These reviews were left by users who have played the game. If you'd like to leave a review, you can start by going to the game page.
A really fantastic blend of deck-building and board placement. The available actions seem overwhelming when first learning the game, but you quickly realize how much your hand limits what you can do. That makes the decision tree much more manageable. I know about the controversy regarding the "unbeatable" strategy, but we haven't had any problems with it. If we do, we can just switch to the revised rules.
I played this when it was new. Let it go after the hammer fell, and then reacquired it years later. I've played it twice since reacquiring it. There is so much to like about this game. The theme, the logical connection between recruiting a new card and waiting for it to arrive in the new world, the exquisite artwork. Of course the critics are correct there is a potential problem. The hammer strategy might be a long term problem for us. But for now the game is providing good fun. My opponent does not know the hammer strategy, and I am not going to try it. So at least while we are in this 'bubble' we are having a rollicking good time with this game.
I thought that I would finally find a Martin Wallace game to enjoy. I was wrong. The game requires several plays to understand 'good' gameplay and those learning games are simply slow an painful. Not for me.
I can't relate to the mentality of someone who doesn't play a game to win. I like to study games, learn their nuances, unlock the secrets of their underlying systems. The fact that you don't want to learn about the Halifax Hammer doesn't mean it ceases to exist. It just means you don't care about learning how to play the game well. The people who deny the Hammer's existence are the climate change deniers of the boardgaming world. The late Tim Seitz ended this conversation in 2012. Yes, it's real. Fortunately, Hands in the Sea has fixed the inherent problem here, and has delivered on what AFAoS promised. So, play that instead.