Shop now Shop now Shop now  Up to 50% Off Fashion  Shop all Amazon Fashion Cloud Drive Photos Shop now Learn More Shop now Shop now Shop Fire Shop Kindle Shop now Shop now Shop now
Profile for George Kendrick > Reviews

Personal Profile

Content by George Kendrick
Top Reviewer Ranking: 870,940
Helpful Votes: 182

Learn more about Your Profile.

Reviews Written by
George Kendrick (UK)

Page: 1 | 2 | 3
Trading Card Sleeves - 200 Card Concept Clear Deck Protectors Pokemon MTG Sized
Trading Card Sleeves - 200 Card Concept Clear Deck Protectors Pokemon MTG Sized
Offered by MAD4Collectables *FREE UK P&P On Orders Over £0.75*
Price: £2.28

2.0 out of 5 stars Low quality card protectors, 7 Jun. 2012
Verified Purchase(What is this?)
These card protectors are about as poor quality as you can purchase.

Good points:
1) very cheap
2) clear backed
3) do not have the pointy edges of better quality card protectors that can make shuffling painful

Bad points:
1) protector can be damaged very easily
2) cards stick together most frustratingly
3) slightly too big to fit sometimes which means they slip off their card.

I have given 2 stars because of the cost - these are about as cheap as you can get. However I will not be buying them again as when I want a game protected I want it done right.

Deathwatch: Core Rulebook (Warhammer RPG)
Deathwatch: Core Rulebook (Warhammer RPG)
by Watson Ronald Ross
Edition: Hardcover

4.0 out of 5 stars Deathwatch: The Good and The Bad, 7 May 2012
Verified Purchase(What is this?)
My review of the 'Deathwatch' Core Rulebook by Fantasy Flight Games.

For the full video review (too long for Amazon) visit: [...]

To summarise my good and bad points:

The Good:
1) A chance to roleplay in the Warhammer 40,000 background.
2) A chance to roleplay as a Space Marine.
3) A simple core mechanic.
4) Suits one off roleplay sessions perfectly.
5) A good introduction to the concept of roleplay for new players.
6) A very high quality core rulebook.
7) Very easily expandable main product, but it functions very well by itself.
8) Fantasy Flight Games has produced a wealth of online support.
9) Well designed 'Horde' mechanic provides cinematic action.
10) A complete compatibility with prior and future Warhammer 40,000 RPGs.
11) Minimal planning time required for a quality roleplay experience.

The Bad:
1) Restrictive and limiting d100 core mechanic.
2) Highly combat orientated theme.
3) Every character is similar due to all being Space Marines.
4) Requires a prior knowledge of the Warhammer 40,000 background, or a willingness to read a great deal to understand the setting.
5) Quantity of adversary types in the book is disappointingly low.
6) Original as-printed-in-the-book weapon rules are not good enough, have to download new rules from FFG's website.
7) Specific rules can be difficult to navigate or understand due to at times poor layout.
8) Groups are obligated to take a healer in the group or they will greatly struggle.

Survive Escape from Atlantis Board Game
Survive Escape from Atlantis Board Game
Offered by M and N Media US
Price: £98.14

2 of 2 people found the following review helpful
4.0 out of 5 stars Survive: Escape from Atlantis - 3 stars and a wish, 22 Oct. 2011
I have played Survive! Escape from Atlantis 7 times now. A mix of 3 and 4 player games, with a variety of player types - those who prefer co-operative games, 11 year olds, fluffy gamers, competitive gamers, etc.
This is not a deep game so this will not be a deep review.

3 stars and a wish format review it is then!

1st Star : Great components

The board is colourful and vibrant, as well as not being too big for most game surfaces. The tiles used in the game are excellent, while the artwork is limited (beach/sand, forest/jungle, mountain) it is in the tiles thickness that the quality really is apparent. In the game the tiles are removed in the order of beach, forest, mountain. This is represented on a visual and tactile level by the varying thickness - the beach being wafer thin, the forest standard thickness and the mountain being some of the thickest card I've ever encountered in a board game. This not only gives the game a slightly 3D appearance but also serves as a useful reminder to remove in that order.

The meeples in the game are very appealing. There are 10 classic Carcassone-esque meeples in red, green, blue and yellow. On the bottom of each one is a number ranging from 1-6, which in the game signifies how many points saving this Atlanian is worth (I always like to think of the 1s as the peasants while the 6 is the royalty of Atlantis!). These are clear in most cases, though the blue is of a dark shade and can make the number difficult to read.

There are also meeples for the sharks, whales, sea serpents and dolphins (the latter of which are only used in one of the variants to expand the game). All of these are chunky, steady and evocative in appearance. The sea serpent is appropriately the largest and really does loom over the top of the little Atlanians as they swim to safety.

Oh there are also 12 brown wooden boat components. These are the least visually appealing of the components, but my friend who played the 80s version of Survive! assures me that they are a big step up from the former plastic versions.

There are 2 custom dice in the game, which are a good size and mostly clear.

2nd Star : The very definition of screw-your-neighbour

This game really captures the frustration, sadistic pleasure and the laugh out loud fury of you and your friends sending sea serpents, whales and sharks to devour your meeples. I believe one of the most important aspects of a "screw-your-neighbour" game is the possibility of your actions also benefiting the other people at the table. If the game is simply destroying your opponents then it is more accurately "screw-your-enemy" and no one expects anything other than pain from anyone else.

In Survive! Escape from Atlantis there arise situations where you will be sharing a boat with one or two other player's meeples. At times like these a temporary and mutually beneficial alliance can be forged. However this can conjure up some hilarious backstabbing in itself. Because of the numerical values on the base of your meeples, if you know you've got a lowly 1 point Atlanian peasant on a boat, then you can afford to sacrifice this commoner in the hope that the other two player's meeples are 6 point royalty. The expression on the other two player's faces as you steer the shared boat into the jaws of a sea serpent is priceless.

Because your end score is calculated, not by the quantity that escape, but by the value of the numbers on their undersides, the game avoids a "everyone gang up on John, looks he's got 4 meeples back and we've all only got 2!" When those four escapees could be 1s and 2s, whereas the other player's two escapees could be the 5 and 6. This prevents the game from being transformed into a logical "everyone else vs. the leader". Instead you can never be sure who has escaped from the island and therefore - everyone is both your neighbour and your enemy!

3rd Star : A shallow swimming pool - but there are plenty of slides to try

Survive! Escape from Atlantis works the same way every time you play. There will be variants in which tiles you turn over, where the sharks and whales turn up, etc. However if you have a plan that works one game, you can probably implement it in another. In this way the game is slightly shallow and isn't one that you will play 6 games of in a single night. However the rulebook comes with lots of variants to try. Some make minor alterations to the game to add a little spice to the game - such as ignoring the numerical values on the bottom of meeples and instead deciding the winner simple who has the highest number of meeples who escaped (which I have actually tried as a method of teaching new players).

While most of the variants fall into this category, one of them makes a major change to the game. It introduces dolphin meeples who will protect your swimmers, while also changing the dice into the game making the sea serpents, whales and sharks far more mobile and therefore more dangerous. Really this variant should be the default way to play after your first few games, since it does enhance the game.

...and a wish thumbsdown: The waters around Atlantis are exotic and filled with adventure - but you can easily see the bottom.

(Stretching for a title there) Survive! Escape from Atlantis is a great game, but even with the variants and different players you will find this game making its way to your table less and less. If you are starting your board game collection - do not begin with this one. It cannot support the weight of being the default game, its tactics/strategy (I always get those two confused) being too limited in scope. This may be because in a game I look for depth and others are happier with a more lightweight quick game.

(Finally in the components there is a cheap feeling "velvet" bag. I suppose this is supposed to be used to lay the tiles at the start, but I don't find it works well for that. By far the weakest, and thankfully least important, component).

Final thoughts:

This game will never sit at the top of my game pile. However it will also never collect dust! This game is perfect to cap off a long evening of a more intense and mentally challenging game. It is short, satisfying, and a fun way to end an evening.

I am glad to have it in my collection and I'm sure I will play it many more times over the years.

Chaos in the Old World
Chaos in the Old World
Offered by 24/7 DIRECT
Price: £44.40

3 of 9 people found the following review helpful
5.0 out of 5 stars Chaos in the Old World - In 60 seconds, 22 Oct. 2011
This review is from: Chaos in the Old World (Game)
Length:: 1:33 Mins

Chaos in the Old World is one of Fantasy Flight Games board games set in the Warhammer Fantasy universe.

It is a deep, intriguing game that would take a long time to do justice.

However this video aims to tell you about and only take up 60 seconds of your time (not including the intro and outro...)

The music from this video is from:
Use this excellent website for all your royalty free music needs.

Betrayal at House on the Hill
Betrayal at House on the Hill
Price: £26.80

35 of 37 people found the following review helpful
4.0 out of 5 stars A great game with minor component issues, 27 Oct. 2010
What is this game about?
You play an eclectic group of explorers who venture inside a spooky house. As you enter the creepy home, the lights go out and the front door locks. You then explore the unknown finding horror, humour and helpful items. Until...the betrayal occurs!!!

Straight off view of the game:
What a fantastic game!

Why would you enjoy this game?
If you like horror, comedy, monsters, exploration, surprise, randomness, co-operation, mystery, betrayal, and a simple core mechanic.

Summary of the first play of the game:
What other game can you play and have to run through a house pursued by tentacle suckers while you search for the creatures basement based head; discover you're the heir of an ancient throne and be hunted by poison blade wielding assassins who leap out from behind curtains; have a alien spaceship crash into the house and the little green man abduct the group through mind control; and finally summon a ghost and lay it rest?!

Play time:
All of our games, which were our very first, took less than 1 hour to play, while most only took about 30 minutes.

Value for money:
Lots and lots of tokens! If you love tokens, you'll love this game. If you hate organising the tiny little things then prepare to lose 1 die of sanity points...
The playing pieces for this game are...not great. They look a little...wrong. Now if you're feeling generous you could say this contributes to the feel of the game, but I just see poor figures.
I would say for £40 this game is good value - if the feel of a game is more important to than the quality of the components.

Problems with the game:
The aforementioned playing pieces obviously. The talk of warped cardboard is entirely accurate. It is really only an issue with the one long room tile, but it is still evident to the trained eye on the single tiles also. Some of the black clips used to track your adventurers' attributes are very poorly made, some being useless at staying clipped on which can cause confusion.

In terms of game mechanics the only real problem is in the balance of some of the Haunts. If you don't mind a game that is sometimes "unfair" and stacked against you, then this isn't a problem. But if you want a tactical balance, then this will be a problem. Personally our group likes the feel - horror is all about escaping by the skin of your teeth and being the prey not the predator, so this games feel for us was perfect.

Final thoughts:
If you love the idea of 50 games within 1 game - this is for you. I know my group are already pestering me to return to the House on the Hill. We've been ripped apart by tentacles, poisoned by assassins, brainwashed by aliens and driven insane by ghosts - and that is only 4 out of the 50 possible games!

(Disclaimer: after buying the 2nd edition for my birthday, I grabbed a couple of my friends and we played Betrayal at House on the Hill. None of us had played the game before or heard of it before a week ago. So this review has no 1st edition nostalgia)

Traveller RPG
Traveller RPG
by Gareth Hanrahan
Edition: Hardcover

22 of 23 people found the following review helpful
4.0 out of 5 stars Traveller RPG - An inspiring core rulebook, 10 Oct. 2010
Verified Purchase(What is this?)
This review is from: Traveller RPG (Hardcover)
Length:: 6:21 Mins

Summary of video review:

Good aspects:
1) Character design
2) Compatibility with other sci-fi settings
3) Simple core system
4) World/sub-sector design
5) Spaceship design

Bad aspects (though points 4 and 5 are not necessarily bad):
1) Low quality paper of book
3) Combat is a little flat
4) Trade is very detailed
5) Very, very fragile characters
6) Equipment cannot live up to all the potential choices, particularly vehicles

Harrowing Halls: Dungeon Tiles ("Dungeons & Dragons" Accessory) ("Dungeons & Dragons" Accessory)
Harrowing Halls: Dungeon Tiles ("Dungeons & Dragons" Accessory) ("Dungeons & Dragons" Accessory)
by Wizards of the Coast Team
Edition: Paperback

2 of 2 people found the following review helpful
5.0 out of 5 stars 3D arrives to Dungeon Tiles, 24 April 2010
Verified Purchase(What is this?)
Harrowing Halls marks the first 3D tile set released by WotC. The 3D elements include two small 2 tile tables, two 4x4 raised platforms, 1 4x8 raised platform, and a large staircase. Oh and a single 3D door, which is a bit odd to only have one of...

The staircase is by far the most impressive of the raised material, but they're all good for bring that extra dimension to the game.

The tile set itself is good, with a mainly wood panel floor theme for any interiors you come across. Several of the pieces depict bedrooms, kitchens and other "inn-like" pieces. A couple of the piece support half indoor and outdoor sections, like the cover piece on the collection.

All in all, another great expansion which is worth the purchase just for the regular tiles and the 3D section makes a delicious bonus.

Word of warning: some of the 3D elements of the tile set are far smaller than any of the tiles (even the 1x1 tiles) from previous collections. Make sure you have some way of storing them carefully, since losing them is a real problem.

Dungeon Master's Guide: v. 2 (Dungeons & Dragons)
Dungeon Master's Guide: v. 2 (Dungeons & Dragons)
by Wizards of the Coast Team
Edition: Hardcover

10 of 10 people found the following review helpful
5.0 out of 5 stars One of the best 4E books WotC has made., 12 April 2010
DMG2 contains a great deal of useful stuff, particularly for more experienced DMs or playing groups.

The first chapter is about Group Storytelling, in which the DM and the players work together on a more co-operative level than a typical D&D adventure. This has enormous potential, but would require a fairly experienced group.

The second chapter is probably the most useful. It explains methods for making your encounters more exciting, discussing motivations, objectives, pacing, terrain, movement, traps, and at the end includes a sample encounter that demonstrates all these different elements brought together. One of the main highlights of this chapter are the "Terrain Powers", which are attacks, much like the PC use, which can be engineered by using the terrain you put in the encounter. So having a chandelier fall and inflicting a burst attack or swaying a rope bridge and knocking your enemies off. All fantastic stuff which generates dozens of ideas.

The third chapter focuses on skill challenges. I would say that in order to run a proper skill challenge, this chapter is essential. The DMG1 is a first introduction to this new 4th Edition idea, and you really need the DMG2 (published after WotC understood the concept more clearly) to really make Skill Challenges an effective part of your game.

The fourth chapter deals with customizing monsters, including more elite and class templates. However the real gold in this chapter are the "Monster Themes". These are a collection of about a dozen different themes you can use to add flavour to your encounters, such as Lolth's Chosen or Orcus Cult. There are a list of powers that you can add to monsters to give them the sense they come from this particular theme. Very flavoursome and very simple.

Fifth chapter deals with Adventures, discussing alternate reward systems, more artifacts, how to use organizations in your games and some sample ideas for story arcs that take your characters from 1st to 30th level (with a focus on Paragon tier).

Sixth chapter deals with Paragon Campaigns; giving some examples of how to shift your campaign to give it a sense of the "Paragon". Also there are 20 pages spent on detailing Sigil City of Doors; which provides a default base camp for Paragon characters. Also included at the end of the chapter is a sample adventure, much like the one at the end of DMG1, except this time for Paragon characters.

All in all this book is fantastic and is an essential purchase for any 4th Edition D&D group who wants more than simple repetitive combat. Definitely worth every penny.

Monster Manual 2: A 4th Edition D&d Supplement (Dungeons & Dragons)
Monster Manual 2: A 4th Edition D&d Supplement (Dungeons & Dragons)
by Wizards RPG Team
Edition: Hardcover

4.0 out of 5 stars Good book, good expansion, good purchase, 28 Mar. 2010
Verified Purchase(What is this?)
A good expansion to the first Monster Manuel. Again a good balance of monsters across the levels, though as usual there are fewer at epic level than earlier levels.

This book brings the return of several classic monsters along with dozens of new and exciting ones.

The best thing my group found about this book was that it provided us with new lower heroic level monsters. The Kobolds and Goblins of MM1 can get a bit old after a few encounters, and with a lot of campaigns starting at level 1, you meet these little fellas quite often. Monster Manuel 2 provides some much needed variation!

The reason the book is 4 star rather than 5 star is that it doesn't bring as much to your table as PHB2 and your group CAN get by without it; whereas non-core books like PHB2 and Adventurer's Vault are more essential.

Fane of the Forgotten Gods: Dungeon Tiles (Dungeons & Dragons)
Fane of the Forgotten Gods: Dungeon Tiles (Dungeons & Dragons)
by Bruce R. Cordell
Edition: Paperback

1 of 1 people found the following review helpful
5.0 out of 5 stars Another great set, 11 Jan. 2010
Verified Purchase(What is this?)
This tile set continue the "standard" theme of other sets, containing some fantastically exotic smaller pieces.

The large sections are brilliant with some brief outdoor sections which liven up encounters.

Despite the religious theme of this set, it can be used as a normal dungeon very easily.

This set is one of the sets required if you plan to use the Dungeon Delve books.

Page: 1 | 2 | 3