Thursday, February 28, 2013

Clear Sleeves: Standard American Board Game Pack

Clear Sleeves: Standard American Board Game Pack

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Product Feature

  • 50 sleeves
  • 2 1/4" x 3 1/2" (56x87 MM)
  • Made from clear, 100 micron-thick, non-PVC, acid-free polypropylene plastic

Product Description

Standard American Board Game Sleeves50 sleeves per package.Package Color Code: GreenFits Cards of This Size: 2 1/4 x 3 1/2 (56x87 MM)Examples of games with cards that this sleeve will fit: CitadelsTM, MunchkinTM, Descent: Journeys in the DarkTM, War of the RingTM, BohnanzaTM

Clear Sleeves: Standard American Board Game Pack Review

First of all. The list price is $2.99. Otherwise, if you get it at a proper price, it is a sturdy product that does it's Job. I purchased it for my Cosmic Encounter cards at a local game shop. Proper fit.

To recap: the list price on the FFS catalog is $2.99.

Most of the consumer Reviews tell that the "Clear Sleeves: Standard American Board Game Pack" are high quality item. You can read each testimony from consumers to find out cons and pros from Clear Sleeves: Standard American Board Game Pack ...

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Wednesday, February 27, 2013

Yu-Gi-Oh! - Lady of D. (GAOV-EN036) - Galactic Overlord - 1st Edition - Common

Yu-Gi-Oh! - Lady of D. (GAOV-EN036) - Galactic Overlord - 1st Edition - Common

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Product Feature

  • A single individual card from the Yu-Gi-Oh! trading and collectible card game (TCG/CCG).
  • This is of Common rarity.
  • From the Galactic Overlord set.
  • You will receive the 1st Edition version of this card.

Product Description

Yu-Gi-Oh! is a strategic trading card game in which two players Duel each other using a variety of Monster, Spell, and Trap Cards to defeat their opponent's monsters and be the first to drop the other's Life Points to 0.

Card Name: Lady of D.

Card Type: Effect Monster

Card Number: GAOV-EN036

Set: Galactic Overlord

Attack/Defense: 1500/1100

Attribute: Dark

Level: 4

Monster Type: Spellcaster

Passcode: 67511500

Card Text: Your opponent cannot target face-up Dragon-Type monsters you control for attacks. If this card on the field would be destroyed by battle or by a card effect, you can send 1 Dragon-Type monster from your hand to the Graveyard instead.

Yu-Gi-Oh! - Lady of D. (GAOV-EN036) - Galactic Overlord - 1st Edition - Common Review

Helps in two ways for my dragon deck, protects your dragons you have on the field and helps gets cards in the grave.

Most of the consumer Reviews tell that the "Yu-Gi-Oh! - Lady of D. (GAOV-EN036) - Galactic Overlord - 1st Edition - Common" are high quality item. You can read each testimony from consumers to find out cons and pros from Yu-Gi-Oh! - Lady of D. (GAOV-EN036) - Galactic Overlord - 1st Edition - Common ...

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Tuesday, February 26, 2013

Cribbage Pegs Deluxe Set of 12 Metal

Cribbage Pegs Deluxe Set of 12 Metal

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Product Feature

  • Deluxe Polished Metal Cribbage Pegs
  • Set of Twelve Pegs: 3 Brass, 3 Black, 3 Copper, 3 Stainless
  • 1 3/8 inches Tall. Easy to Grab. Most pegs are Only 1 Inch Tall.
  • 3/32" Tips. Fit Most Cribbage Boards with 1/8 inch holes.
  • Tapered Design. (If possible Please view all product PHOTOS. Double click for larger image.))

Product Description

Premium metal pegs. Perfect accompaniment for Four Track (Four Lane) Cribbage Boards. Replacement for lost pegs. Will not break like plastic pegs. Carefully measure holes in your cribbage board.

These pegs Fit 1/8 inch holes which is the most common size in Cribbage Boards. However, some tiny cribbage boards have smaller holes and some larger boards have bigger holes.

If time permits please view all product photos. Double click on photo to see larger image.

Cribbage Pegs Deluxe Set of 12 Metal Review

These pegs are great!
They arrived fairly quickly under the regular post speed.

The pegs are SO much better than the wood or plastic ones that usually come with your cribbage board.
These not only feel better, but they have a nice heft to them so they stay in the peg hole.

The pegs will most definitely fit just about any peg hole diameter, as they are nicely tapered.

Great purchase!

Most of the consumer Reviews tell that the "Cribbage Pegs Deluxe Set of 12 Metal" are high quality item. You can read each testimony from consumers to find out cons and pros from Cribbage Pegs Deluxe Set of 12 Metal ...

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Monday, February 25, 2013

Magic: the Gathering - Boundless Realms (162) - Magic 2013

Magic: the Gathering - Boundless Realms (162) - Magic 2013

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Product Feature

  • A single individual card from the Magic: the Gathering (MTG) trading and collectible card game (TCG/CCG).
  • This is of Rare rarity.
  • From the Magic 2013 (M13) set.

Product Description

Magic: the Gathering is a collectible card game created by Richard Garfield. In Magic, you play the role of a planeswalker who fights other planeswalkers for glory, knowledge, and conquest. Your deck of cards represents all the weapons in your arsenal. It contains the spells you know and the creatures you can summon to fight for you.

Card Name: Boundless Realms

Cost: 6G

Color: Green

Card Type: Sorcery

Card Number: 162

Card Text: Search your library for up to X basic land cards, where X is the number of lands you control, and put them onto the battlefield tapped. Then shuffle your library.

Magic: the Gathering - Boundless Realms (162) - Magic 2013 Review

I have only one thing to say to you all: Liege of the tangle and unblockability. add a trample for extra effect. Game over.

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Sunday, February 24, 2013

Dragon Shield Sleeves - Gold

Dragon Shield Sleeves - Gold

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Product Feature

  • 100 Protective Card Sleeves
  • PVC Free
  • Protects Gaming Cards Against Wear and Tear

Product Description

Each box of Dragon Shields contains 100 clear, archival-quality polypropylene protective sleeves with colored backs, designed to protect your gaming cards against the wear and tear of play use. Regular Sized for MTG, VS system, etc.

Dragon Shield Sleeves - Gold Review

These were more than durable enough to las more than four casual Tournaments, and innumerable casual games between myself and my roommates. there are 100, which is more than enough for a standard Magic Deck of 60, plus 15 sideboard, plus the 15 spare, with 10 leftover for additional spares. Buying Two would allow you to sleeve Three Decks, and one Sideboard... (200, -60, -60, -60 = 20, enough for one sideboard and 5 spares)

These are very durable, smooth, and have a slightly textured backing, to resist marking and scratches which are prevalent in the smooth-backed sleeves.

I would highly reccoment these sleeves for any Trading Card Game involving lots of shuffling and handling to protect those expensive, valuable investments you are playing with!

Most of the consumer Reviews tell that the "Dragon Shield Sleeves - Gold" are high quality item. You can read each testimony from consumers to find out cons and pros from Dragon Shield Sleeves - Gold ...

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Saturday, February 23, 2013

Star Wars X-Wing: Dice Pack

Star Wars X-Wing: Dice Pack

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Product Feature

  • An accessory for the X-Wing Miniatures Game
  • Supplements the custom eight-sided dice in the Core Set
  • Speeds up X-Wing gameplay for a more convenient experience
  • Includes six plastic dice: three red attack dice and three green defense dice
  • Made of durable and high-quality plastic

Product Description

FFGSWX10 X-Wing Dice Pack

By Fantasy Flight Games

Star Wars X-Wing: Dice Pack

Make the jump to lightspeed with the X-Wing Dice Expansion Pack for the X-Wing Miniatures Game. With an additional set of six custom eight-sided dice, your battles will move faster, letting you focus on outwitting your opponents. This accessory includes three red attack dice and three green defense dice, allowing each player to have a complete set of dice.

This is not a complete game experience. A copy of the X-Wing Miniatures Game Core Set is required to play.

Star Wars X-Wing: Dice Pack Review

When these are in stock in game stores you can get this set for $5, apparently the fact that they are in between runs makes all the game shops feel like they should screw the customers. $20 for this set is outlandish, at that price I would say just go ahead and flip for the additional $10 and get a whole other starter set. That way you get the dice and an extra x-wing and two ties to go with it. My suggestion is at this price, stay away and just play with the ones that came with it. It is not ever necessary to have the extra dice they are only a convenience and at $20 not a very good one. There will be another run of these here soon (late April-June) and all of you with out the patience to wait will be kicking your self for paying such a stupid price. At the $5 price I would give this a 4 star rating because they are nice to have and make game play faster but at $20, no way. It is time we all start teaching these stores that price gouge that it will not pay, by us as customers not giving in and paying their outrageous prices. Just wait, they will be inexpensive again, just like the Millennium Falcon and the Tie interceptors will be.

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Friday, February 22, 2013

Cardinal Solid Wood Checkers

Cardinal Solid Wood Checkers

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Product Feature

  • Solid Wood Reversible Game Board
  • Wood Playing Pieces
  • 2 Games on 1 Gameboard
  • 5 Years + Up

Product Description

The object of Checkers is to capture and remove all of an opponent's checkers from the game board. To remove a checker, a player must jump that checker in a forward diagonal direction and must land in a square that is vacant. Move your checker all the way across the board to have it king'd. Then your king checker can jump diagonally forward or backwards! Use your royal might to win! To win Tic Tac Toe, simply get 3 in a row horizontally, diagonally or vertically! Sturdy 11-1/4square game board designed for years of play! Includes solid wood Checker pieces, too. For 2 players.

Cardinal Solid Wood Checkers Review

If you're looking for a set to play checkers (and/or tic-tac-toe), this set will probably fit the bill just fine. The gameboard and checkers themselves are solid wood, and you could probably use the gameboard as a cutting board if you grew tired of the game -- it's that thick and strong. It's currently at a nice price, too.

Some cons about this set: the included instructions are not very detailed, about one paragraph long, so hopefully you already know how to play the game. (For what it's worth, it contain several typos, too.) Clearly the company didn't invest a lot of effort in the instructions.

The checkers have an embossed pattern on one side, but in my set, one of the checkers wasn't embossed. It's not a big deal, but I think shows some lack of quality control on the part of the manufacterer.

One more thing to throw out: the gameboard smells like -- and I am not making this up -- barbecue. Maybe it's made of mesquite or something. It's a fairly strong scent, pretty much detectible the whole time while playing the game. It's not a bad smell. Who knows, it might even be a selling point if you like barbecue.

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Thursday, February 21, 2013

Unhappy Homes (Gloom)

Unhappy Homes (Gloom)

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Product Feature

  • This is an expansion for Gloom - you need that game in order to use the expansion
  • Adds depth and complexity
  • Lots of replay value

Product Description

In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards included in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths, and a new family -- the artistes of Le Canard Noir, whose creative endeavors always end in disaster.

When art lets you down, the Black Duck is there for you. This dingy cafe is home to a motley assortment of washed-up bohemians. Here the tormented painter Rosseau buys drinks for neurotic models and destitute poets, while a troubled actress and sickly courtesan compare notes across the way.

Also included are five Residences with a light blue background behind their central illustration. These are each placed next to their related family at the start of the game. New cards called Mysteries, which have a dark blue effects bar at the bottom, are also shuffled into the deck before play. A Mystery is the only card that can be placed on a Residence (and only a Residence), and can be placed on any Residence as either of your two plays. It gives that Residence's player a special effect and Pathos points that count toward his final Family Value. A Mystery remains even if the requirements for playing it are lost. You may discard a Mystery from your hand as a free play.

Adds 1 player, ages 8 and up.

Unhappy Homes (Gloom) Review

Gloom is fantastic, but this expansion is only so-so. The idea of residences is interesting, but in rules terms, they're simply family members who can't die, which makes them a lot less dynamic than the other cards. The mystery cards that you are supposed to play on them often require three icons and a laundry list of other conditions in order to get them into play, so that we often found them impossible to place. Nine times out of ten, we simply discarded mystery cards to get cards that were more useful and easier to place. The benefits mysteries offered were often out of proportion to the difficulty in placing them. Many have benefits that are all but useless or require that you fulfill another laundry list of conditions to take advantage of. As a result, we found residences often had almost no effect on play.

Still, residences and mysteries are the smallest part of the expansion. The rest of the cards are new modifiers, events, and untimely deaths that add welcome variety to the game. The expansion is well worth it, but not because of the residence mechanic.

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Wednesday, February 20, 2013

Perpetual Commotion

Perpetual Commotion

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Product Feature

  • Non stop action, all players play at the same time?no turns!
  • Winner of iParenting Media award.
  • Winner of the National Parenting Center Seal of Approval
  • Winner of the Parent?s Choice Foundation award
  • Winner of the NAPPA Honors award

Product Description

Perpetual Commotion-where fast hands rule the table. Perpetual commotion is an outrageously fast and addictive card game. Play your cards-as fast as you can-into a common arena. To win, you must play faster and more aggressively than your opponents. It's part strategy, part speed, and a healthy dose of luck of the draw. Empty your Feeders pile first, and win the round; be the first to earn 150 points, and win the game! Includes 6 decks of perpetual motion cards, 1 8-sided die, and instructions. For 2-6 players ages 12 and up.

Perpetual Commotion Review

I have some fond memories of my grandparents and games from my childhood - mostly revolving around the game Dutch Blitz. I never was very good at Dutch Blitz, but I was always up for a game. The reason - my grandfather was an absolute maniac at the game. He played faster than I ever saw anyone else played, bullied the other players into playing cards from their stacks, shouted the entire game, and cheated whenever possible. Most games ended with my grandmother throwing her cards at him, and the rest of the family rolling on the floor with uncontrollable laughter. Years later, I played Dutch Blitz again with a stodgy group of college students, but it didn't have the same zing. Then, while at Origins 2004, I came across a game called Perpetual Commotion. (Goldbrick Games, 2003 - designer uncredited). They invited me in for a demo game, and after dealing out the first cards - they told me that I was probably going to lose. Humph - I wasn't too particularly pleased to hear that - but then I almost won.

And then I stayed and played the game several more times, because it was so much fun. Perpetual Commotion is a real-time card game, whose grandfather may have been Dutch Blitz, but whose rules are refined; and game play was fast, furious, and fun. Most people that I've introduced the game to love it, and while some of them are certainly much better than others - even the slow folk seem to have a good time, wallowing in their inefficiency. It's a loud, quick game; and one that is quickly becoming one of my most-requested games currently. If you like real-time games that can include up to six (eight with an expansion) players, then this is the perfect game.

Each player is given a deck of fifty-two cards - each deck with a different colored back (red, green, blue, purple, yellow, or orange). Each deck consists of cards of four different suits (red, green, yellow, and blue), numbered 2 through twelve, as well as four "Start" and four "Stop" cards. The players thoroughly shuffle the deck they were given, then hand it to the player next to them (the rules frown on people shuffling their own decks - something I sadly have to agree with). As soon as someone shouts, "Go", each player deals five cards face up in front of them; and then a pile of thirteen face-down cards next to that. The remainder of the cards they hold in their hand, in a face down deck. The object of the game is for the players to get rid of the pile of thirteen cards. At any time, a player can play one of their face-up cards (if it is a legal play) onto the table, replacing the face-up card with the top card of the pile. If none of the face up cards can legally be played, the player may go through their deck, searching for playable cards. This is done by counting out three cards and looking at the next card; and playing it if possible (the counting is similar to that done in Solitaire). If the card can't be played, the player goes on to the next card, etc. - starting the deck over again once they go through it.

Players are playing the cards onto stacks on the table. A "Start" card can be played at any time - thrown into the middle of the table. On top of each start card, a "2" of any color can be played. Once the "2" is placed, however, the next card after that must be the "3" of the same color, then the "4", etc. Once the "12" is played, a "Stop" card is played on top, finishing the pile. Both "Stop" and "Start" cards are considered wild; they count as any color. As players play cards from those face-up, they replace them with the cards from the stack that was initially thirteen. After that stack is depleted (whether or not there are still cards face-up in front of the player), the player shouts "Out!" and the round ends. Scoring then commences.

The player who went out gets five points, with all other players losing two points for each card they had left in their pile. Each player also gets one point for every card that they played on any pile on the board. All points are totaled and recorded, then the player who went out rolls an eight-sided die, comparing it to a reference card included with the game. If the player rolls an odd number, the next round occurs - same scoring as the first. A roll of a "2" gives ten points for going out in the next round, while a "6" gives twenty points. A "4" doubles all points in the next round, whether positive or negative, and the dreaded "8" causes the person rolling to lose ten points. The next round begins, and play continues until one player goes over 100 points, at which time they are declared the winner (unless people refuse to give up and want to play to a higher amount - something I've seen more than once.)

Some comments on the game...

1.) Components: These decks are going to take a lot of damage, since cards are being thrown, hurled, slammed, shuffled, and grabbed on a continual basis. Fortunately, Goldbrick Games have done a good job here, producing cards of excellent quality. And although a few of mine have bent slightly from overzealous players, they still look pretty good, considering that they have been through some hellish games. The box is really nice, with slots for all six decks, as well as two more decks that can be ordered off the website - gold and silver. The numbers on the cards are very easy to distinguish, and the names of the colors are also printed on the cards - allowing for color-blind players to enjoy the game. My only minor quibble was that the six and the nine got confusing. The six had a line underneath it to distinguish it, but in the heat of the moment - a LOT of people in the games I've played have mistaken the "9" for the "6". I tell them that it's there fault, and it's probably a hard thing to fix, because when speed is a factor, one's brain gets fuzzy. The box has nice artwork on it, and holds all the decks securely.

2.) Rules: The game is easy as pie to teach. A few of those I taught had already played Dutch Blitz, and they picked up the game in about 1 minute. Others had a slower time getting started, but after one round, felt fairly comfortable playing the game. The only rule that some people have a hard time getting used to is that players must play cards with only one hand. (And no slapping or hitting each other either! Shouldn't have to mention that, but these teachers I play with....)

3.) Speed: Look, speed is not everyone's thing. I know that I'm really not that good at it, which is why I usually try to steer clear from real-time card games, as I tend to lose. But even though I go into Perpetual Commotion with the preconceived knowledge that I'm going to lose, I don't mind - because it's so much fun. And I just might win a round or two (I'm getting better). There are definitely some people who will want to stay away from this type of game, but I'm betting that even if they wouldn't enjoy playing the game, they would enjoy standing around watching the chaos and confusion.

4.) Dutch Blitz: I've said the name of this game often in this review, and the similarities are striking. However, Perpetual Commotion is different enough to be played on it's own, and it's certainly more fun. One big difference is that while Perpetual Commotion has the miniscule possibility of "jamming up" - something I've never seen happen - it will happen FAR less than in Dutch Blitz. The game also runs more smoothly, and it helps that everyone has an identical deck of cards. The "Start" and "Stop" cards are especially nice, as they are in all four colors, making them a whole lot easier to play.

5.) Fun Factor: As I said before, the game is almost as fun to watch, as it is to play. When you slam your "5" down on the table milliseconds before one of your opponents, it's quite satisfying and fun. (Unless your hand gets slapped). Yelling, groaning, laughing, and many other strange noises occur during each round - and it's a lot of fun! Even though I've had some pretty low negative scores - I've still enjoyed each and every game I've played.

6.) Die: Rolling a die at the end of each round makes the game more interesting. There is a fifty percent chance that the next round will be scored differently, and everyone always chants for the person to roll an "8". This may bother some, as it adds some luck to the game, but I think that it's a fine way to keep a runaway leader in check (at least a little).

This game isn't for everyone, especially those who move and think thoughtfully. Speed demons will love the game, on the other hand, and even those of us who move at a normal pace will have quite a bit of fun. It's a loud, raucous game; one that's fun to watch and play. And if that's the kind of game you are looking for, then I encourage you to pick one up. Don't expect a brain burner, though; it's just a loud, fast fun time.

(...)

"Real men play board games"

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