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Alert Force
Reviewer Bob Hranek

Number of Players:  2
Game Length:  1/2 Hour
Relative Complexity (1-10):  3
Type of Game:  Board, with cardboard pieces
Subject Matter:  Tactical; Terrorist attack on Nuclear Bomber Air Force Base
Historical Period:  Cold War
Victory Conditions:  Depends on effort expended versus level of mayhem generated.
Pros:  Interesting subject matter.
Cons:  Seems like a lot of effort for such a little game.
Overall Rating (1-10):  4

Asteroid
Reviewer Bob Hranek

Number of Players:  2 (or more, if roleplayed)
Game Length:  2-3 Hours
Relative Complexity (1-10):  2
Type of Game:  Board with cardboard pieces, or Roleplaying
Subject Matter:  Tactical; Save Earth from the mad computer.
Historical Period:  Near Future
Victory Conditions:  Set the collision-course asteroid to self destruct and then escape.
Pros:  Easy way to test your appetite for roleplaying games.
Cons:  Pretty one dimensional, needs embellishment.
Overall Rating (1-10):  4
 

Attack Sub
Reviewer Bob Hranek

Number of Players:  2
Game Length:  1 Hour
Relative Complexity (1-10):  3
Type of Game:  Card (non-collectible)
Subject Matter:  Tactical; Sink Ships
Historical Period:  Modern
Victory Conditions:  Sink the enemy fleet
Pros:  Fast Action
Cons:  One lucky hit can end your game
Overall Rating (1-10):  6
 

Axis & Allies
Reviewer Bob Hranek

Number of Players:  2-5
Game Length:  2-4 Hours
Relative Complexity (1-10):  4
Type of Game:  Board with plastic pieces
Subject Matter:  Strategy; World Domination
Historical Period:  World War II
Victory Conditions:  Conquest of 2 enemy Capitols or Axis can win Economically
Pros:  Easy to learn (1/2 an hour), simple economics, and many possible strategies make this one of the best Beer-and-Pretzels games ever!  To borrow a term from economics, this game has one of the best marginal utilities going, based on fun per unit of time.
Cons:  Requires modification to give Axis a fair chance of winning.  Technology is too random and can spoil the game.  A few bad die rolls can really ruin your fleets and change game balance.
Overall Rating (1-10):  8
 

Axis & Allies: Europe
Reviewer Bob Hranek

Number of Players:  2-4
Game Length:  3-4 Hours
Relative Complexity (1-10):  4
Type of Game:  Board with plastic pieces
Subject Matter:  Strategy; Domination of Europe
Historical Period:  World War II
Victory Conditions:  Control 1 enemy Capitol while keeping your own.
Pros:  Still easy to learn, better economic warfare, and no technology may make this an even better game than the original!
Cons:  Requires modification to give Axis a fair chance of winning.  Destroyers are too powerful.  Game components suffer from 12 all black dice (swap some for multiple colors) and a counter tray of dubious utility.
Overall Rating (1-10):  9
 

Battlemist
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  3-5 Hours
Relative Complexity (1-10):  3
Type of Game:  Hexplay map generation with cardboard pieces.
Subject Matter:  Strategy; accumulate resources for military and magical power.
Historical Period:  Fantasy
Victory Conditions:  Be first to obtain magical dominance via purchases, heroes, or, most likely, military conquest.
Pros:  Map creation is half the fun.
Cons:  Bad map placements may ruin your chances of victory even before play starts.
Overall Rating (1-10):  6
 

Breakout: Normandy
Reviewer Bob Hranek

Number of Players:  2
Game Length:  4 Hours
Relative Complexity (1-10):  5
Type of Game:  Board with cardboard pieces
Subject Matter:  Operational; D-Day aftermath
Historical Period:  World War II
Victory Conditions:  To perform better than happened historically.
Pros:  Excellent area movement, combat resolution, and play balance leads to believable outcomes.
Cons:  Subtle strategies hard to master.
Overall Rating (1-10):  7
 

Buck Rodgers in the 25th Century
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  2-4 Hours
Relative Complexity (1-10):  3
Type of Game:  Board with plastic pieces
Subject Matter:  Strategy; Interplanetary Domination
Historical Period:  25th Century
Victory Conditions: 
Pros:  Innovative yet easy representation of how planetary movement affects strategy.
Cons:  Game often won by player with lucky turn order on two consecutive turns.
Overall Rating (1-10):  5
 

Circus Maximus
Reviewer Bob Hranek

Number of Players:  1-8
Game Length:  2-3 Hours
Relative Complexity (1-10):  2
Type of Game:  Board with cardboard pieces
Subject Matter:  Racing; just like "Ben-Hur"
Historical Period:  Roman Empire
Victory Conditions:  First to cross finish line alive.
Pros:  Exciting, fast-paced, and fun.
Cons:  You need at least one person who's memorized the rules.
Overall Rating (1-10):  6
 

Civilization
Reviewer Bob Hranek

Number of Players:  2-7
Game Length:  5-12 Hours
Relative Complexity (1-10):  3
Type of Game:  Board, with cardboard pieces
Subject Matter:  Strategy; Development of your Civilization
Historical Period:  Dawn of History, 8000 BC to 250 BC
Victory Conditions:  Be first to advance past whatever civilization level was chosen at start of the game.
Pros:  Effective trading is the key skill here, a bonus for those that don't like too much emphasis on combat.
Cons:  It can take an exceedingly long time to finish a full-length game.
Overall Rating (1-10):  5
 

Conquistador
Reviewer Bob Hranek

Number of Players:  1-4
Game Length:  8 Hours
Relative Complexity (1-10):  7
Type of Game:  Board with cardboard pieces
Subject Matter:  Strategy; players compete to conquer most of the new world.
Historical Period:  Age of Exploration, 1495-1600
Victory Conditions:  Accumulate the most gold and control in the new world.
Pros:  Rich in detail and seems to accurately reflect each nation's capabilities and goals.
Cons:  A very long and complex game, requiring a fair amount of bookkeeping.
Overall Rating (1-10):  5
 

Fortress America
Reviewer Bob Hranek

Number of Players:  2-4
Game Length:  3-5 Hours
Relative Complexity (1-10):  3
Type of Game:  Board with plastic pieces
Subject Matter:  Strategy; Conquest of USA
Historical Period:  Current
Victory Conditions:  Invaders need to control 18 out of 30 US cities at end of a US turn.
Pros:  There will never be a game that lasts indefinitely.
Cons:  No short games are possible since can't tell who is winning until almost all invader reinforcements are used up.
Overall Rating (1-10):  6
 

Hammer's Slammers
Reviewer Bob Hranek

Number of Players:  1-4
Game Length:  2-4 Hours
Relative Complexity (1-10):  4
Type of Game:  Board, with cardboard pieces
Subject Matter:  Tactical; Platoon sized futuristic units.
Historical Period:  Far Future
Victory Conditions:  Depends upon scenario.
Pros:  Innovative game mechanics for deployment from orbit.  Excerpts from David Drake's excellent source books serve to introduce the flavor of this style of combat to a potential gamer.
Cons:  Not playtested enough for detailed evaluation.
Overall Rating (1-10):  7
 

Illuminati
Reviewer Bob Hranek

Number of Players:  2-8
Game Length:  2-3 Hours
Relative Complexity (1-10):  2
Type of Game: Card (non-collectible)
Subject Matter:  Strategy; World Control
Historical Period:  Current
Victory Conditions:  Depends on who you are.
Pros:  Very weird, funny, and a complete change of pace.
Cons:  I was warned not to say anything bad about it (shhh, that's supposed to be a secret).
Overall Rating (1-10):  7
 

Mag Blast
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  1Ž2 Hour
Relative Complexity (1-10):  1
Type of Game: Card (non-collectible)
Subject Matter:  Tactical; Blast Space Ships
Historical Period:  Far Future
Victory Conditions:  Be the last survivor
Pros:  Fast, Fun, and Easy
Cons:  None Appreciable
Overall Rating (1-10):  8
 

Money
Reviewer Bob Hranek

Number of Players:  3-5
Game Length:  1Ž2 Hour
Relative Complexity (1-10):  1
Type of Game: Card (non-collectible)
Subject Matter:  Economic; Greed
Historical Period: Current
Victory Conditions:  Have the biggest score after 3 decks.
Pros:  Fast, Fun, and Easy
Cons:  None Appreciable
Overall Rating (1-10):  8
 

Monsters Ravage America
Reviewer Bob Hranek

Number of Players:  1-4
Game Length:  2 Hours
Relative Complexity (1-10):  2
Type of Game:  Board with plastic and cardboard pieces
Subject Matter:  Monster; Destroy American cities and other monsters.
Historical Period:  Current
Victory Conditions:  Be the last monster standing when all is said and done.
Pros:  Each player controls a monster and one branch of US military.
Cons:  Once your monster gets weak, it usually stays that way.
Overall Rating (1-10):  6
 

Naval War
Reviewer Bob Hranek

Number of Players:  3-6
Game Length:  1Ž2 Hour
Relative Complexity (1-10):  1
Type of Game:  Card (non-collectible)
Subject Matter:  Tactical; Sink Ships
Historical Period:  World War II
Victory Conditions:  Sink the most points in ships
Pros:  Fast, fun, and easy to learn
Cons:  If you can't get the right sized shells, game play can get boring.
Overall Rating (1-10):  6
 

Ogre/Gev/Shockwave
Reviewer Bob Hranek

Number of Players:  2
Game Length:  1Ž2 - 2 Hours
Relative Complexity (1-10):  3
Type of Game:  Board with cardboard pieces
Subject Matter:  Tactical; what combat could be like if huge cybernetic Bolo-like tanks become a reality.
Historical Period:  Near future
Victory Conditions:  Depends upon scenario, usually destroy more of the enemy than yourself.
Pros:  Fast paced, good game mechanics, and interesting scenarios.
Cons:  Almost all these microgames have cheap game components.
Overall Rating (1-10):  7
 

Panzer Blitz
Reviewer Bob Hranek

Number of Players:  2
Game Length:  2-4 Hours
Relative Complexity (1-10):  3
Type of Game:  Board with cardboard pieces
Subject Matter:  Tactical; Eastern Front Platoon-sized units
Historical Period:  World War II
Victory Conditions:  Varies by scenario.
Pros:  Highest level of gaming realism possible if played double blind.
Cons:  Observation rules unrealistic.
Overall Rating (1-10):  5
 

Panzer Leader
Reviewer Bob Hranek

Number of Players:  2
Game Length:  2-4 Hours
Relative Complexity (1-10):  4
Type of Game:  Board with cardboard pieces
Subject Matter:  Tactical; Western Front Platoon-sized units
Historical Period:  World War II
Victory Conditions:  Varies by scenario.
Pros:  Highest level of gaming realism possible if played double blind.
Cons:  Time consuming.
Overall Rating (1-10):  6
 

Richochet Robot
Reviewer Bob Hranek

Number of Players:  2-Any (Everyone that can see the board simultaneously can play.)
Game Length:  1 Hour
Relative Complexity (1-10):  1
Type of Game:  Board with plastic robots and cardboard tokens.
Subject Matter:  Puzzle; each round you have 1 minute to find smallest number of moves required to move selected robot to selected square.
Historical Period:  N/A
Victory Conditions:  Successfully complete more robot moves than your opponents at game's end.
Pros:  Teaching this fun little game literally takes less than 5 minutes!  Players can join in or leave without ruining a game in progress.  The four double-sided boards can be set up 96 unique ways to prevent "memorization" of the wall pattern by experienced players.
Cons:  None appreciable.
Overall Rating (1-10):  10
 

Rise and Fall
Reviewer Bob Hranek

Number of Players:  1-6
Game Length:  3-6 Hours
Relative Complexity (1-10):  2
Type of Game:  Board with cardboard pieces
Subject Matter:  Strategy; Control of Empires
Historical Period:  Roman Empire
Victory Conditions:  Accumulate the most victory points ASAP
Pros:  Players are never out of this finely crafted game, they just restart as a new Barbarian group once their existing group gets too weak.
Cons:  Playing a full 500-point game takes too long.  The only thing that slowed sales of this game was its bad cover art.
Overall Rating (1-10):  7
 

Robo Rally
Reviewer Bob Hranek

Number of Players:  2-8+
Game Length:  1-4 Hours
Relative Complexity (1-10):  1
Type of Game:  Board with pewter robots and cardboard pieces
Subject Matter:  Racing; Robotic racecourse on a factory floor.
Historical Period:  Near Future
Victory Conditions:  Be the first robot to complete the racecourse without getting destroyed >3 times.
Pros:  Fast, fun, and easy.
Cons:  If too many boards/flags are used, then the game gets very long.
Overall Rating (1-10):  7
 

Science Fiction and Horror Trivia Game
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  1-2 Hours
Relative Complexity (1-10):  1
Type of Game:  Board with plastic pieces and cards (non-collectible)
Subject Matter:  Trivia; in 8 categories: The Classics, Actors & Roles, Sci-Fi Films, Into The Unknown, Horror, Monsters & Superheroes, Television, and Frontiers & Galaxies (i.e., Star Trek & Star Wars).
Historical Period:  Anything concerned with science fiction and horror (any, mostly modern).
Victory Conditions:  Complete enough trivia questions to reach escape velocity.
Pros:  3200 fun questions for Fen who know their genre and not regular "trivial pursuit" categories.
Cons:  If you're not a fan, then don't bother.
Overall Rating (1-10):  6
 

Starfire I and II
Reviewer Bob Hranek

Number of Players:  2-4
Game Length:  1Ž2 - 2 Hours
Relative Complexity (1-10):  3
Type of Game:  Board with cardboard pieces
Subject Matter:  Tactical; starships fight with a variety of weaponry.
Historical Period:  Far Future
Victory Conditions:  Depends upon scenario
Pros:  Easy game mechanics for a starship combat game.
Cons:  Scenarios are not balanced, sluggish battles, little realism.
Overall Rating (1-10):  5
 

Starfire III
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  Days to weeks
Relative Complexity (1-10):  6
Type of Game:  Strategic Expansion, Requires Starfire I and/or II.
Subject Matter:  Grand Strategy; Star Empires fight with a variety of weaponry.
Historical Period:  Far Future
Victory Conditions:  Interstellar domination
Pros:  Relatively easy chance to do it all: economics, exploration, ship design, as well as combat.
Cons:  Incomplete rules and first empire that develops and deploys strike fighters will win.
Overall Rating (1-10):  6
 

Star Fleet Missions
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  1-2 Hours
Relative Complexity (1-10):  1
Type of Game:  Card (non-collectible)
Subject Matter:  Card game; outbid your opponents to win mission cards.
Historical Period:  Far Future
Victory Conditions:  Win the most mission cards when all is said and done.
Pros:  Quick and easy with a popular genre, very suitable to break-in non-gamers to the gaming realm.
Cons:  Merely a "war" card-game where you get to pick the cards to play.
Overall Rating (1-10):  5
 

Starship Troopers
Reviewer Bob Hranek

Number of Players:  1-3
Game Length:  1-3 Hours
Relative Complexity (1-10):  4
Type of Game:  Board with cardboard pieces
Subject Matter:  Tactical; Powersuit-equipped Mobile Infantry fighting an interstellar war mostly against the Arachnids.
Historical Period:  22nd Century
Victory Conditions:  Based upon scenario
Pros:  It's accurately based on Heinlein's novel and not the movie.
Cons:  Time consuming pre-play preparation (designing the underground Bug hives).
Overall Rating (1-10):  6
 

Stellar Conquest
Reviewer Bob Hranek

Number of Players:  1-4
Game Length:  4-6 Hours
Relative Complexity (1-10):  5
Type of Game:  Board with cardboard pieces
Subject Matter:  Strategy; Control of Star Systems
Historical Period:  Far Future
Victory Conditions:  Have the most people on the best planets at game's end.
Pros:  Variable Technology Development
Cons:  Lots of Time-Consuming Secret bookkeeping, if a fatal mistake is made on paper, it won't be discovered until the end of this excruciatingly long game.
Overall Rating (1-10):  3
 

Super Giant Monster Showdown
Reviewer Bob Hranek

Number of Players:  2-11
Game Length:  1 Hour
Relative Complexity (1-10):  1
Type of Game: Card (non-collectible)
Subject Matter:  Monster; Maximum Destruction
Historical Period:  Current
Victory Conditions:  3 Kill Categories to maximize: People, Property, and other Monsters.
Pros:  Just like being in a monster movie, and you get to design your own monster!
Cons:  Your monster can be killed easily if more than one player gangs up on yours.
Overall Rating (1-10):  7
 

Talisman, and all 4 expansions
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  1-3 Hours
Relative Complexity (1-10):  1
Type of Game:  Board, with cardboard and lots of cards (non-collectible).
Subject Matter:  Adventure; Traverse various levels having adventures, accumulate strength and wisdom, and when you think you're ready, go to the highest level to try to win.
Historical Period:  Fantasy
Victory Conditions:  Attain the "Crown of Command"
Pros:  Good kids game.
Cons:  Don't use the "City" expansion or it ruins the game.
Overall Rating (1-10):  6
 

Third Reich
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  6-12 Hours
Relative Complexity (1-10):  9
Type of Game:  Board with cardboard pieces
Subject Matter:  Grand Strategy; European Corps level combat and Economics
Historical Period:  World War II
Victory Conditions:  Dependent upon scenario played.
Pros:  High level of gaming realism in a very complete and well balanced game.
Cons:  Very high complexity and the time required to finish.
Overall Rating (1-10):  6
 

Thunder's Edge
Reviewer Bob Hranek

Number of Players:  3-5
Game Length:  3-5 Hours
Relative Complexity (1-10):  4
Type of Game:  Hexplay map generation with cardboard pieces.
Subject Matter:  Strategy; World Domination
Historical Period:  Future
Victory Conditions:  To yield the most political influence (military control and actions completed) when tensions increase enough to end the game.
Pros:  Great mix of military and other victory considerations.
Cons:  Combat losses are expensive, offensives aren't sustainable.  Game can be very long.  Not seeing all the planetary terrain is a necessary game mechanism, but seems very silly when you're in orbit around the planet!
Overall Rating (1-10):  7
 

Twilight Imperium
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  3-6 Hours
Relative Complexity (1-10):  4
Type of Game:  Hexplay map generation with cardboard pieces.
Subject Matter:  Strategy; Interstellar Domination
Historical Period:  Far Future
Victory Conditions:  Be first to achieve military/political dominance over all other players.
Pros:  Variable Technology Development
Cons:  Bad map placements may ruin your chances of victory even before play starts.  Once you get behind, you usually stay behind.  Game is usually exceedingly long.
Overall Rating (1-10):  5
 

Up Front
Reviewer Bob Hranek

Number of Players:  2
Game Length:  1-2 Hours
Relative Complexity (1-10):  5
Type of Game:  Card (non-collectible)
Subject Matter:  Tactical; Man-to-Man Infantry Combat
Historical Period:  World War II
Victory Conditions:  Break enemy squad or achieve specified goal before set number of decks (usually 3).
Pros:  Fast action, good mechanics, and high conceptual realism.
Cons:  Frustration when you just can't get the cards you need.
Overall Rating (1-10):  8
 

Victory In The Pacific
Reviewer Bob Hranek

Number of Players:  2
Game Length:  3-4 Hours
Relative Complexity (1-10):  2
Type of Game:  Board with cardboard pieces
Subject Matter:  Strategy; Control of the Pacific
Historical Period:  World War II
Victory Conditions:  Accumulate more Points of Control (POC) at end of game.
Pros:  Well developed game, excellent game mechanics, highly suitable for tournaments.
Cons:  None appreciable.
Overall Rating (1-10):  7
 

Vinci
Reviewer Bob Hranek

Number of Players:  3-6
Game Length:  2 Hours
Relative Complexity (1-10):  3
Type of Game:  Board with cardboard and wooden pieces
Subject Matter:  Strategy; Expansion of Empires
Historical Period:  Pre-history through Middle Ages
Victory Conditions:  Have the most victory points on the turn anyone reaches 100 points.
Pros:  Excellent game mechanics, play balance, and variety.
Cons:  None.
Overall Rating (1-10):  10
 

War At Sea
Reviewer Bob Hranek

Number of Players:  2
Game Length:  1 Hour
Relative Complexity (1-10):  1
Type of Game:  Board with cardboard pieces
Subject Matter:  Strategy; Control of Atlantic and Mediterranean
Historical Period:  World War II
Victory Conditions:  Accumulate more Points of Control (POC) at end of turn 8.
Pros:  Lots of fun if you like to roll lots of dice.
Cons:  Light fair, not much thinking required.
Overall Rating (1-10):  5
 

Wiz War
Reviewer Bob Hranek

Number of Players:  2-8
Game Length:  1Ž2 - 1 Hour
Relative Complexity (1-10):  1
Type of Game:  Board with cardboard pieces
Subject Matter:  Adventure; Wizards duke it out for supremacy.
Historical Period:  Fantasy
Victory Conditions:  Get 2 other treasures without losing both of yours or eliminate all other Wizards.
Pros:  Fast, Fun, and Strange.
Cons:  None Appreciable
Overall Rating (1-10):  7
 

Wizard's Quest
Reviewer Bob Hranek

Number of Players:  2-6
Game Length:  1 1Ž2 - 3 Hours
Relative Complexity (1-10):  1
Type of Game:  Board with cardboard pieces
Subject Matter:  Strategy; Kingdoms fight each other, orcs, and are wary of the ever-hungry dragon.
Historical Period:  Fantasy
Victory Conditions:  Retrieve all 3 of your treasurers.
Pros:  Good for kids.
Cons:  It's a kid's game.
Overall Rating (1-10):  5
 

2038 Tycoons of the Asteroid Belt
Reviewer Bob Hranek

Number of Players:  3-6
Game Length:  4-9 Hours
Relative Complexity (1-10):  9
Type of Game:  Board with cardboard pieces
Subject Matter:  Economic; explore, develop, and manipulate stock of asteroid mining operations.
Historical Period:  2038
Victory Conditions:  Player with most stocks and cash when bank runs out of money wins.
Pros:  Interesting subject matter and a lot of detail.
Cons:  Game is so complex and long that it might be easier and more fun to mine the asteroids in real life!
Overall Rating (1-10):  2


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