Expansion Review - Babel 13


I've wanted to play Neuroshima Hex since it was new, but it was a Z-Man game, and Zev has sent me, in the entire time I've been reviewing, exactly one game - and it wasn't Neuroshima Hex. So when I sold a bunch of games to Noble Knight and wound up with a hefty store credit, I used it to get the elusive Hex game and the first expansion. But even after playing several games of the original, I still had not played with Babel 13 until Thanksgiving, when I invited a friend to join my family for the holiday, and then spent the entire time playing games with him and ignoring my family (which, I should probably admit, works out great for me).

My biggest problem with Neuroshima Hex is that you have this cool setting with punk-apocalypse characters and scary powers, and the whole thing is reduced to a faceless abstract (the faceless part, actually, is fine with me. Can you imagine how disconcerting it would be to play a game that actually had eyes and nose and stuff? That would freak me out). Every battle takes place in the same symmetrical junkyard, with the same bizarre warriors who can be summed up with a couple triangles and an initiative number.

And now that I've played Babel 13, that complaint is forgotten. The new stuff in this box adds what the base game is missing - namely, a feeling of being there. Of course, since 'there' is a world dominated by monster robots and man-eating shrubbery, you may not want to feel it too much. But don't worry, you're still sitting comfortably in your living room, placing cardboard hexes on a cardboard map while ignoring your family and pretending that this is actually quality time. You don't have to survive sniper fire from mohawk-sporting road raiders. You just have to remember to take out the trash. That's not flowery prose - you literally need to take out the trash, or flies will start to breed on your discarded food wrappers and soggy coffee grounds.

Of course, the most important thing about Babel 13 is that it comes with two new factions. The New York faction is a team of reinforced warriors who can take cover in the shadow of their headquarters, while the Neojungle is composed of walking rutabagas that build a massive plant wall and attack with a terrifying hive mind. The two new factions just feel more unique and post-nukey, with special pieces and cool effects that help you imagine a running battle in the wasted ruins of America (and yes, I just made up the term post-nukey, and will be applying for a trademark shortly).

Only slightly less vital to the success of Babel 13 is the inclusion of terrain pieces. Now you don't have to fight over the same redundant slab of open landfill. Now you can fight through jungles and over hills. You can hide in reinforced bunkers and break into warehouses of supplies. There are more terrain pieces than you probably could have invented on your own, and they all do different things. Plus every piece of terrain could have different effects - the forest might be so dense that really big bruisers can't fit between the trees, or it could be so tall that it blocks attacks. A hill might provide cover, or it might add the ability to shoot over enemy troops and hit the scary guys behind them. With all the terrain in the box, you can create a huge variety of cool places to get killed.

The last thing that really makes Babel 13 a must-have expansion for Neuroshima Hex is the list of scenarios. There's an entire campaign in the box, one that will let you play a half-dozen games in a row, with each battle having consequences that affect the next. The angry trees might team up with the psychotic robots or make friends with the mutant zombies. The humans could discover a huge weapons cache that will give them a definite edge in the next fight, if they remember to use them and don't leave them gathering dust because they forgot they were there, having been distracted by the promise of pumpkin pie with an absurd dollop of whipped cream on top (which happened to me, because I really like pumpkin pie, and it was, after all, Thanksgiving).

Now that I've played Babel 13, I really want to go get the other expansion for Neuroshima Hex. If it's anywhere as cool as Babel 13, it's going to be a great purchase. Not only are the strategic and tactical elements vastly improved by adding Babel 13 to the original, but I finally have a sense of playing out a battle, rather than arranging geometric chits to create a waterfall of unpleasant consequences, including (but not limited to) bludgeoning, explosions, electrocution, and being called very insulting names by elementary-school students.

Not that any of those things are bad. But it’s nice to know they’re happening somewhere outside the dump.

Summary

Still 2 player (or up to 4, but really, still just 2)

Pros:
Really interesting new factions
Terrain opens up enormous possibilities for varying places to maim and murder
Campaign gives you a great reason to play a bunch of times
Lots of different games possible now
Really brings out the theme in the game, which was lacking before

Cons:
Out of print, which sucks, because it’s awesome

Babel 13 is a great expansion to a great game. You should totally go buy it... but it's out of print! Oh, woe is you! Where will you find this gem?

Wait, I know. Noble Knight Games!
WALK WITH THE SHRUBS

Technocratis TMDHJAVS9S8M

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Parted Magic 11.11.24: Free Disk Partitions Creator

Parted Magic 11.11.24 is an software to handle, create and modify partitions in your laborious drive. You can carry out varied activities associated to the partition of your disk with out information loss. This software is a boot via which you'll handle partitions and also carry out some installations in your machine. To work must have your image stored on a CD that will probably be entered into

Expansion Review - Omen: Shattered Aegis


It almost makes me hurt a little when I see enormous brilliance limited by small thinking. Look at Einstein - he thought big. If he had been content to make a couple theories in his garage, he never would have made the atom bomb, and then where would we be? In a world without Fallout, that's where.

Now, if we could just make John Clowdus see that he is depriving thousands of nerds the opportunity to experience his genius, maybe John could create the next awesome game setting, and we'll have even better video games. Or at least we could all play Omen.

I've already reviewed Omen. You can read about it right here. In case you're lazy, I'll sum it up - Omen is a card game about war where you will kill a bunch of ancient Greeks and lay waste to cities. Also, it is awesome. Sadly, if you didn't buy it when it was in pre-order, you're completely out of luck. You can't even find it on eBay. It's a fantastic game that everyone should play (unless you don't like war, in which case you should buy Monopoly), but you can't get it any more. And that makes me sad.

However, if you were one of the smart people who bought Omen when you had a chance, you should know that there's a really great expansion for it called Shattered Aegis. In case you were wondering, Aegis is a Greek word that means 'leg bone.' So the expansion is really about breaking peoples' legs, specifically ancient Greek people who are trying to keep you from dominating the known world with the help of half-naked chicks and one-eyed giants. (Please note that I may be making that up. Not the Greek part - that's definitely in there. But it's possible that Aegis might mean something else. Because, you know, I might have made that up.) (Also please note that while it might seem I inadvertently made a slight innuendo by combining naked women and one-eyed monsters, I absolutely did that on purpose. If you don't get it, then you're way to clean-minded to be reading this website.)

Shattered Aegis is everything an expansion ought to be. When Clowdus decides to give you more game, he doesn't play around. There are more new ways to play Omen than you could possibly use in a single day, unless you spent the entire day playing the same game over and over. Which, in the case of Omen, would be a very good way to spend your day.

The easiest way to use Shattered Aegis is to just shuffle all the new unit cards into the old cards, and just let 'er rip. Now, fair warning - John needs to have a serious heart-to-heart with his printer, because the cards don't match up as well as they should, so you can tell pretty easily if your opponent is holding expansion cards or original. However, it won't really matter, because there are a ton of new cards, so it's not like you'll know what he has. You'll just know it's new.

With all these new units, you're going to see the game take on entirely new dimensions. If you like going heavy with oracles and playing them for their ongoing bonuses, you'll love all the new ones. Before, the oracles were mostly pretty benign, and just helped you out. Now there are some nasty oracles in here, like the one who robs your opponent every turn, or the one that scares the piss out of the enemy naked chicks and sends them running home to their mommies.

The new soldiers are pretty awesome, too, and so are the new beasts. There will now be plenty of new ways to manipulate the table to your liking - play the Solemn Arbiter and use your opponent's oracles, or play the Masked Surrogate and make his soldiers work for you. Or throw down the Brazen Slayer, and get a beast card for free, or the Fortuitous Dryad, and score an extra feat card without having to work for it.

If the only new stuff in Shattered Aegis was a bunch of new units, it would be worth every penny. But like I said, Clowdus doesn't play around when he makes an expansion. There are also a lot more ways to play the game. You could always play a draft-style game, where you build your own deck before you start playing (and with all the new units, that's even better now), but now there's the pure deck-building variant, where each player has his own custom-made deck composed completely in secret before the game even starts. There's a really awesome four-player variant (using the extra feat cards in the box, plus some cool new hidden cards) that will let you break the legs of more of your friends at once. There's more, too, but this paragraph is starting to get really long, and it's wearing out its welcome.

But I still have one really enormous complaint, and it's one that John Clowdus should address as soon as possible - you can't get the base game any more. There's this amazing expansion that offers lots and lots of incredible options and awesome ways to play the game, and the only people who can use it are people who already have Omen. And that's sad, because Shattered Aegis makes Omen so much better that it would appeal to even more people, but they can't get it because it's sold out. Reprint, dammit!

This is where that thinking-small thing makes me sad. Just looking at his two most recent games, Omen and Hemloch, John Clowdus has a couple of games on his hands that could be household names, if only there were enough copies to be in everybody's house. If Small Box Games ran itself like a big-time publisher, with printers in Brazil and thousands of copies and full-color advertisements, I think it would only be a matter of time before the company was a major contender in the world of hobby gaming. Thank God he started using professional artists - the games are freaking beautiful, and are inherently more fun because they're better looking. Now if we can just get him to understand that everybody should be playing his games, maybe we can get him to make enough of them that he can retire to the Azores and sit around his cabana all day, drinking mai-tais and inventing brilliant games.

But then, even if that doesn't happen, those of us who know about Small Box Games can continue to be delighted at his genius. We know enough to buy anything Clowdus creates, because we know we'll never get another shot at it if we miss it the first time. And we'll get to play some really fun games because of it. Like Shattered Aegis - which, I just found out because I looked it up, actually means 'Shattered Dinner Plate,' which frankly doesn't make any sense to me at all.

Summary

2 or 4 players

Pros:
Stunning art
Even more strategy than before
Lots and lots of new ways to enjoy an already awesome game

Cons:
Low print runs!

If you already have Omen, and if you like it, you absolutely should buy Shattered Aegis. In fact, you should do it this weekend, because there's a Black Friday / Cyber Monday sale going right now at Small Box:
http://www.smallboxgames.com/blackfriday.html

Board Game Review - Neuroshima Hex


Experts will tell you that a nuclear war will result in the near-complete decimation of the human race, with survivors slowing starving and dying of radiation sickness. But those of us who know better have a different scenario in mind. Namely, people will mutate into totally kick-ass monsters, probably with green skin, and have giant battles against evil robots in dune buggies. At least, that outcome would be a lot more interesting, and maybe even make it worth having a nuclear war just to see the sentient plants.

And if you play Neuroshima, the RPG about life after the end of the world as we know it, you can see all that stuff. You can fight mutants and robots and evil plants, and scavenge for supplies, and blow up monsters with plasma guns.

But if you play Neuroshima Hex, you won't do any of that stuff at all. You'll just put out hexes with arrows and symbols on them and try to point the right direction so you can win. It's almost a shame to see an exciting post-nuke fantasy turned into a game this abstract - or it would be, if the abstract game in question were not blatantly awesome.

There are rules in the book for playing with three or four, but the game was really designed to play head-to-head. You take turns putting out your soldiers, who do stuff like shoot or stab or throw nets. Then a battle breaks out, and you figure out who is smart and who is dead. The overall goal is to damage your opponent's base, but this can be a lot harder to do than you might imagine, especially if you're playing somebody who knows what they're doing.

When you place your fighters, you'll have the best intentions. You'll have a straight shot on the path from your sniper to the enemy base, but then the other guy will put a really fast stabby guy right behind your sniper, and since your sniper is slow, he'll die before he ever gets to shoot. But you've still got a chance, because if you can throw a net on that mutant bug with the finger claws before he cuts your assassin into tiny cheese cubes, you can bust out that killer shot and put a hole right where you need it. Of course, right after you do that, your opponent will throw a grenade at your netter and you're back to square one.

Before you're ever really happy with the layout of your fighters, one of you will end up playing a hex with an explosion on it, and then all that maneuvering is resolved. You'll start with the fast guys and start killing things, and if you planned well (and didn't get totally hosed somewhere along the way), you'll be able to do more damage to the other base than he can do to you. Once you run out of hexes, you get one more big melee, and then whichever player has a healthier base wins the game.

If you just look at the description of Neuroshima Hex, it might seem like a kind of fighting game or simulation of a battle. But it's really not. It's more like hexagonal chess. Every move has a counter move, but some moves are devastating while some are lame. The theme is there, and makes itself felt through the special abilities of the hexes you place, but this really doesn't feel like a fighting game. If you want a simulation, there are tons of games you can play, but this won't be one of them.

On the other hand, if you want a very smart, painfully vindictive game with abstract rules, Neuroshima Hex is brilliant. As the game progresses, you'll find yourself reenacting chains of actions in your head. Your internal dialog will sound something like this:

"So I'll play this guy here, and he'll make that guy fast enough to kill that dude, which will keep this guy alive to snipe at the net guy, but the net guy is holding a fast guy who won’t get to go, so then this original guy will be killed before he ever existed, which will result in a time paradox that will destroy the universe and bring us face-to-face with Gene Roddenberry."

In other words, there's a lot of thinking in Neuroshima Hex. You're not running and gunning and grabbing cover, you're placing and blocking and planning and analyzing. And then for good measure, you're analyzing a little more. This is not a game for people who want to recreate epic battles. It is, however, a game for people who like highly-abstracted games that make your brain sweat, and that still have bodies piling up all over the place.

So you won’t get to reenact nuclear frostbite if you play Neuroshima Hex, but you will get to exploit special abilities, plan five steps ahead, consider far-reaching ramifications and be totally mud-stomped when your opponent plays something you hadn’t considered. And that makes it good in my book.

Summary

2-4 players (but really, 2)

Pros:
Super-cool setting with groovy art
Lots of planning and thinking
Challenging and smart
Four different factions to play, and they all play different

Cons:
Theme seems a little bait-and-switch

Neuroshima Hex is an older game, and it can be tough to track down a copy - unless you shop at Noble Knight Games:
MOLOCH AWAITS

Board Game Review - Star Wars : Epic Duels


Here's a quick anecdote to illustrate what a smart son of a bitch I am.

Several years ago, I was walking through the toy section of my local Target store and noticed a couple Star Wars games. These had pictures on the front featuring miniatures that were painted by aboriginal chipmunks, and a bunch of art cribbed off of movie stills. I was momentarily intrigued, but then I remembered that when I was a child, I had a game based on Captain Caveman, and it sucked. So I turned up my nose, insisting that I would only buy games I could find at hobby stores, because mass market games were clearly only for idiot children.

So yeah, I passed on Epic Duels and Queen's Gambit. I also missed out on Buffy, but in my defense, I was really broke when that came out and couldn't have bought a copy anyway.

I then spent years kicking myself for being an elitist asshole. But it was only in the last few weeks that I was able to redeem myself in some small way, by buying a copy of Epic Duels off an auction site.

To rub my nose in what a total douche I was for not buying Epic Duels the first time I had a chance (and paying like 20 bucks for it, instead of the small fortune it ended up costing me), the game had to go ahead and just plain rock my face off. Man, was I a tool. It's entirely possible that I still am, but at least now I will buy a game at Target. I've learned my lesson - Epic Duels clearly shows us that you can buy really fun mass market games, even if they are based on popular franchises.

I should have known right when I saw it that I wanted to buy Epic Duels. It's not based on Captain Caveman, it's based on Star Wars, and I love Star Wars (although in my defense, when I was a kid, I also loved Captain Caveman. The sidekick chicks in their skimpy bikinis made my prepubescent pants confused). You pick teams to fight each other, like Boba Fett and Greedo against Han Solo and Chewbacca, and then they battle to the death. In terms of a theme, you can't do much better. And to really mix it up, you can do Mace Windu and a couple clone troopers against Darth Vader and some stormtroopers, or Anakin and Padme against nobody at all, because no self-respecting Star Wars fan would willingly play the two lamest main characters in the entire Star Wars universe.

On the surface, Epic Duels doesn't look all that deep. You roll a die, which tells you who can move, and then you play cards to attack. If you're shooting guns, you don't even have to worry about range, because any gun in Star Wars will at least shoot across a room.

But it's not that easy! For one thing, you can only attack in a straight line, which means even if you've got the range, you need to position yourself for a shot. And if you do line up a shot, you're leaving yourself open for a counterattack, so it might be a good idea to send your lackeys out front, so they can get killed instead of losing Luke Skywalker to a two-bit battle droid.

The cards also provide a fantastic layer of tactical play. You get two actions every turn, and each action can be to play a card, heal your main guy, or draw a card. Since you can't attack or defend if you don't have cards, you'll need to time your big moves so that you don't wind up with Yoda standing right in front of Darth Maul with his pants around his stubby green ankles. Not only that, but you'll want to watch your opponent's hand and rush in when he's low on cards, while still leaving yourself enough defense cards to avoid losing your hero just because you couldn't throw up a force shield.

On a completely different level, every set of characters plays differently. Darth Vader's lackeys are just a couple of cannon-fodder stormtroopers, but the big man himself is a total bad-ass who will absolutely throw heavy boxes at you from across the room. Han Solo is nowhere near as impressive, but Chewbacca is no slouch, and between the two of them, they can give Emperor Palpatine a run for his money.

I could go on about how well the special abilities on the cards bring the characters to life, or how you can sacrifice your minions to save your main guy, but all of that discussion is academic compared to the most important thing about Epic Duels - it's really, really fun. When Han Solo blasts a hole right through Greedo's face, you'll stand up, all cocky and full of swagger, and say, 'boring conversation anyway' (I know, that was on the Death Star. Still a great line). When Vader force-chokes a clone trooper into an early grave, you'll throw your voice really deep and say, 'I find your lack of faith disturbing.' And when Chewbacca throws a battle droid out an airlock, smashing it into a dozen pieces, you'll stand up on your chair and let out a wookie roar that will make your wife yell at you to keep it down, she's trying to watch Real Housewives.

I've started on my penance for not buying Epic Duels. My first step is to visit big-box stores and look for fun games. Right now I'm trying to decide between a Harry Potter retread of Candyland and something with My Little Pony. I'll probably just settle on some Cars 2 licensed pap designed to appeal to small children so that their parents buy the game just to shut them up.

For the second part of my penance, I'm going to play Epic Duels again. Sure, that's like telling an alcoholic that he has to drink a fifth of whiskey to make up for being a drunk, but I'm comfortable with it.

Summary

2 players (or 4, if you like the team game)

Pros:
Simple rules that end up being surprisingly robust
Really damned fun
Lots of different characters let you play almost any fight you want
It's freaking Star Wars

Cons:
Pretty darn expensive now, thanks to being both out of print and awesome

I would tell you that it would be hard to find a copy of Epic Duels, but Noble Knight Games specializes in old games that are out of print. They've got a copy, right here:
LET THE WOOKIE WIN

Expansion Review - Blood Country for Nightfall


Nightfall has one of the cheesiest settings I've ever seen in a professionally published game. Not only that, but the setting has almost nothing at all to do with the actual game you're playing. And yet I have absolutely no problem at all overlooking the thematic flaws, because Nightfall has grown on me like a fungus, and is now barely edging out Puzzle Strike to be my number-one go-to deckbuilding game.

And if there's one thing that games like this need to really shine, it's more cards. More cards mean more variety, more strategies to uncover, more combinations to try. So every time Nightfall comes out with an expansion, I get all excited (of course, since Blood Country is only the second Nightfall expansion, it's not like there's a longstanding precedent). And every time I am delighted.

Blood Country takes the three-way monster mash of Nightfall and moves it into the country. New vampires have mullets, new hunters sport trucker caps, and new werewolves ride motorcycles. There's even a card called Wight Trash. I am not making that up.

But honestly, the theme for Nightfall is completely discardable. It could be flying monkeys and cowardly lions, for all I care. With Nightfall, the game is what counts. Attacking your friends, chaining your actions, building your combinations - that's what makes Nightfall so awesome. And so for Blood Country to be a success, it has to make the game better. I could care less if there are hillbilly bloodsuckers, as long as they give me more ways to have fun.

And so I am pleased to state unequivocally that Blood Country is awesome. In fact, I think it's potentially better than Martial Law, if only by a little. It does introduce a big random factor, but at the same time, it also gives you a lot more ways to exploit kickers and create wild combos, even building off your opponents' plays to improve your own.

For a more concrete example, consider the new card Shotgun Party. The chain effect lets you get more minions in play, but that's not the best part. The best part is that the next card gets its kicker - twice. This is really cool if the next card lets you throw some pain around. It's less awesome if it says you have to kill some werewolves, and you're the only guy with werewolves. Then you get to feel stupid. Trust me - you will feel stupid. I can vouch for that.

I also like Shut Up and Soldier. This one lets you choose an effect in play - anywhere in play - and make it happen, with you choosing all the targets. This has the potential for madcap hijinks if played at the right time. You could use somebody's monster-damaging effect against their own guys, or damage an opponent with his own cards. That's pretty fun, and really opens up the possibilities for creating wild combinations and Machiavellian card plays.

Another neat new element in Blood Country is the specific wound effect. That sounds like a medical school term, but all it means is that a lot of cards are keyed to the type of wound you can get. Up to this point, the only reason you cared what kind of wounds you were getting was if there was a tie, and in the 50 or so games I've played of Nightfall, that has never happened once. But now a Bleed wound might reduce the damage you take from an attack, or a Burn wound might let you strike again. It's capricious, of course - you might buy a Vampiric Turning, hoping to use Bite wounds to grab up enemy minions, and then spend the whole game earning Burns and Bleeds, so that you never do get to use that cool stealing ability.

Lots of the cards in Blood Country are more powerful than what we've seen before, but they tend to come with downsides. For instance, that Wight Trash I mentioned earlier hits like a freight train, but gets discarded before he can attack, unless you time it just right. The Infected Ghoul is a really great defender and a dangerous attacker, but unless you get the kicker, he dies as soon as he hits the table. There are some really impressive cards in Blood Country, but to exploit their power, you have to be fairly good at this game.

If you're new to Nightfall, or just haven't played at all, you don't really have any reason to pick up Blood Country. But if you're as big a fan as I am, and you play it anywhere near as often as I do, you should be ordering Blood Country the next time you can afford it. Just keep in mind that Blood Country only comes with new order cards - no starters or wounds - so you'll still need either the original Nightfall or Martial Law if you want to play Blood Country. But then, if you're in the market for Blood Country, you probably have everything, anyway. This isn't an expansion you would bother buying unless you already know you love the game. But if you do like Nightfall, you should get Blood Country, pronto.

Summary

Pros:
New cards for Nightfall - that's a Pro all by itself
Neat new ways to mix up combos and power up other cards
Exciting new possibilities for kicking your friends in the privates
Some interesting powerful cards that come with instant drawbacks
Specific wound effects add more meaning to the various wound types

Cons:
Specific wounds also add a greater random factor than the game has ever had
Theme continues to be pointless - but now it's pointless and wearing bib overalls

If you like Nightfall as much as I do, you should get Blood Country. And you should get it from Noble Knight Games, so you can save money and so they keep thinking I'm good for business.
GETERDUN

Expansion Review - Leaders for 7 Wonders


If I ran an ancient civilization, it would be called Drakatonia, and I would rule it with an iron fist. I would be an immortal god king, sending bloodthirsty soldiers to every corner of the globe to bring me back tasty exotic fruits and the heads of my enemies. I would have a harem the size of Madrid, and a collection of rare action figures (all of which would be carved out of stone, because this is pre-plastic).

And if I had a card in 7 Wonders: Leaders, my special ability would give you one extra victory point. As a leader of warriors, I would rock. As a Leaders card, I would be underwhelming.

But then, most of the cards in Leaders grant an incredibly minor benefit, so I would be in good company. Sure, it's great to have King Solomon let you root through the discard pile now and then, but am I the only one who remembers that he was the guy who would cut babies in half just to shut up their mothers? Compared to what these leaders did in real life, I'm a little underwhelmed by their translation to board gaming.

However, the purpose of the Leaders for 7 Wonders is not to show off what total bad-asses the real people were. The purpose of having the Leaders cards is to make the game more fun to play, and in that regard, they're absolutely successful. They create an additional layer of strategy that will alter the way you play the game.

For instance, if you have Aristotle, he adds victory points for building scientific resources. This means, obviously, that you will want to do more science. You may want to do more science anyway. After all, if the movies are to be trusted, science can help you create Kelly LeBrock in your attic, and she will make you very popular and also shower with you.

Different leaders provide different effects, too. Many, like Amyitis or Nefertiti, have silly names, but can also grant additional points at the end of the game. Some help out right up front, like Hannibal, who is worth one extra point of warmongering, and who loves it when a plan comes together. Some cards help you build stuff, like Hammurabi, who will help you build blue cards as long as you can pronounce his name properly. Others just provide one-time bonuses, like Croesus, who just gives you a bunch of money and then goes off to cry in the corner because he isn't as cool as Leonidas.

You only get three chances during the game to play leader cards, and every time, you have to pay for them. That makes sense - nobody works for free, except Doctors Without Borders and the guy who washes your windows while you're waiting at a stoplight (and he would really like a tip). So you'll have to balance their worth against what they can offer - Archimedes can help you come up with science stuff on the cheap, so he would be good early in the game, while Alexander offers extra points for winning battles, so you wouldn't want to play him until the end.

In typical 7 Wonders fashion, you won't get to pick your leaders. You'll have to do the standard pass-around-the-table at the beginning of the game, so you might not get the best combination of brilliance. That's part of the game, though, and adds to the litany of painful decisions you're going to have to make while you play. Keep Vitruvius and get paid when you build for free, or pass him along and keep Caesar, so you have someone to stab in the back when you lose (that's not his actual ability, but you never know, it could come in handy)?

If you hate 7 Wonders because it's so wildly popular and wins so many awards, then you're probably not going to be rushing the gates to pick up the expansion. But if you're a fan of one of the most clever games to hit the market in 2011, Leaders should be in your online shopping cart (or you could get it at a game store, assuming you like paying retail). It's actually a pretty simple decision - if you like 7 Wonders, Leaders will make the original better. If you don't like 7 Wonders because you would actually like some interaction in your games, Leaders isn't going to change your mind. And if you want to join Drakatonia, just bring your driver's license, some exotic fruit, and the head of someone I hate. I'll be at the job fair in the Howard Johnson's.

Summary

Pros:
Adds new layers of strategy to the game
Focuses your play style a little, so you're not just slapping down random cards every turn
Same great art that makes the original game so much fun

Cons:
Doesn't add any more interaction than was already there

If you've got the guts to be a Drakatonian shock trooper, then you probably have enough sense not to pay retail for your games. You can visit Noble Knight Games and get Leaders, and save a bunch of money. Smart soldiers don't pay retail.
RECRUIT YOUR LEADERS