. However, after the newly appointed "Master of War" is grievously wounded in battle, he succumbs to the temptation of Chaos. Chaos convinces Horus that his father abandoned the campaign to become a god. Horus, allied with some of the Primarchs and the forces of Chaos, returns to Terra, intending to overthrow the Emperor and become the ruler of the Imperium. Brother goes to brother...  The action of the game "Horus Heresy" begins at the moment when Horus and his forces arrive in the orbit of Terra. Here is a dueling wargame with card-based mechanics from Fantasy Flight Games. To win, the Imperium player must either kill Horus, take control of all four spaceports, or hold out until the initiative track reaches the "Imperial Victory" mark. The traitor player wins by either killing the emperor or taking control of all four spaceports. In appearance, the game is simply gorgeous. Plastic miniatures on detachable bases (which also serve to indicate their rank - from 1 to 4) represent various units: tanks, demonic hordes, space marines, chaos space marines, etc. In addition, both sides have heroes - the leaders of the game. Unfortunately, they are represented by cardboard boxes like those in Arkham Horror. It would be great if these god-like entities towered over the other units... well, that's a small problem.  The illustrations and design are very atmospheric and not overwhelming at the same time. The rulebook is well laid out; it is especially pleasing to have an excellent glossary, table of contents and numerous examples. It is not perfect - we had a few questions, but..

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08.01.2023

 I have mixed feelings about Clank. When I wrote about it before, my opinions ranged from "newbie-friendly and thoughtful deckbuilding hybrid" to "threadbare mechanics, too many turns wasted." I haven't played the other games in the series: Clank! In! Space!, Clank from legacy and add-ons. Of the games from this author, Paul Dennen, I was much more attracted to Dune: Empire. That's why Clank! Catacombs reminded me of reuniting with an old friend - or rather, an acquaintance - who has become a lot cooler over the years. Although maybe I just changed. Already after five minutes it became obvious that the old friend, as before, is a little strange and strange.  If you've played Clank, you'll get the hang of it quickly; at the heart of its Clank! Catacombs is practically the same game. You are a thief breaking into a tomb to steal as much treasure as possible (good thing you have a bottomless sack) before the local dragon turns you into toast. This is a game about stealthy movement through the catacombs ... well, implemented quite abstractly. It's just that certain actions - for example, beating a skeleton or a runner with catacombs - cause a noise that adds the corresponding dice to the dragon's bag. Periodically, you pull a few cubes from the bag and someone can get hurt. Little by little, the wounds accumulate (well, besides the dragon in the catacombs, there are other dangers). Some thieves successfully escape with the loot, others are less fortunate. And some die at the very exit, which is almost as profitable as escaping alive. After all, why do you need legs if you're rich? Clank has some pretty exciting mechanics: a mix of try-your-luck with deckbuilding, which can seem strange and random, but at the same time is very addicting. Unlike most deckbuilders, here your deck randomly inflates as you find companions, treasures, magic books, and all the junk you bought on the market simply because there was a free action and there was nothing else..

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06.01.2023

 Note: I've played quite a few dungeon crawlers, including Descent 2 , Imperial Assault , Jaws of the Lion , Warhammer Quest , Silver Tower , and Blackstone Fortress . I invested in the first Massive Darkness , but it didn't appear on the table very often - the game seemed too dark and full of fiddling - so I ended up selling it. I liked the intended gameplay and setting changes of the sequel, so I invested in Massive Darkness: Hellscape and recently received the box. GAME PROCESS  So far I've played 3 missions not counting the intro scenario: the first with 2 characters, the second and third with 3. I've tried 4 of the 6 base classes (rogue, paladin, wizard and berserker). The game consists of a chain of independent scenarios, slightly connected by the plot. No leveling is saved between scenarios (the Heavenfall app does add a campaign mode, but I haven't tried it yet). The map is built from two-sided tiles; the description of each scenario indicates which tiles to use, where the starting mobs, spawn points, doors, treasure chests and monster portals are located. If you played "Zombicide", the layout is quite similar and the gameplay is partially similar. There are 9 scenarios in the base (plus a very easy training mission) + a few more kickstarter goals. Each game round consists of an action phase, an enemy phase, a leveling phase, and a darkness phase. During the action phase, heroes have 3 action points available, which can be spent on movement, attacks, exchanges, and special actions. Then comes the phase of enemy actions; they each have 3 action points. After that, if the heroes have gained enough experience, they can level up their characters, which increases the HP/mana reserves and gives a new skill (the level of the dungeon can also be leveled, making the enemies more dangerous). At the end of the round, the darkness counter moves, and if it stops at certain divisions, some events will occur. COMBAT  The combat here is similar to..

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05.01.2023

 Note: I'm more than halfway through one act. The parties consisted of both 2 and 3 participants. The number of ships was as follows:  2 players - 2 ships;  3 players - 3 ships;  2 players - 3 ships;  2 players - 4 ships. Our company considers itself to be quite experienced players and lovers of story games. We've gone through almost every known game with a campaign mode; "Gloomhaven", Descent, Middara, Etherfields, "Tainted Grail", 7th Continent, "Pandemic: Legacy", Clank Legacy, Aeon's End Legacy, card "Arkham Horror", Bardsung, Roll Player Adventures, Kingdom Death, " ».. . So, let's begin.  I really wanted to like Stars of Akarios . We were looking forward to the game and expected a lot from it. Similarities with "Gloomhaven" and 7th Continent were striking. And we, as I already mentioned, love story campaigns... However, after traveling with Akarios for 30-40 hours, we felt... tired. So the review will be critical. Critical, but not purely negative. Our first problem, like many other players, was the confusing rulebook. While she does a pretty good job of introducing the basic rules, her attention to detail is sorely lacking. Personally, I really didn't like that a lot of the basic pilot/ship skills weren't covered in the pilot/ship skills section (???). Just take a look at the BGG forum and the game's Facebook page to see how many questions arise about these skills, because the rulebook should answer those questions. I understand the desire to reduce the size of the rulebook (which is typical of many recent games), but it hurts the players. And with the description of the mechanics of exploring the surrounding world, things are even sadder. The rules of this section are just terrible. Due to unclear wording during the game, you have to interpret them according to the principle "well, it's more logical, probably" or based on experience. Case in point: Which skill checks can I retry and which can't I? We re-read..

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