Pandemic Iberia (Game Review by Chris Wray)

  • Designers: Matt Leacock, Jesus Torres Castro
  • Publisher: Z-Man Games
  • Players: 2 – 5
  • Ages: 8 and Up
  • Time: 45 Minutes
  • Times Played: 5 (with 2-5 Players)

Pandemic Iberia.png

Pandemic Iberia made its debut at Essen 2016, receiving a much wider release in December.   

There’s obviously an all-new map featuring the Iberian Peninsula.  The map has fewer places to travel than in the original game, but it is also initially a bit more difficult to travel between parts of the map.  Whereas in Pandemic you can fly around the world, here, that technology was not yet invented, so the only way to fast travel at the start of the game is by ship, which allows movement between port cities.  But fear not: players can make it easier to travel by building railway lines!  This simple change creates a new layer of strategy.  

Throw in the clever historic scenarios, and fans of Pandemic will like where Matt Leacock and Jesus Torres Castro have taken the game. Continue reading

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Dale Yu: Review of the Colonists


The Colonists

  • Designer: Tim Puls
  • Publisher: Lookout Games / Mayfair
  • Players: 1-4
  • Ages: 14+
  • Time: roughly 20 min per player per era
  • Times played: about 20, with review copy provided by Mayfair Games


If you’re a regular reader of the blog, you’ll know that I’m a big Lookout Games fanboy.  Over the years, I have found that many of the non-Bohnanza games offered by the publisher become permanent members of my game collection.  Agricola previously had been my favorite Lookout game; in fact in my top-5 all time – but the Colonists might fight for that position!

I had written a preview of the game prior to Essen, using the introductory rulebook as my guide.  However, now that I’ve played the game a lot more, and I have taught it to many people, I will write out my teaching spiel as the rules review portion of this piece.  I won’t cover all the little details – I did that with Agricola way back when, and then ended up being a 21-page review! – but you should get a good feel for how the game works and what your options are. Continue reading

Posted in Essen 2016, Reviews

Review of Herbaceous


  • Designer: Steve Finn, Eduardo Baraf, Keith Matejka
  • Publisher: Pencil First Games, Dr. Finn’s Games, Whatz Games
  • Players: 1-4
  • Ages: 8 and up
  • Time: 20 minutes
  • Times Played: 18
  • Game provided by the publisher for review purposes.



Herbaceous is self-described as “a flavorful card game” in which players can “relax while enjoying this elegant game of picking and potting herbs.”  The objective is to score the most points by potting the best collection of herbs.  To do this, players take turns drawing and planting herbs into the Community Garden and their individual Private Gardens, and later picking those herbs to pot into various containers.  Every player has an identical set of Container Cards, but each type of container has different requirements for what it can hold.  Points are scored at the end of the game based on the number of Herb Cards potted in each container.

Herbaceous is the fifth game successfully crowdfunded by Eduardo Baraf and Pencil First Games using Kickstarter.  The campaign ended on September 23, 2016 and was supported by 2,208 backers.  The game shipped to backers in January 2017.

Continue reading

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Dale Yu: Review of New York Slice


New York Slice

  • Designer: Jeffrey Allers
  • Publisher: Bezier Games
  • Players: 2-6
  • Ages:
  • Time:
  • Times played: 4, with review copy provided by Bezier Games


(Obligatory Disclaimer – I have a free-lance relationship with Bezier Games, I have served as developer – aka Game-awesome-maker – for Bezier Games in the past for Castles of Mad King Ludwig, Suburbia and Subdivision.  I am also currently working on a super-secret project for Bezier Games at the moment.  However, I have absolutely no stake in the success of this game and have had no role in the development or production of it.)

(Another obligatory Disclaimer – Jeffrey Allers is a writer here on the Opinionated Gamers.  He has not seen the review here prior to publication.  Additionally, Ted Alspach (the publisher) is also a writer here on the Opinionated Gamers.  He also hasn’t seen this review.  But, I don’t know if he can really read, so even if he saw it, it’s no biggie…) Continue reading

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Unauthorized (Kickstarter Preview by Chris Wray)

  • Designers: Patrick & Katherine Lysaght
  • Publisher: Chara Games
  • Players: 6 – 12
  • Ages: 12 and Up
  • Time: 30 Minutes
  • Times Played: 5 (with Prototype Provided by Chara Games)


Unauthorized, a social deduction game by Chara Games, will be released on Kickstarter on February 7.  In the game, an underground church struggles for existence in an inhospitable land, while the state attempts to lure believers away from the church or lock them into prison.  The designers released a designer diary on BGG.  

My game group loves social deduction games, so I was excited when Chara Games approached me about doing a Kickstarter preview.  Most of today’s social deduction games are twists on the genre’s most popular titles, so I’m always pleasantly surprised when I find a fresh, original game.  Unauthorized is such a game, and I’ve been intrigued by my plays so far. Continue reading

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Game Award Chart (Finally) Updated!

Well, it’s still not perfect, but we finally got the Game Award Chart updated.

And, by we – I really mean Craig.

We’ll try to do a better job of keeping this updated as the awards roll in this year…

Posted in Site News | 1 Comment

Dale Yu: Review of Acquire (2016, Avalon Hill)


Acquire (2016 version, Avalon Hill)

  • Designer: uncredited on box/rules; Sid Sackson designer original version
  • Players: 2-6
  • Ages: 12+
  • Time: 45min
  • Times played: 3, with review copy provided by Hasbro


Acquire is one of my all-time favorite games – it still holds a spot in my top 5 all-time.  It was one of the first “Euro” games that I played, though my initial introduction to it was thru a 3M bookshelf game that I picked up at a garage sale or flea market.  This design has stood the test of time, shown by its multiple reprints and international licensing deals over the years.

When I was contacted by Hasbro to take a look at the newest version, I was definitely intrigued to see how the game had evolved.  The rules booklet and box do not have any design credits anywhere to be found – however, someone has clearly worked on the game as it is not quite the same as before.

I’ll start by going over the differences between this game and the original version.  That way, folks who are familiar with Acquire can read this part and then skip to the opinions.

1) The board is different – the board is now 10×10 rather than 12×9.  This means that there are 8 fewer tiles in the game

2) It’s not hotels in this version, but rather companies: Nestor, Spark, Etch, Rove, Fleet, Bolt, and Echo.

3) The payout chart is different!  First, the amount of payouts increases faster than in the original game.  Further, the max size of a hotel chain is now 38+ instead of 41+

4) Companies are safe at 10 tiles now, not 11.

5) The top three owners of an absorbed stock now get paid, not just the top two.  In the old version, first place got 10X current share price and second place got 5X.  Now, First gets 10X, second place gets 7.5X (rounded up) and third place gets 5X.

6) The game rules actually specify that players decide before the game on open or closed holdings.

OK, for those new to the game, how does it play?  Setup is simple. Place the empty board in the middle of the table. Place the 100 tiles face down in the box (or on the table) and mix them up.  Each player starts with $6,000 and are given a price reminder card.  Each player draws a tile and places it on the board.  The player closest to 1A (the upper left corner) goes first.  Finally, all players draw 6 tiles from the supply and stand them up on the table in front of them to form their initial hand.

On each player’s turn – there are three distinct phases, always done in order:

1) Place a tile (and possibly merge) – a player chooses one of the tiles from their hand and places it on the matching space on the board.  If the tile does not touch any other tiles, nothing else happens.  If the tile touches an already formed corporation, it becomes part of that corporation.  If the tile touches at least one other unincorporated tile, a new company is formed.  Take one of the available corporation markers and place it on top of the tile.  You also get one stock of the company that you just formed.  Note that if there are no corporation markers available to be chosen, you may not play a tile that would cause the creation of a new corporation.

It gets a bit more complicated if you place a tile that is directly between two corporations – you will trigger a merger!  The smaller company (in number of tiles) will be absorbed into the larger.  If there is a tie, the active player gets to choose which is absorbed.  Note that companies that are 10 tiles or larger are considered “safe” – that is, they may not be absorbed into other companies, no matter how much larger they might be.  The players with the most, second and third most shares in the smaller company are calculated, and payouts are made according to the size of the absorbed company.  (If there is only one shareholder, that player gets the 1st and 3rd place payouts together).  Then, starting with the active player, each player who holds shares in the now defunct company gets to choose if they want to keep their shares (awaiting the next founding on the company), sell them back to the bank at the current price, or trade them in 2-for-1 for shares of the new company.



2) Buy Stocks – the active player now can buy up to three stocks.  You are limited to buying shares of companies that are currently active – that is, companies whose corporation marker is currently found on the board.  The price of the share depends on the company as well as the current size.  Refer to the player payout chart to find the current rate.  You can buy any combination of shares that you like, and you are not obligated to purchase any.  In fact, if you have no money, you must wait until you earn some money in a later merger before you can purchase more shares.

3) Draw a tile – Draw a face down tile from the supply and add it to your hand.  If you draw a tile which is located between two “safe” corporations, it cannot be played to the board.  Reveal this to all players, discard it face up, and draw a new face down tile from the supply.  You might draw a tile which is temporarily unplayable, i.e. a tile which would form an eighth active corporation – these tiles are not discarded.  You must hold on to it and wait for a legal opportunity to play it.

The game ends when a player declares the game over AND one of the end-game conditions is met: that is when all active corporations on the board are safe OR at least one corporation is 38 tiles or larger.  There is no obligation to declare the game over on your turn even if one or both conditions are met.  However, whenever a player does successfully declare the game over, all companies pay out.  First, second and third place in shares is calculated for each company, and payouts are made per the chart.  Then, all players sell back all their shares at the current market price.  The player with the most money wins.


My thoughts on the game

As I mentioned at the top, the original version of Acquire is one of my favorite games of all time.  I wish that I could say the same for the 2016 version, but there are a number of things that hold it back.

The board size is no issue.  It is about 7.5% smaller (8 fewer tiles), but the max corporation size, safe size and payout jumps on the chart are scaled back proportionately.  If nothing else, the current size of the board promotes a slightly faster rate of mergers.  That seems to be a slight improvement.  Unlike the original version, it seems less likely to have the one or two dry spells of 15 to 20 tiles where everyone is waiting for the next big merger.  In times like this, it pays off to be the player who has money to still buy shares, or to have a particular tile that triggers a merger, and you wait for the right opportunity to play it.  This tension was one of the best parts of the game.

However, the change in the payout structure destroys any of the tension in the game.  In the original version, there are only payouts for first and second place.  It was imperative to get in on one of the early mergers so that you wouldn’t run out of money in the early parts of the game.  Now that the top three places are rewarded, there is a whole bunch more money floating around in the economy.  It is rare for anyone to run out of money now.  While this might feel better to novice gamers, it removes one of the main strategy points of the game.  You can now limp along with just a share or two in the companies and continue to get more money to keep going.  The increase in money also makes buying shares of larger companies a much easier decision.  Yes, those shares have the highest possible payout at the end of the game – but it’s not quite as tense when you have twice as much money as you might have had in the old version.  You just buy whatever shares you want now.

The other thing that detracts from the game is the board.  For whatever reason, the board is a molded, unpainted dark gray plastic affair.  You cannot read the letter on the spaces AT ALL.  Sure, you can extrapolate where the tiles are supposed to go by counting from the starting corner, but there’s no reason for it to be so difficult to see.  And, you don’t really want to be making it known which space you’re trying to read because then you’re giving away information about what’s in your hand.  I have seen some people paint their board lettering with liquid paper or white paint – and it’s much better that way.  But this shouldn’t be an aftermarket mod – this should have never left the production plant like this.


Sure, it looks out of focus.  But in reality, it’s that hard to read

If you look at this picture – you can see a home-brew mod to make the letters readable… but this shouldn’t have to be done by the end user…

So – if you were new to the game, this is probably still a decent game, and much better than many things you’d pick up at the mass market toy department.  But, for anyone who has played the original version, this takes much to the strategy and tension out of the game.  It’s kinda like playing Settlers of Catan, but deciding that rolling a 7 does not trigger the robber but instead gives all players three extra cards.  Or maybe playing Dominion and just saying that you can discard Curse cards when you draw them.  Sure, most of the rules are the same, but you don’t end up with anything like the original.  At least, it’s possible to play the original payout rules with the slightly smaller board, and that is an interesting variant due to the slightly more rapid merger rate – but after playing the new 2016 ruleset enough to review this game, I can safely say that I’ll never play it the new way again.  

Thoughts from Other Opinionated Gamers

Greg S.:  Saw the new version and, as you say, the board was atrocious.  An incredibly poor design choice.  Haven’t played, but based on the changes you list, I see no need to. Why, oh why would Hasbro tamper with a recognized classic?

Jeff A.: It is inexcusable in this day and age for a designer, who is arguably one of the fathers of modern board games, to be given no credit on the box and in the rules of one of his signature games. Would we do the same for classic books, leaving off the author’s name on such seminal works of literature like Moby Dick? Then again, after reading Dale’s review, perhaps Sackson would not have wanted to be associated with such a poor update of his original creation. Fortunately, I have an older version of the game.


Joe Huber (1 play of the new edition): While I generally agree with Dale, there is one advantage to the new edition which I plan to take advantage of before I let it go.  Back in 1997, Schmidt almost released their own variant on Acquire where players received cards, rather than tiles; each card gave an option of four different places to play; the board was divided into four quadrants, with each card referring to a space in each quadrant.  While it would be possible to play this on the original board, by not using one row, it will work much better on a 10×10 board.  (Not rated, because I rate all games based upon the version I enjoy the most, rather than the individual editions.  Acquire I rate as “I love it!”.)


Ratings from other Opinionated Gamers

  • I love it!
  • I like it.
  • Neutral. Dale Y
  • Not for me.


Posted in Reviews | 6 Comments

Dale Yu: Review of Mysterium (Android digital version)


Mysterium (Digital version on Android)

  • Developer: Playsoft
  • Publisher: Asmodee Digital
  • Times played: about a five hours of play with review copy provided by Playsoft on my Motorola X Pure Edition Android phonemysteriumhead

Mysterium was one of the better games of 2015.  You can read our review of the cardboard version here –

The digital version was recently released to the Google Play store, iTunes store and Steam.   The story/concept of the game is the same.  There are some murders which have taken place, and a bunch of psychics has been brought into to commune with a local ghost in order to divine the who, where and how of the crimes.  The ghost sends images to the psychics who then must try to determine the meaning of the pictures. Continue reading

Posted in Reviews

Dale Yu: Review of Sponsio



  • Designer: Dorsonczky Jozsef
  • Players: 3-4
  • Ages: 10+
  • Time: 45 minutes
  • Times played: 3, with review copy provided by Mind Fitness Games


In Sponsio, players take on the role of lanistae – the men who used to run gladiator stables in old Rome.  In this game, you are placing bets on the outcome of gladiator battles (which are done in a trick taking process).  The player who first reaches 30 coins OR wins 9 bets in a row is the winner of the game.  The game is played in a number of rounds until one of the victory conditions is reached. Continue reading

Posted in Essen 2016, Reviews

Best New (to me!) Games of 2016

Top ten lists are difficult – especially when I don’t get to play some of the “big new games” for 6 months to a year after they’re released… so a few years back, I listed my Best New (to me!) Games of 2011. I then took a break for 2012 (due to general life craziness) and returned in 2013 with my Best New (to me!) Games of 2013. And while I had great plans to publish similar articles for 2014 & 2015, the best laid schemes “gang aft agley”. (Sorry, it’s the English major in me bubbling up to the surface. Don’t ask about Canterbury Tales unless you want me to recite the Prelude in Middle English.)

Even though I didn’t publish the 2014 or 2015 lists, I did create them… and I’ll share them here (without extra comments) for your enjoyment and edification. (I’ve linked to my reviews and blog posts as appropriate.)

Best New (to Me!) Games of 2014clash-of-cultures

Best New (to Me!) Games of 2015pandemic-legacy

  • #10: Four Expansions
    • Arctic Scavengers: Recon
    • Castles of Mad King Ludwig: Secrets
    • Galaxy Trucker: Missions
    • DC Deckbuilding: JSA, LSH & the Teen Titans
  • #9: X-Com: The Board Game
  • #8: Tiny Epic Galaxies
  • #7: Rattlebones
  • #6: Baseball Highlights 2045
  • #5: Survive: Space Attack
  • #4: Roll for the Galaxy
  • #3: Favor of the Pharaoh
  • #2: Mage Knight Board Game
  • #1: Pandemic Legacy

Continue reading

Posted in Best Of | 1 Comment