I personally have a lot of fun getting to know the game - I took a lot of time, have the built game left for several days in the office, sat down again and read and discovered a new - and marveled much what in this game everything is possible is. The theme seems to permeate every component, the regulatory framework is very extensive, but well written, closed internally consistent and it can be very good to memorize - There are also many small assistance on the board (for example, one finds the numbering of the phases of the game in the various areas). That the game manual is in some krisitiert, probably is related to that one (as is usual with games of this complexity), had to find a compromise between readability for first-time readers and the suitability as a reference. In my opinion, this is very well done.
The material is extremely extensive and of very good quality. Of course, rich, as criticized in another review that included sachets not. But have the most experienced players probably anyway their own techniques and preferred container for storing cards, tokens and wooden cubes.
"Robinson Crusoe" makes use of various known game mechanics and partly reminds other major title, but are not really comparable to these but. I especially like how it links planning and controllable elements with the unexpected - yes, sometimes decides the luck of the dice on the mercy, but that always makes thematic sense (the weather has now times no effect and if a storm comes up, you're unlucky ). So the game can be really tough to be the players (which, but have lovers of complex co-op games quite like, otherwise title would indeed like "Ghost Stories" not so popular :-))
It can be excellent from 1-4 players scale and is just as soloing an absolute top titles that can compete with the big (eg "Mage Knight" and "Arkham Horror") and also wonderful addition this fits into play shelf ,