text
stringlengths 72
11.3k
|
---|
Leros - The Island Prize, is game 8 of the Tactical Combat Series (TCS).
"In the fall of 1943, Churchill tried to induce Turkey to participate actively as an ally against Germany. British forces landed on several of the Dodecanese Islands (Italian possessions in the Eastern Aegean), including Kos and Leros. Hitler, fearing air strikes on the Ploesti oil fields, reacted quickly and generated a disaster for the British. Leros depicts the German invasion of Leros. The battle was the climax of operations in the Aegean, a German air and sea invasion against a heavily defended island."
|
In the Winter of 1796, Napoleon Bonaparte was commander of the Reserve Army, a politically visible and published critic of conduct on the ongoing war against the First Coalition.
Through he had no apparent qualifications, his close proximity to the Directory and the influence of his freshly-made bride earned him the command of the quiescent Army of Italy, his first field command, at the age of 26. At once he turned his deep theoretical understanding, in a lightning campaign, against the tottering Sardinian Kingdom and its ally, Austria. By the end of April, he had gained for his army a corner of the fertile Po Valley. From there, in a series of six further operations over the next ten months, the French Army conquered and successfully defended the remainder of the Valley and the key to an advance into Austria, the fortress of Mantua.
Rules: 24 pages incl. Errata & Clarifications (Napoleon at Bay System)
Study Folder: 32 pages incl. Campaign Analysis
Scenarios: Eight (Montenotte, Lodi, Borghetto, Castiglione. Bassano, Arcola, Rivoli, Marengo
Map: Three 22 x 34" sections
Counters: 300 (including blanks) pieces
2 Leader Displays (11" x 35") with 8 Scenario Set-Ups
Game Design: Kevin Zucker
GAME SYSTEM: CAMPAIGNS System - Series 1X = 3,200m/hex (2 miles), 1,000 men/SP, 2 days/turn.
|
In Jungle Rumble, you're in charge of a herd of cats - yes, cats - and those cats must do your bidding in order to mine, build plantations, water your farm, and recruit more helpful kitties.
Each round, a number of action tiles are available. On a turn, a player chooses one of the actions, placing as many of her cats on it as she wants, with more cats leading to a stronger action. Each other player in turn can take the same action, but only at a strength of one cat. After each player has chosen an action, unchosen actions are sweetened for the next round, the start player marker rotates, then the next round starts.
Players need to grow their herd of cats in order to take additional actions, but you must also feed your herd or else the cats will wander off into the forest or who knows where. At the end of the game, players score for the size of their feline herd, the amount of water supplied to their field, their supplies of food and gold, and a few other things. Whoever has the most points becomes the champion of this vivid forest!
|
Witch hunt is a large-group social deduction game (like Werewolf or Mafia) for 7-22 players. A group of Villagers must find and lynch the Witches among them during the day, while the Witches kill a target every night.
Unlike similar games, dead players on both teams continue to influence the game. Additionally, each player has a unique character with a simple ability--including the Witches. This means the abilities of the Witch team varies wildly game-to-game.
|
Jump contest at the frog lake! Can you jump far enough to reach the lake? But you only get points if you can place three frogs in a row.
|
Battle for Germany Deluxe Edition - The Destruction of the Reich, Dec.1944-May 1945.
This will be an update of the several previous editions.
It will retain the original map, counters, and rules with a graphic update and enlargement to a full-size game board and larger counters.
New content includes optional rules and counters from the 1995 DG edition and various MOVES articles and other sources (as the counter limit allows).
-description from the publisher
|
Geistesblitz Würfelblitz is a witty flash of inspiration for dice-loving lightning enthusiasts.
The die is cast. The players can tell in a flash whether there is a figure that is seen particularly frequently - or articularly rarely - on the dice. Following their colour, the fastest observers get to the only die that tells which of the five objects is to be snatched from the centre of the table. If all the dice show different results, Ghost Balduin personally reveals which object is currently being sought.
-description from the publisher
|
"Non enim ignavia magna imperia contineri (Great empires are not maintained by timidity)."
― Tacitus
In the late Roman Republic, four noble families try to assume power over the strongest nation in the old world. Players gain popularity by affecting the four influential areas of everyday Roman:
Expand the Roman sovereignty through military campaigns
Exploit riches and supply the Forum’s Markets
Exhibit your power by offering the best shows in the Games
Extend your political influence by giving away exclusive privileges to the decadent senators of the republic.
Rome: Rise to Power lasts five rounds of play, with each round being divided into four phases:
Roll Power Dice and determine turn order
Placement of Power Dice
Resolution of Power Dice
Scoring and clean up
After five rounds, players tally their points and the player with the most points wins the game and is declared the first of the Imperator.
Rise to Power ™ System
At GEG, we have designed an innovative dice placement system that enhances player decisions while reducing the luck factor. The system uses a combination of special action cards that break the rules of play. By changing these cards to build your unique deck, you will create a personalized gaming experience that will ever evolve with you and your gaming group.
|
Tensions have been high with the alien "bug" races of the galaxy – the Zothren – and your ship has crash landed on the planet Hive IV, one of the more renegade "bug" planets. You quickly set up perimeter force fields and begin surveying the surrounding terrain for debris from your ship, only to find it scattered everywhere. Then you see them – at first only a few "bug" scouts, but then the numbers begin to increase all around you: archers, slashers, and even the monstrous brutes. This is more than a scouting party; this is a war party! They begin to attack the shields as the crew starts to retrieve debris. The SOS has been sent and a ship in the sector has responded, but can it get to you before the "bugs" overwhelm your crew? Can you repair parts of the ship and use it as a defense? Can you repair the hull and fire up the engine to lift off? It's all in the hands of the crew – your hands.
In Alien Uprising, the player crew must either hold off the Zothren attacks until the rescue ship arrives, or repair the ship and lift off from the hostile planet before being destroyed. To achieve either of these goals, the crew must work together, using their unique skills and chosen actions to perform a number of tasks, defend themselves, and retrieve and repair equipment and the ship.
To establish the actions available each turn, the first player rolls custom dice, then each player chooses an action for the turn, starting with the first player. The available actions include combat, engineering, reload/recharge first aid, scout, and wild; the dice also have an alien icon that shows the speed of the enemy while limiting the actions that players have available to them. Players also have unique character skills, and the game can be set to higher levels of difficulty for more experienced players.
|
MERCS: Recon - Assassination Protocol is a fully cooperative, stand-alone game set in the exciting MERCS world. Recon uses a modular setup that allows for a highly replayable experience.
Players are MERCS infiltrating an opposing MegaCon location. The MERCS team must fight through the tight corridors of the structure, capture and interrogate worker-citizen, find mission objectives, and breach and secure the package.
Recon utilizes MERCS well known dynamic, high-quality miniatures, an engaging fog-of-war mechanic with variable agent movement, escalating security forces, and a tension-filled end game through a unique breach and clear mechanic.
|
Magic Number Eleven is an innovative sports game depicting the tactical confrontation of football games with simple rules.
It's a 2 player game, and each player becomes a coach of a football team, confronting each other. The game consists of two Rounds; 1st half and 2nd half. Each round consists of several turns.
In your turn, you basically place a Player Card on the Field Board. The meaning of Player Card placement is an expression of where the team is currently focused on and which player is the center of the tactics.
Each Player Card has semicircular tactical icons which can be combined with the icons on other Player Cards. Therefore, each team will have more tactical icons according to the combination of the Player Cards, as the turns go on.
There are 4 different type of tactical icons- Attack, Defence, Pass, and Press- and the action and the effect you may take in your turn vary according to the type and amount of the icons you have been made.
Based on the tactical icons you have, you may 1) attempt a shot, 2) draw Synergy Cards, and 3) push the Control Maker on the Control Track.
When you attempt a shot, compare your attack power and the opponent's defence power. Both of attack/defence power can be strengthened with the Synergy Cards that each player has. The Synergy Cards represent the teamwork and the passing play of the team. And if your Control is high enough, you may add more Synergy Cards to the attack power. If the total of the attack power is higher than the defence power, as a result, it's a goal!
In case you made the total attack power exactly 11, it called a Magic Number, or Wonder Goal, so the opponent can't defend the shot even with the higher defence power. On the other hand, if it exceeds 11, it's always no goal bacause the shot was too strong to be on target. Since there is always at least ONE unknown Synergy Card which has to be played from deck, so you can't guarantee the outcome of the shot!
A round ends when all the Synergy Cards run out. When the 2nd round ends, a team with higher score wins!
-description from the designer
|
This 2-player game is played on an hexagonal grid. Each player controls 8 turtles on his side of the board. The winner is the one who will send one of his turtles to the opponent's side.
Turtles can be moved one step forwards, or jump over other turtles. Jumping over an opponent's turtle neutralizes it, while jumping over a neutralized turtle activates it again - on either side.
Re-implements:
Die Papalapagos-Spring-Käfer
|
LEADERS: A Combined Game, the first title from rudy games GmbH, combines classic game elements with the opportunities offered by the modern technologies found in smart devices.
This strategy game takes up to six players back to the Cold War era, with each player striving to attain world domination. In the game, you'll use skillful diplomacy to forge powerful alliances, research ground-breaking technologies to give yourself the decisive edge, dispatch secret agents to procure classified information about your opponents, participate in missions on behalf of the international community, and demonstrate your military power and conquer new areas.
Thanks to the incorporation of a smart device in this design, LEADERS: A Combined Game enables a complex economy, involved research threads, and clandestine interactions with other players such as espionage or sabotage.
ATTENTION: The "LEADERS" video game/app is required for playing!
|
Quick to set up, with dynamic parts, this edition of Ticket to Ride takes the map of Europe. Connect the emblematic cities together; First and foremost, seek to use the same color between London and Istanbul on an ongoing basis. This is the bonus, introduced in this edition, to gain maximum points.
|
Dive into epic games lasting about 90 minutes, where 1 to 5 players face hordes of enemies together to achieve victory.
Each player choses a hero to face and defeat ever more powerful enemies over a series of four encounters culminating in a boss fight. To prepare the players build the base decks corresponding to their heroes.
Each turn, the players play any number of cards from their hand to perform the card action to move, attack the monsters, heal themselves or alternatively discard cards to move. After the players turn, the players draw back up to five cards and the monsters attack the heroes. Each injury suffered removes a card from the deck into the injury pile. If the deck is depleted, the hero perishes.
Once the monsters of an encounter are defeated, the players have the opportunity to improve their deck, incorporating new cards and thereby building a custom deck for each hero, creating powerful combinations and subtle synergies.
Survive all four encounters to win the game.
Regardless of your gaming experience, ODV: DBT will adapt to your preferences by offering challenge levels for both beginners and experienced players. With an impressive collection of over 830 cards, including more than 700 unique examples, each game offers a completely new experience, stimulating your strategic creativity and team spirit. Every game will be different, and hundreds of hours of gameplay await you!
|
The greatest origami masters face off for the title, using their magic to make origami creations come to life! Can your knowledge of the art of folding paper impress the judges and earn you the title of "Best Origami Artist"?
Origami: Legends is a fast, fun card game for everyone! During the game, you collect folds to play origami cards, scoring additional points when you use special abilities. The game includes four animal card families: polar animals, exotic animals, dinosaurs, and legendary creatures. The game also includes twenty new character cards. When a player puts a character into play, they can choose one origami from the draw line and play it without paying its cost with folds as a bonus action - but as long as the character is in play, it modifies the rules of the game for all players.
Origami: Legends can be played on its own, or the card families can be mixed and matched with those in the original Origami card game.
|
from translation:
OBJECT:
First player to advance three (3) pawns into his win zone
PLAY:
(the dice rolling for all practical purposes follows standard “yahtzee” format)
Player rolls all five dice, then may set aside any of them to establish any of the NINE zones (chance, 1, 2, 3, Kniffell, 4, 5, 6, straights)
Player may set aside, pick up, re-roll any dice up to THREE rolls while trying to create the best combination of dice to move a pawn(s). To move a pawn, one of the following dice combinations must be created:
Pair (zwilling) Move the pawn two (2) spaces towards player rolling dice,
i.e. a pair of 4’s = move the #4 pawn two spaces.
Triples (drilling) Same as above, but move three (3) spaces.
Four of a kind (Vierling) Same as above, but move pawn four (4) spaces
Two Pair (doppell zwilling) Move each corresponding pawn two (2) spaces
Full House Move corresponding pawns three (3) spaces / two (2) spaces
NOTE: Two Pair & Full House are the ONLY combos that allow a player to move TWO PAWNS in one turn
Five of a kind (Kniffel) Move the center pawn (Kniffel) all the way to player’s back win zone. If pawn is in opponent’s back win zone, move to center. Player MUST move the Kniffel pawn, when possible. Only when player has Kniffel pawn in his win zone, may he then move the corresponding dice # five spaces towards his win zone.
Straights (Straße) A small (kleine) straight (4 dice in sequence) moves pawn three (3) spaces, a large (große) straight, moves pawn four (4) spaces.
Chance Total all dice. Total = 10 - 12 OR 23 - 25, move pawn three (3) spaces.
Total = 5 - 9 OR 26 - 30, move pawn four (4) spaces.
Player MUST choose one of these options to move a pawn. He may not combined them, i.e., small straight w/ a pair. 1, 2, 3, 4, 3. After the third roll, if player has no options to move a pawn, he forfeits his roll. Players do NOT need an exact count to move pawn back to its last line in his win zone. Excess moves are lost.
Pawns are neutral, regardless of their location on the board. A pawn in a player’s WINZONE can be moved out with the proper dice roll by his opponent.
Game ends immediately when either player has THREE pawns in his win zone.
Redevelopment of:
Quadwrangle
From the publisher, Playroom Entertainment:
It's time for the Annual Extraterrestrial Cow-Pulling Contest, and aliens from all over the galaxy have come to watch the event! Go head to head with your cross-cosmos rival to see who can abduct three Cosmic Cows™ first!
Roll different combinations on the dice to choose which tractor beam to use in order to abduct the cows. With a good mix of strategic offensive and defensive maneuvers, decide which combination of the unknowing bovines to pull toward your spaceship or away from your opponent's! The player that pulls three cows into their Danger Zone wins, in this dicey game of alien tug-of-war!
For 2 Players or Teams, 20 Minute Playing Time, Ages 8 to Adult
Designer: Maureen Hiron
Contents: Gameboard, 10 Dice, 10 Cow Pawns and Instructions in English, Spanish & French
|
Captain Park's Imaginary Polar Expedition is a scavenger-hunt board game. The board is a highly un-representational map of London, showing all the best places to find Artifacts, Photographs, Anecdotes, and whatever else you need to prove you've been to Africa, Everest or wherever. Just to make your life interesting, Captain Park is wandering around looking for you.
Once you've got some goodies, and you've been hiding long enough, you'll return to the Gentleman's Club to brag about your adventure. You'll score points for your stuff, bonus points for having different kinds of stuff, and more bonus points for being the first to go somewhere. If that's not enough, you'll also get a bonus if your destination just happens to be in style.
|
Preference is a standard deck playing card game played throughout central Europe and Russia using a 32 card "Bavarian" deck like the one used in Schafkopf. The major varieties of Preference are Croatian, Austrian, and Russian and there are variations of each as well. Generally a three player game, a fourth player can play by having the dealer of each hand sit out for the round. Following is a brief description of the Croatian version of the game, and below are links to rule sets for the Croatian, Austrian, and Russian versions.
Each of the suits has a predetermined value:
Leaves = 2
Bells = 3
Hearts = 4
Acorns = 5
The dealer deals out all 32 cards - 10 to each player and 2 to the "talon" (crib). Each player in turn bids one of the suits for trump, or can bid the value 6 game where the declarer(bid winner) can attempt to take no tricks and the other two must try to force him to do so, or the 7 game where there is no trump suit. The highest bid becomes the declarer, takes the two cards from the "talon" and discards two, and then must take 6 tricks to succeed in the game he bid for or a higher one. The opposing players have the option to play in which they must get two tricks to succeed. If only one player is opposing, he may request the aid of the other non-declaring player in an attempt to make the declarer fail in his bid, but takes all the bonuses or penalties for doing so. Non bid hands means a double scoring round in the next hand, and "kontra" may be offered to double the stakes of a hand a player is confident in making the declarer fail (and can be "rekontra" and "sukontra" or doubled and doubled again and again!).
The players start out with a set number of points (usually 100 each) and the game goes until the total of all three players equals zero. Tricks taken when opposing a contract score some points for the player and against those players in the final tally.
|
EVE is a hard-core sci-fi setting, ruthless, cruel, and cold. Set twenty thousand years in the future, the game world presents a human race straining at the boundaries of its own nature. Massive empires have risen to envelop vast areas of space, each aiming to shape the universe according to its own unique vision.
EVE: Conquests is a strategy board game for 2-4 players set in the EVE Universe. Players assume the roles of the four major empires in EVE and set out to prove their superiority by means of planetary domination. Their conquests require them to play the political landscape in EVE, an effort that often leads them to make war on those who defy them. Garnering the influence necessary requires tact and strategic management of resources in all spheres of operations.
It normally takes about 2 hours to play the game to completion.
The game is based on a highly successful computer MMORPG EVE Online.
|
On a hexagon built up from 56 triangles surrounded by a scoring track wall, rhombus-shaped buildings are placed onto two of the triangles or pawns are placed on intersections The pawns are scored when they are surrounded by buildings or at the end of the game, if a triangle near them can't be used for a rhombus.
An easy, fast tile-laying game in the tradition of "Auf Heller und Pfennig" by Knizia and "Isis and Osiris" by Schacht. New is the interaction of triangles and rhombuses which delivers some nice tactical moments.
|
Now you can jump into the action of the Back to the Future movies, with this ingenious new time travel card game! Play as the descendants of Marty McFly, Biff Tannen, Doc Brown and others, as you travel back to the events depicted in the movies. Your mission is to make sure pivotal events are not changed by other time travelers before time travel itself gets un-invented. Using a unique, patented game mechanism for simulating time travel, Andrew Looney now puts you in the driver’s seat of the famous DeLorean!
|
This is the seventh edition of very popular Warhammer Fantasy Battles wargame, a refinement of the sixth edition rules, without radical changes.
Warhammer Fantasy Battles is a tabletop game for two or more players where you command several armies from a huge range that goes from Imperial Humans, Dwarves, High Elves, Undead Vampires, Orcs, Beastman, Ratmen called skaven and lots of races. This book provides you with all the rules you need to play, and guides you through collecting and painting your own army of Citadel miniatures.
The Warhammer rulebook is a 288-page hardback book. Within its covers the book is divided into four sections. The Basic Rules tell you how to field your army on the tabletop; the Advanced Rules cover rare and potent troops such as war machines, chariots, monsters, mighty heroes and powerful wizards; the Warhammer World is your guide to the history, races and armies of Warhammer, including full-colour photographs of the forces you can collect; and the Hobby Section gives you advice on how to choose, collect, assemble and paint your army, as well as extra information about terrain and multiple scenarios.
|
It’s year “011” in an alternative 19th century. The Inscrutable Organ of Eternity is hidden somewhere in Turin, and it’s the only instrument that can prevent the coming Ragnarök. Only one of the 8 Characters in the game is the “Chosen One” who can play the Organ. One of the others, meanwhile, has been possessed by the Spirit of Fenrir the Wolf, and will try to prevent the Chosen One from reaching the Organ.
The goal of the game, is to identify and deliver the Chosen One and the song of Making (which is composed as part of the game play) to the Inscrutable Organ of Eternity before the 12th hour.
011 is played over 11 rounds, called Hours. Each Hour is divided into 5 phases. All players, in order, must complete one phase, before the next phase begins:
1. Reveal Event
2. Bid for Turn Order
3. Place Clues on the Map
4. Character Actions and Movement
5. Play Location Tiles
Once all 5 Phases are complete, advance the Hour Hand one space on the Ragnarök Clock. If the Hand reaches XII (and so, the 11th Hour has passed), the game ends and all players lose! Otherwise, a new Round begins with Phase 1.
|
Vendetta is a cooperative deductive murder mystery game where players must solve puzzles, follow clues and make decisions to solve a case. They do this using the included deck of cards, 12 hidden realistic clue documents, and the Internet. Through a choose-your-own-adventure mechanism, players make decisions that influence the course of the game and lead to solving the case in the end. One by one, they enter different realistically designed locations and encounter the various suspects. Then they choose from 3 different ways to deal with the situation and receive points based on their decisions. Complex puzzles and escape room elements must be solved in order to progress further in the case.
Thematically, the game moves in the environment of the mafia in today's New york. As a member of the mafia you have to uncover the mole in your own ranks who caused the death of the eldest son of the godfather. It's up to you whether you act morally or use other methods to make your victims talk.
The game is closely intertwined with the real world, and players have to keep using traditional apps like Google Maps or Wikipedia to gather information. Writing emails, detiallated web pages and cell phone calls are also part of the immersive gaming experience.
|
1807 - The Russians have abandoned Warsaw with the French in hot pursuit. Murat leads a triumphal entry into the ancient capital. Napoleon knows that he is 400 leagues from Paris and on the threshold of a hard, eastern European winter, but he must have the opposite bank of the Vistula River if the campaign to be launched in the Spring is to have the best chance of success. He orders Lannes to cross over....
Those who have made a study of valor and glory know whereof names such as Poltusk and Golymin speak. They know that in 1807 the Eagles stained with their own blood the snows of East Prussia around the village of Preussisch-Eylau, and that they soared highest on the banks of the Alle, above the town of Friedland. Comrades, as the Eagles turn, shall we not follow?
Kevin Zucker expands his award winning series to include Napoleon's three campaigns in Poland; Poltusk-Golymin, Eylau and Friedland. The game runs from the fall of Warsaw in December, 1806, through the signing of the Treaty of Tilsit in July, 1807. A time which saw Napoleon and his Grande Armée reach the zenith of their combined power and glory.
1807: The Eagles Turn East comes with:
three 34" x 22" maps,
four Organization Displays,
420 playing pieces,
Standard and Exclusive Rules plus a Study Folder
for additional hours of enjoyment.
(from Clash of Arms website)
Vol. II of 'The Campaigns of Napoleon' series (The Emperor Returns, 1994, is Vol. I) including scenarios and campaign games for three campaigns in Poland: Pultusk-Golymin, Eylau and Friedland.
GAME SYSTEM: CNS (1X) System = 3,000m/hex, 1,000 men/SP, 2 days/turn.
|
Astronauts love floating in space, but not all by themselves. Tether them together so they don't drift through the galaxy alone.
Each card in Tether has a two-digit number in the top corner, and when you rotate the card 180 degrees, the number in the opposite corner has the same two digits, but the positions are swapped. For instance the card with a 68 in one corner has 86 in the opposite corner. Opponents sit across the table from each other, which means that when you play a card each player sees a different number.
You can connect astronauts together if they have consecutive numbers. One player (or team) connects astronauts together horizontally on the table and the other connects them vertically. Since each side sees a different number and connects in a different direction, but is playing with the same astronauts, you have an asymmetric puzzle with a lot of interaction between players.
-description from the designer
|
From the publisher:
Past the stars and material plane are the Realms of Death...
... a shifting multiverse of cessation and mystery. Mortals are strictly forbidden here, and no living creatures have ever gained access to this unholy domain – until now. On Earth a strange organization known only as “Nauticus” has discovered a gateway into Death itself. Known as the Maw of Thanatos, this gateway is capable of transporting living beings from Earth into the Realms of Death.
Nauticus now prepares teams of human explorers, dubbed the Cryptonauts, to traverse the vast blackness of the cosmos and enter the Realms of Death, seeking the forbidden knowledge of mortality itself.
CRYPTIC EXPLORERS is an asymmetrical tactics and survival horror board game for 2 to 4 players set in a unique sci-fi horror universe.
1 to 3 players form squads of Cryptonauts to traverse the Realms of Death, gather Souls to unlock new abilities, battle monsters, survive the hazards of the Realms, steal powerful artifacts, and finally gather enough Knowledge of Death to escape back to Earth - or die trying.
Opposing the Cryptonauts, a single player assumes the role of a Goddess of Death and summons monsters, casts Goddess cards, and uses abilities to isolate, cripple, and eventually kill the Cryptonauts invading Her domain - or fail to do so, and watch them escape with Her dark secrets.
|
Welcome to Dwarven Miner, a game that sends you underground to collect resources from a mine so that you can then use those resources to craft items for your patrons.
In the game, you'll roll six custom dice in a push-your-luck style to see what can be pulled out of the mine. Craft those resources into all types of gear, from armor to magic wands to mithril swords. Patrons – which range from warriors and rune singers to alchemists and chieftains – are great and powerful dwarves who have chosen you to outfit them on their adventurous, mystical, and often dangerous professions. Each of them will require you to craft different items – and once those items are made, you can then activate those patrons. Each will earn you points and reward you with a special ability that affects the game.
The first player to satisfy enough patrons to reach thirty points wins.
|
Someone has died in the county women's prison - and not just anyone, but Senator Kowalsky's daughter.
You're heading to the prison now with a press conference scheduled for tomorrow at which you have to explain what happened, so you need to find answers over the next few hours.
To start Guilty: Houston 2015, you'll read the introduction, then place the specified cards on the table. Choose a card, then turn it over and read it. What will you find there? Time will keep passing, possibly leading to surprises before you face the journalist pack at game's end to answer their questions as best as you can.
|
				
				
					The GameLegions of Steel is a fast paced miniatures combat game set in the not so distant future.
Save humanity from a siege of mechanical horrors. Play an elite group of Commandos in high tech powered armour on their missions to destroy the base complexes of the Overlord computer.
Meanwhile, your opponent maneuvers his horde of robotic minions commanded by ten feet of raw terror: the dreaded Mark I Assault Fiend.
				
				
					The RulesMechanics are simple. Only six sided dice are required to quickly resolve firefights, but you need more than luck to survive.
With Blasters, Deadbolt Launchers, Kinetic Pulse grenades, and the Napalm-X Flame Weapon on the field of battle, tactical considerations are many. Before you out-fight your opponent, you must first out-think him.
|
Shanghai Trader is a game of wheeling and dealing, vice and corruption set in Shanghai. As an adventurous trading baron, you must rip off the economy for as much as you dare and escape the city with the largest international bank account before civil disorder ends the game and your life. In making your fortune, you will have to establish a trading empire by hiring a number of different workers. However you always run the risk of being shanghai'ed to Old Chinatown, where all manner of skullduggery occurs. You will have to collude with other players, attend special events, or even resort to hiring the services of special contractors to... 'trouble' ...your rivals.
|
Jinx is a new Game in the Dixit family. Unlike the original game, the drawings are not realistic illustrations depicting scenes but more abstract images.
During the game, 9 cards are placed face-up in a 3x3 square. The active player draws a locator map that will show them which of the nine cards they will play with. This location is kept secret.
The player speaks, sings, or acts out something relating to this card (just as in "Dixit").
The other players go around and point to the card they think is correct. Only one player can point to each card. Once a player has chosen the right card, the turn stops. The player who finds the right card keeps it. Each card counts as a victory point. Players who were wrong give their cards to the active player. But if neither player gets the right card, the active player must return a previously won card.
|
You and your companions are cosmic spirits in an alien, infant universe. Seeking more, you opened breaches to other realms, setting lose a pandora's box of chaos, knowledge and wonder across your reality. These new experiences confer upon each of you new emotions and varying abilities, blessing you with individualism...while cursing you with differences. Before long, you all turn on each other, descending into a battle royale that will not stop until one finally ascends to godhood.
Endogenesis is a strategic card game that can be enjoyed competitively, cooperatively or through solo play. Collect skills from the Realm of Knowledge to customize your character with different powers, and upgrade them with Shards that you can earn by defeating your enemies. Also joining the fray are vicious monsters from the Realm of Chaos. The most powerful of these are called Legendaries; killing them rewards its slayer with a prism. Be the first to collect three Prisms and you win!
This second edition of the game features major improvements for Endogenesis, such as a revamped ruleset, an all-new game mode, and balance changes for cards.
-description from the designer
|
The Battle of Monmouth, volume VI in the acclaimed Battles from the Age of Reason series, the game is explore the battlefields of the American Revolution.
The Battle of Monmouth explores the fateful events of June 28, 1778 when the Continental Army led by George Washington attacked Sir Henry Clinton's British and Hessian column as it withdrew from Philadelphia and retreated across New Jersey to New York...an event that signaled the tide had turned in the war.
Four scenarios explore this dramatic situation:
* Lee's Repulse;
* Washington's Stand;
* The Battle of Monmouth Courthouse (the entire engagement);
* and The General Engagement - a "what if" exploration of a possible second day of battle.
Components:
* 2nd Edition Standard Series Rules booklet;
* Exclusive Rules booklet containing Special Rules, Scenarios and Historical Commentary;
* Two 22" x 34" full color, period-style maps;
* Over 400 counters, both full color and black & white;
* American and British Unit Rosters;
* Card stock charts & tables;
* Two 10-sided dice.
|
In WolfWalkers: My Story, two players compete to create a grid using cards from a shared deck, with those cards bearing illustrations from the Wolfwalkers movie.
Each turn, you take one of the six available double-sided cards and place it in your grid, taking either one of the two Objective cards that indicate how you can score points or one of the four Story cards that will help you fulfill these objectives. Objectives come in three types: shapes that reward a specific arrangement of cards, arrows that reward the placement of certain icons in the same row or column as the objective, and equations that reward the same number of certain icons anywhere in your 5x5 grid. Each card you place after the first must be adjacent to another card. After both players have completed their grid, the game ends and the player with the most points wins.
The game includes an expansion that provides more options for players and more interaction, with Permanent cards that change gameplay in general and Opportunity cards that allow you a special once-per-game ability. For a small change in gameplay, add one Permanent card of your choice; for more advanced play, add one Permanent and three Opportunity cards at random. With 15 permanent cards and 25 opportunities cards, no two games will be alike.
With a second copy of WolfWalkers: My Story, you can play the game with up to four players.
|
Macroscope features a funky box-shaped device covered with cardboard tokens, and this device comes loaded with two hundred double-sided cards, with each card featuring a black-and-white line drawing.
On a turn, a player rolls the two dice, then removes one or two tokens from the box that match the numbers rolled. When you remove a token, you see through a hole in the box that reveals part of the topmost line drawing. If the player wants, they can guess what the drawing represents, after which they pull the card out of the box to see whether they are correct, scoring points based on the number of tokens removed if correct and losing points otherwise.
After ten rounds, the player with the most points wins.
You’ve never seen a device like this! Peek through this curious contraption’s round holes at the image hidden inside. Can you tell a rhino from a pizza just from a few swirling lines? Take a good look at the partially revealed image, guess what it could be and score points if you are right! The fewer holes you need to open in order to recognize the image, the more points you get. The most perceptive player wins the game!
|
California Rummy is a 3 – 8 player variant of the standard deck playing card game Contract Rummy. Seven hands are played with each initial meld requirement of “sets” and/or “runs” getting progressively harder each time. As the requirements go up so do the number of cards dealt.
The game uses “draw and discard” mechanics as well as the ability for anyone in the game to “buy” a card if the player whose turn it is does not want the card. The card is purchased by also taking a “penalty card” from the unused stock.
An individual hand ends when one player goes out by either melding or “laying off” all of their cards in hand. All others count their hand point totals against them. At the end of the 7 rounds, the player with the least amount of total points is the winner.
|
In Hippo, a player wants to get rid of all their buoy chips by placing them strategically in Mr. Hippo's swimming pool. The swimming lanes are numbered from 1 to 12, and lane number 7 is Mr. Hippo's little basin.
The players roll three dice and decide to use their value separately or add them up. Whoever rolls and uses a 7 gets to play again. Chips can be kicked out of the pool again if one lane is full and a player plays there again.
|
In Upon a Fable, players assume the role of a grand ruler in the fairy tale lands and start the game with one Small Realm (the Home Realm) overseen by a loyal Fable subject. During the nine game rounds, each ruler seeks to expand their fortunes through a variety of methods, including: adding more Small Realms to gain the support of more Fables (which in turn, grant additional game actions each round); expanding the size and influence of their realms, from Small to Large to Epic; playing Ever After cards that influence the flow of the game; and gathering the valuable fairy tale Wonders of Magic, Love, Honour, Followers, and Castles. None of these paths to greatness can be ignored, for only the most well-rounded ruler without weakness in any domain shall be granted victory over the others and awarded the title of High Emperor or Empress.
At the end of the game, the player with the highest total Point value - accumulated through the variety of different methods outlined above - is the winner.
|
Athens & Sparta is a strategic level block game of the Peloponnesian War, fought from 431BC to 404BC. This war pitted the superior wealth and naval power of Athens against the militarism of Sparta. It was a bloody contest, with many heroic triumphs and great atrocities. Victory by Sparta ended the Golden Age of Greece.
This game provides insight into why the war was fought the way it was. One player controls the wealthy and sea faring Athenians, the other the powerful armies of the Spartans. The object is to control important city-states that dotted the Grecian landscape.
In order to create a fog of war, unit blocks are stood up with the backs facing the opponent. In this manner the opponent cannot tell the type or the strength of the units being deployed against him until battle begins. Along the sides of the unit blocks, only visible to the owner until it comes time for combat, are numbers that represent the strength of the unit. The current strength is on top. As the unit takes losses, it is rotated so a lesser value is on top.
|
The most terrifying monsters have come to life and have taken over the Castle of Terror. The most intrepid adventurers have been summoned by Mr. Stoker to a competition to release him. Choose your character, collect the enchanted items and trap the monsters to get the reward. You will need all your intelligence ... and your courage ... you dare to enter?
El Castillo del Terror ("The Castle of Terror") is a terrifyingly fun game for all ages that contains 62 large cards between characters, objects and monsters.
Whoever manages to catch more monsters (and better score) will win the game. For which you must manage the enchanted objects effectively.
Los más terroríficos monstruos han cobrado vida y se han adueñado del Castillo del Terror. Los aventureros más intrépidos han sido convocados por el Sr. Stoker a una competición para liberarlo. Elije a tu personaje, reúne los objetos encantados y atrapa a los monstruos para obtener la recompensa. Necesitarás de toda tu inteligencia...y tu valor..¿te atreves a entrar?
El Castillo del Terror es un juego terroríficamente divertido para todas las edades que contiene 62 cartas grandes entre personajes, objetos y monstruos.
Aquel que consiga atrapar más cantidad de monstruos (y de mejor puntuación) ganará el juego. Para lo cual deberás gestionar los objetos encantados de manera eficaz.
|
Players try to have the highest score at the end of three rounds of play or to be the first player to score ten or more points. Each player releases their ball along the track to score points before the eight ball drops and blocks the scoring track.
The Beat The Eight Ball game from Ideal is a game of patience and skill. After the Eight Ball is set spinning in the funnel each player must decide when to release their own marble. Beating the Eight Ball at all gives you points, coming in after it takes points away. More points are given the later your ball is so it pays to take chances.
Further description given by Sam Cancilla at http://www.Samstoybox.com
|
Behold, the Phthiraptera in its natural habitat, also known as the common louse or head lice. The lice live on the monkeys, and the monkeys eat the lice. Although it's quite a nasty symbiosis, it's also a perfect example of something we refer to as the circle of life - beautiful!
In Itchy Monkey, several families of lice try to become the more dominant type. Each turn, you spawn new lice and jump over to nearby monkeys. Alternatively you can tickle the monkey, which makes it move and bump into other monkeys. That way more of your little friends can jump over! But beware of your rival families because nobody likes nit picking. The family lice that can build a colony on three gorillas, four of the same animal, or five different species of monkeys wins!
Itchy Monkey is an easy to learn, but very strategic and tactical game, with various starting positions, optional abilities, and a fair amount of monkey business...
-description from the publisher
|
From the back of the box:
Bet You Know It brings high stakes to Trivial Pursuit. On each turn you'll bet whether your opponent knows the answer. Guess correctly and you can use your winnings to buy wedges, or earn your wedges on your turn by answering questions. In Bet You Know It, you don't have to know all the answers to win... but you'd better know your friends!
Bet on your opponents to earn chips and buy wedges
Everyone plays on every turn
More than 1,780 questions on 297 topic cards
A chance for a wedge on each turn -- victory is much closer
|
Bull Moose is a U. S. presidential election game based on the 1912 election. The split in the Republican party resulted in Teddy Roosevelt launching the Progressive Party. Concurrently the Socialists under Eugene Debs had their best showing to date. The Prohibitionists fielded Eugene Chaffin running only seven years prior to the passing of the 18th Amendment (prohibition). This resulted in a five-way race in which the Democrats actually won and the third party, the Progressives came in second.
The election is represented by a straightforward, card driven, geographically based game where the winners of each state are decided by lot. The winning of the election and victory condition criteria is loosely based on the popular vote and not on how the electoral college actually functions.
|
The theme is the battle of Waterloo, with one player controlling the French forces, and the other controlling the Anglo-Dutch-Prussian forces (this side can be played by two players acting in concert). Cards are used to move units, enhance unit strength in combat, or for other special effects (e.g., artillery fire). The game is diceless.
This is the second in Phalanx's series of low complexity, historical wargames (the first being the Third Edition of 'A House Divided'). Beautiful components and an emphasis on playability over simulation put this squarely in the category of "wargames that might appeal to a euro-gamer."
|
At first glance, a visit to Dream Islands might seem like haphazard island hopping. The tourists, however, are moving from island to island based on the tactical considerations of the players, who each have three goals in mind based on their order cards. One such card might require the assembling of vacationers on one or several atolls, while another calls for a majority presence on an island.
Thus, in Dream Islands players must tactically budget their movement points in order to send the tourists where they need them to go.
|
Final Act is an abstract, simultaneous move game of tank versus tank action, using an innovative "control panel" system that lets players program their moves--for up to seven tanks each-- quickly. Both the direction the tank moves and where it points are covered with quick dials and then revealed to the opponent after both sides have finished.
Designed by Sharon Katz, who actually commanded a tank in the Israeli Army, Final Act is not linked with any specific historical period.
Players plan their moves place their shots, and then maneuver their tanks according to the plan. If tank and shell end up in the same space, one "hit" takes place. Two hits knock out any tank.
Before the game begins, each player may locate certain kinds of terrain pieces-- swamp, minefield, berms -- that can help their defense or impact how they want to attack.
To win the game, a player needs to move one tank to the "last line of defense" row of the opponent.
-description from the publisher
|
In Rajas of the Ganges: Cards & Karma, you compete for coveted double-sided cards that show buildings, goods, ships, or palace actions on one side and a colored die value on the other. Always keep an eye on your opponents' actions and plans because what they would like to build could instead be useful to you as a dice card. Although perhaps you want to acquire another building yourself and increase your fame...provided you have the appropriate dice cards in your hand as a resource - or would you rather sell goods to get money?
Pay attention to the 3 because if you have three cards of one type, you must swap them for workers - and while workers are multifunctional and useful, you don't always want to get rid of your cards just yet.
The first player to turn over all six target cards one by one through fame or money wins.
|
Nile the card game consists of 92 cards. There are 5 suits each representing a resource type in Egypt. There are also specialty cards showing multiple resource types. Players draft cards into their hands and play them following simple rules. At the beginning of every turn a flood card is drawn showing one or more resource type. That resource type is harvested by the player currently growing it.
Re-implemented by (with additional expansion):
Nile DeLuxor
|
In the XII century, during the territory reconquest, small kingdoms are formed in the Iberian Peninsula, which will continue to fight among themselves in the following centuries. In the West, bordering the Atlantic Ocean, a new country is born – Portugal. The first Portuguese kings strongly invest their efforts and scarce resources in the expansion of the territory towards South, while organizing the defense of these new borders. Castles are built and land-use contracts are given to small villages that grow bigger and gain more importance in these parts of the country.
Where today exists in the County of Idanha-a-Nova a line with six castles which was formed to help in the defence of the Country and maintain distance from the kingdom of Leon. This line of Castles enabled the growth of a region that since the time of the Roman presence had an enormous importance in the interior of the peninsula.
In 6 Castelos, 2 to 4 players are representatives of the king seeking to promote agriculture, free trade, religious faith and wealth for the nobles of the kingdom.
Note: Solo rules are available online but do not come in the game box.
-description from the publisher
|
Sukimono is a stock market game of real-time card collecting. You are a collector of pots and plates during the Edo period of Japan.
At the start of each round, each player receives 5 ryo (an old Japanese currency unit) and the game board is filled with "wanted objects". New objects are placed at particular price values, while objects already on the board are boosted one step on the price chart because they're still in demand. In player order, based on the number cards they hold, each player chooses a deck of object cards, which represents a particular location of Japan. Everyone goes through their decks at the same time, pulling out any items that they'd like to buy and that they can afford to purchase. At any time, a player can stop looking and grab the lowest available number card.
Once everyone has bought their wares, they sell them in number order from low to high, selling as many items as they wish for the current prices on offer and holding on to whatever else they've purchased. Each time an item is sold, the appropriate wanted card on the game board drops one level in value, falling off the board if demand is fulfilled. If you end up trying to sell at the wrong time, some of your collection will be worthless! If a player has 50 or more ryo, the player with the most ryo wins; if not, a new round begins with players taking the decks of object cards, searching once again for goods in demand...
|
In the Little Girl's wake, go to meet the Little Prince, flying on board your biplane! Flying from cloud to cloud and from surprise to surprise searching precious stars, an unexpected journey awaits.
The Little Prince: Rising to the Stars brings you in a journey from the Grandfather's house to the Little Prince's planet. It is a point-to-point movement game, in which your goal is to collect stars.
You move your plane by playing one of the fox cards in your hand, and every player starts with the same set of cards (eight cards numbered 1-5, with duplicates of 2, 3 and 4). Whoever is farthest back on the path to the Little Prince's planet is the active player, and this player plays one card from hand, moving at least one cloud and up to the number of clouds shown on the card. If you land on a star cloud, you take a star from the reserve; if you land on a telescope cloud, you flip one of the tokens at Grandfather's house to see what happens; if you land on a bird cloud, you take one card from Grandfather's deck, which provide different types of movement. If you arrive on a cloud where an opponent's plane sits, you take a card at random from that opponent's hand and give him in return a card of your choice.
When you cross one of the three connecting boards, you take one of the story tiles next to it, with these tiles holding 1-5 stars. Collect both the fox and Little Prince, and you earn eight stars for this pair instead of only two.
If you manage to make it all the way to the Little Prince's planet - and you'll need to pick up extra movement cards in order to do so - you receive a star-filled paper plane, with the quickest players receiving the most stars. In the end, whoever collects the most stars wins.
|
Easter Island is a tiny triangular speck of land at the eastern edge of Polynesia in the middle of the Pacific Ocean. The island has fascinated travelers, mystics, and scientists for years as people have wondered how such a small, isolated area could have been home to a society that created the world's most spectacular outdoor museum. In the 1940s, Norwegian archeologist Thor Heyerdahl sailed the reed boat Kon-Tiki from South America to Easter Island to show that the technology available made it possible for Polynesia to be settled from the Americas. In the 1970s, Erich Van Daniken popularized the idea that the world was visited by ancient astronauts and the beautiful and enormous stone statutes, the Moai, of Easter Island were used as some of his "evidence."
Today, scientists around the world generally agree that Easter Island was settled from other Polynesian islands to its west, and the extreme culture that produced hundreds of stone Moai is related to other cultures in the region. The history of the island is a history of constraint, and the carving of the Moai, the rapid deforestation of the island, and the limited food sources available all worked together to build an extreme culture that became the victim of its own consumption. In this way, Easter Island today represents more than just a wonderful place to travel, but also is a reminder of the greater resource limits of our entire planet. As populations continue to grow and we put further strains on sources of fuel and food, are we heading toward the same fate that this small island suffered hundreds of years ago? The island today is owned by Chile, and the small population thrives with a few weekly flights to mainland South America and the occasional cargo ship visit.
Moai is a game that closely follows the developments and excesses of the island until the arrival of Dutch Admiral Jacob Roggeveen, the first European to discover the island and name it for the day of his discovery. Combining many of the historical features of the island's culture in an exciting and well-playing strategic game, players can have fun reliving the dramatic history of this exciting little island.
|
Sometimes even imps in Hell get to take a break, and if it's a really hot day – which it usually is since, you know, it's Hell – the imps head to the bar at the Last Judgment Inn. Rather than each imp paying for its own drink, however, they play a dice game to determine who's buying the next round of Diavolo, the "drink that keeps imps really red in the face".
Each turn in Diavolo, someone rolls the ten dice: three each of red, black and white, and one special big grey die. This last die – the "order" die, if you will – gives players an order, and they must then decide as quickly as possible which of the colored imp pieces they must grab. An order might have them checking which color of dice has the largest or smallest sum, which color has the biggest difference between two dice, which color die is closest to the gray die, and so on.
If a player takes the wrong imp (or no imp at all), he loses one of his gems. When all but one player have been eliminated, this final player wins.
If you're getting low on gems, don't despair as you can sometimes gain more. If the instruction on the order die would allow you to grab two (or even three) imps, then you must instead grab the gray imp. Doing so nets you a gem – unless, of course, you're wrong.
|
Each player, or treasure hunter, has an excavation site board, or a rectangular cardboard grid decorated to look like an Egyptian archeological site. Stacks of treasure tiles are set up between the players, sorted by size and shape. Each tile holds a different number of treasures (one to four) and shows a different combination of varying kinds of treasure.
To play, a player rolls the five treasure dice. Each die is covered with six kinds of Egyptian archeological treasures, the artifacts of Pharaoh Teubernus: a gold lamp, a gold coin, a scarab beetle, a lapis lazuli vase, a piece of gold and jade jewelry, and a hippo statuette.
A player can collect any treasure tile that matches the symbols he or she has rolled. For strategic reasons, a player might be better off rerolling some or all of his or her dice to try to match a particular shape and pattern of tile. Players can roll the dice up to three times in all per turn.
Players can rotate treasure tiles in any direction when placing them on their excavation site grids, but they may not move the tiles once they are laid down. Tiles cannot overlap one another or hang beyond the edges of a board.
The first player to cover his or her excavation site board completely with treasure tiles wins the game.
In an easier version of the game, players are allowed to shift their treasure tiles around after placing them down, which makes it less difficult for kids to pick and use additional tiles to cover the board.
|
Your uncle had to depart on a business trip and has left you to manage his business, the most famous Mexican fast food in town. Your goal is to survive during a hard day´s work and not sink the business. Direct your workers and survive all the clients and different restaurant duties that might come up along a long day shift.
You choose what to do with your workers and guide them on the right path to keep going with client orders, do not hesitate make the right choices because clients may not have enough patience and may decide to leave if you do not serve them right away, giving your uncle´s business bad reputation.
Deal with clients, orders, cleaning duties, delivery trucks and be prepare because you may have a visit of an inspector anytime. Be wise and use your earnings on worker´s extra hours or advertising campaign in order to retrieve some of your uncle´s restaurant reputation you may have lost
This is a SOLO game that can also be played by two people on a 1 VERSUS 1 game. This game is a pure challenge if you like SOLO games and pure fun if you decide to defy a friend.
-description from the designer
|
Caesar XL is another fine offering from veteran game designer Joe Miranda who transports its players back to the waning days of the Roman Republic as it is plunged into civil war. Julius Caesar stands poised on the banks of the Rubicon River that he must cross to win Rome, while opposing him stands Pompey Magnus (Pompey the Great) and the mighty forces loyal to him.
In this great clash between rival factions, the Populares (those “favored of the people”) and Optimates (the “best men”) must find their champion and either preserve the Senate and Republic or call forth a Dictator to deal with Rome’s pressing problems; perhaps making him king!
Players can quickly master the games XL (“40”) cards and counters via the Bronze Rules and have their Legions and great Leaders contesting Rome’s territories for ultimate domination before you can augur a chicken’s entrails. Building upon that are the Silver Rules that every great conqueror should know before donning the purple and staging their triumph through the streets of Rome. Hail!
One 4-page, color 'Bronze' level instructions booklet
One 1-page sheet of 'Silver' level rules
40 color, die-cut 5/8” square mounted game pieces
28 color, die-cut 5/8” round mounted game pieces
40 SPQR cards
One 11” x 17” color game map
Each unit is 1 Legion (5-10,000 troops) or 1 Leader, and each turn is roughly 6 months.
Complexity: 3
Solitaire Suitability: 4
Buy Microbadge
Expanded by:
Caesar XL Gold Expansion Kit
|
Take That - Who has to swallow the bitter toad?
Easy rules. Great take that fun game.
On your turn, you have to place down a card into the row or remove one. That´s all.
But beware! If you can not do it either way, you have to swallow this bitter pill.
In this case the bitter toad and cash in minus points - but tidy many.
When the stack of cards is empty, the game ends. The player with the fewest minus points is the winner.
Exciting!
Fun!
Big Time!
|
Early Klaus Teuber game with a well deserved reputation, from a publisher better known for electronic games! The odd combination of mechanisms is a bit tricky to grasp at first, but soon reveals a nice contest. There are various ships in different colors marked on the board and players are dealt 3 random cards to show a share in three of the ships. Also on the board are treasure chests with rising values, and colored markers for each ship move from chest to chest, showing the worth of that vessel. Players begin with cash, 3 Smithy & 3 Trade card, and some lucky horseshoes that they keep on a rack hidden from the other players. These are variously numbered and two dice are rolled at each turn to provide the lucky number.
As the Flying Dutchman sails the seven seas, it can either move onto islands or the ships. If it is moved onto a ship, players reveal if they are share holders and pay the current value back to the bank as its marker is moved down to zero. On your turn, you can opt to use your Trade card to exchange 2 of your share cards, effectively dodging the Dutchman's threat. Or you can play a Smithy card, to allow you to take horseshoes at the end of the turn. But mainly you can attempt to control the Dutchman's move, by secretly laying down horseshoes to match the lucky number, the closest winning control. A nice rule, if there's a tie, the players are meant to try to agree, then barter, and finally compete with more horseshoes (all to the benefit of the Smithy card players!). Played horseshoes are pooled until Smithies divy them up.
If the Dutchman is moved to an island, the controlling players reveal a share card and take the value of that ship from the bank. The round ends with all the chest markers moving up once, including a black marker, which ends the game when it reaches the highest chest. Players reveal their share cards and take the final value on the chests, most money wins.
Puzzling to begin with, but you quickly realize whether your shares are under threat from a Dutchman's move, so you either trade out or try to gain control. If you're not under threat, it may be worth use your Smithy to grab the pool of horseshoes. Get your timing right and the whole thing becomes very rewarding. Simple choices, not perfectly balanced, but the players at times co-operate or struggle, making for an entertaining voyage.
Winner of the 1992 Deutscher Spiele Preis.
|
In 1688, Louis XIV embarked upon a war of aggression later called the Nine Year's War or the WAR OF THE GRAND ALLIANCE. At the same time, supported by influential British political and religious leaders, Wiliam III Prince of Orange crossed the Channel to invade England, deposing the English King James II, his father-in-law, in the "Glorious Revolution."
Nine Years: The War of the Grand Alliance is a stand alone game using the No Peace Without Spain system. In addition to the Grand Alliance scenario (from 1688-1699), players owning both this game and No Peace Without Spain can play the epic Grand Campaign scenario running from 1688 to 1713. Now players can recreate one of the decisive moments in European history, as France begins its long slide to revolution, Austria enjoys its last moment of continental dominance and Britain asserts itself as the preeminent power of Europe.
|
Simulation of interplanetary conflict in the Solar system during the late 21st century. Earth is dependent on extra-terrestrial resources, the procurement of which is managed, executed, and controlled by privately-owned conglomerates.
The game concerns an attempt by disenchanted employees of the corporation living in space and on Mars to seize the means of production to gain autonomy.
Relative positions of planets are tracked from turn to turn, affecting the travel times between planets during play. A balance must be struck between combat and political considerations in order to be able continue the conflict and keep the citizens on side.
Combat can be resolved using a simplified chart system or played out ship to ship in 3D space.
400 counters
|
The forest is full of activity. The King of the Fairies will soon return from a long journey, and everyone wants to receive him properly!
As the leader of one of the noble families of Fairykind, you compete with the others to impress the King with a splendid reception: Collect gorgeous and fragrant flowers and gather loyal animal friends while avoiding the tricky goblins and clumsy ogres! You will have to use the Fairies of your family to explore the forest and collect the most splendid ingredients for the perfect reception and gain the aid of the wise Druids and the Fairy Queen herself!
Fairy Land is a game that combines auctions, set collecting. and the timely use of "magical item" cards. At every player's turn, the woods will be filled by new animals, flowers or goblins/ogres – this will require some difficult decisions with players decicing which items go in which lots – then the player must use his single action to either start a bid on one of the woods (card groups), get one card from the druids, pay for a special item, or use one of the special item cards he owns. At the end of the game, sets of animals and flowers will be compared to score points, but players may also lose points for having too many goblins in their playing area.
Who can impress the King the most? Will it be you?
|
(from Europa Simulazioni website:)
Strafexpedition 1916, using battalion level units, comes with a brand-new impulse system, which allows a remarkable level of interaction between the two players. Manoeuvring is by brigade, at times depending by the initiative of the single commanders.
To keep units and brigades in reserve, and the way you use them in battle, can make the difference between victory and defeat.
Great importance is given to the morale of troops, and to its wearing, which affects the units’ efficiency in combat, and can take them even to surrender.
The logistic effort is simply simulated using Logistics Points, that are the real "fuel" of any activity: attacks, artillery bombardment, trench building.
Bayonet assaults, machine guns fire, trenches and forts, terrible artillery bombardments, fast counterattacks, snow on high mountains, fighting over 2000 meters heights, crags bordering the valleys (and limiting the manoeuvre), Austro-Hungarian big guns (like Gudrun and Barbara, and Lang Georg, or 42 and 30,5 cm mortars), Kaiserjäger and Alpini, Landesschützen and Bersaglieri...
Components:
Two 22"x34" maps of the battlefield
840 die-cut counters
Standard rules and Scenario Instructions (four small and one large campaign scenario)
Charts, tables
Dice
Boxed
|
Thanks to simple rules and an easy game set-up - which consists of shuffling the cards into a deck to draw from - you can get started straight away with I AM DONE. One at a time, players will either draw a card from the draw pile or play a card from their hand and doing what it says.
For example, causing ‘chaos’ then shuffling and redistributing all the cards in play. Or, giving away all their own cards. Maybe all the other players will have to give them a card. The game is played in clockwise order, unless a card says otherwise. The rules are more like guidelines, except for this one: whoever has the ‘I’ ‘AM’ ‘DONE’ cards placed in front of them first, will win. Unless the ‘kingmaker’ or the ‘parasite’ have their fingers in the pie, or it happens to be 9:34 pm…
Approximately 72 playing cards with illustrations by 30 different artists provide plenty of variety in this unpredictable card game.
-description from the publisher
|
The fourth game in the B-Movie Series of card games by Z-Man Games. The series returns to spoofing bad sci-fi movies in another stand-alone game. It can also be mixed with any other game from the B-Movie Series.
Players build a sci-fi movie by playing characters, props, and locations. Players also play creature cards on the other players' movies to kill off characters. Special FX cards can be used for a variety of sci-fi themed actions such as boosting attacks or defending against a certain creature type. The goal is to have the most points in your movie when "Roll the Credits" is played or the draw deck runs out.
To explain the subtitle: "Skippy the Wonderdog" is a fan favorite character from the B-Movie Series and appears as a creature instead of a character in this game.
|
(From the Publishers Website: P500 production)
"The History of the Roman Empire" covers the time-period from the Rise to the Fall of the Roman Empire in seven game turns starting in 60 BC (the first Triumvirate composed of Caesar, Crassus and Pompeus) until the last [Western] Emperor (Romulus Augustus) in 476 AD.
The map contains the entire Mediterranean area as well as a part of Asia Minor.
Each of the up to four Players takes the role of one Roman Faction and one group of "Barbarian" Peoples (non-Romans), and by playing certain event cards you can gain control over minor Kingdoms.
The game is best suited for 4 Players but can be played by 3 or 2 Players as well.
Since every Player controls a Roman Faction and a "Barbarian" People it is not possible to completely remove a Player from the Game (The Roman Faction that Player controls can be eliminated but the Barbarians can not).
The Game "History of the Roman Empire" is not strictly historic but offers "a great lot of Flavor" with its 42 Roman Emperors (and Pretenders) and the 34 different "Barbarian" Peoples and minor Kingdoms. Since every Player controls Romans as well as Barbarians you will get all kinds of situations like Romans vs. Barbarians, Romans fighting among themselves, or Barbarians fighting other Barbarians.
The Emperor for each Roman Faction changes every Game Turn as well as the Barbarian Peoples that the Players control.
With its easy to learn rules - players who are familiar with "Hispania", "Britannia" or "History of the World" will find some similarities and some new features - and the constantly changing Barbarians, "The History of the Roman Empire" can be great fun.
The Players will have to decide how to use their Roman Legions as well as how to use the armies of their Barbarians and of course where to plan new Cities and Forts (for the Roman Factions).
Since it is worth many more Victory Points to control all areas of one color, soon everyone will try to establish his own small empire (and of course to disturb the others), until the more powerful Barbarians like the Goths or the Huns arrive and threaten to take control of the map.
Each turn the Roman Factions spend some of their Victory Points on new Legions and/or Forts or Fortresses. The Barbarians do not use their Victory Points for recruiting Units but rather "mobilize" up to a certain number of Armies (how many units depends on the Barbarian People).
Every game will present you with new situations since the Players will work on and change their strategies and the 45 random cards will influence every game in a unique way.
At the end of the seventh turn, the players total their victory points and determine the winner.
Will the Roman Empire rise to Glory or will it be crushed by the overwhelming Barbarians?
It's up to YOU…
|
In Card City – part of Alban Viard's "Small City" trilogy of games, which includes the similar but three-dimensional Town Center – you will take on the role of the newly sworn-in Mayor. Your job is to encourage the growth of the residential, commercial, industrial and cultural districts that make up your home and to satisfy the demands of the city's residents. Card City includes six type of cards: Residences, Commercials, Industries, Leisure, Parking and City Hall. The game is divided into ten rounds, and each round consists of five phases:
Players gain two new buildings (i.e., two cards) through an "I cut, you choose" game mechanism that includes hidden cards.
Each player constructs the new buildings in his city according to zoning laws.
When the environment is favorable, residential and commercial districts attract new citizens, and the cities begin to evolve.
Players earn money from their city thanks to their commercial districts.
The first player position changes.
At the end of the game, a district of one residence card scores 1 victory point (VP), a district of two residence cards scores 1+2 VPs, a district of three residence cards scores 1+2+3 VPs, and so on. In addition, each five money left is worth 1 VP. If the player has not finished his city, he earns negative points!
|
Dig Down Dwarf is a dice game in which each player takes on the role of a dwarf chieftain in line for the throne. In the game, you roll dice to obtain gems from the mine. Gain the most valuable collection of gems, and you'll be crowned the new dwarf king!
On your turn, you draw two random gems from the bag and place them on the table. You then roll four six-sided dice. Certain gems require a certain number sequence in order to mine them; roll that sequence, and you can take all the gems of that type! As the game progresses, more and more gems will be added to the table, giving players choices as to which gems they want to try to mine. Sometimes you'll need to press your luck in order to succeed.
Once the bag runs out of gems, you enter the final round, with players needing to do their best to snag the last gems.
|
In Erosion, uplift your mountain by eroding those of other players. At the end of each round, gain points for cards in your mountain and delta.
The basic rules introduce the four player actions: Weathering, Hillslope, Fluvial, and Draw Cards. The advanced rules add details: atmospheric change, ice ages, glaciers, flood volcanism, quakes, etc.
Mountains are far more dynamic than the limitations of human lifetimes would suggest. Their growth and death involve cycles that keep the planet habitable. The machinery of these cycles is called erosion: the weathering of rock and its transport to the sea. Once there, it is subducted into the mantle, where volcanoes return the silicates, sulfates, water, carbon dioxide, and oxygen to the surface.
Almost every step of the erosion process is catalyzed by water. For instance, in your turn you may weather rock using crystallization (busting rock by growing evaporated salt crystals), then transport the remains to the River using creep (movement propelled by wet/dry and freeze/thaw cycles). Once plunked in the River, the eroded material is moved as sediment to the sea. Braided rivers carry the maximum sediment load, but they are the least stable (and the trickiest to play).
The role of erosion in atmosphere control is often overlooked. Every mountain is a titanic terraformer and greenhouse gas scrubber. Weathering removes 100 billion tons of oxygen and 800 billion tons of carbon dioxide from the air each year. Although the biological functions of respiration and decay contribute more to the atmosphere than erosion, during many past episodes it was the other way around. Left unchecked, a major orogenic (mountain-building) event removes so much CO2 that the oceans would freeze over in less than an Erosion game turn (6 million years, the same scale as for the game American Megafauna). On the other hand, a major flood volcano such as the Deccan Traps has poured hundreds of trillions of tons of CO2 back into the air, dwarfing the outputs of all human industry combined.
|
In the tabletop fantasy skirmish game Kings of War: Vanguard, you create a warband of 28mm elite fighters, develop their abilities, and fight to the bitter end. Before the first charge, before weapons clash in brutal combat, before the victor gathers the spoils of war, battles will be won by the brave deeds of small, elite bands of fighters. Commanders rely on their trusted warbands to disrupt the enemies' vital supply routes, light beacons to warn comrades of enemy movement, and seize winning positions on the battlefield. If the raiding parties do their job well, the battle is won long before the troops have mustered.
YOUR WARBAND, YOUR STORY.
Vanguard is the fantasy skirmish game. Also is a fantastic recruiter product for the mass battle game Kings of war!
Vanguard is easily accessible through building your own personal warband to explore rich and in-depth scenarios.
Games last around 60-90 minutes which can be played as both stand-alone vanguard games/campaigns and also integrated with Kings of War games.
Uses familiar well loved game concepts from Kings of War while introducing exciting new elements.
Retail products
- Hardback Rulebook
- Faction starter sets
- Faction Booster sets
- Power Dice
- Objectives and counters
|
The Battle for Stalingrad lasted 200 days, from July 17, 1942 to February 2, 1943. Hitler himself had ordered the capture of the key Soviet city, and his armies were determined to carry out his orders. Opposing the German armies were the civilians and armed forces of Russia. In desperate house-to-house fighting the two sides fought, bleed, and froze in the chilling Russian winter.
The Battle For Stalingrad puts you in the rubble-strewn streets as the German forces fight through one block of the city after another. The only hope for both sides is to secure the city before they run out of blood and food.
As the game unfolds, you'll see one section of the city after another ground into rubble by your ceaseless fighting. As the city deteriorates, the amount of supplies generated for your men decreases. Supplies are the lifeblood of your army. Without them, you cannot move or attack, and you'll suffer higher casualties in combat.
In the end, you'll be scrambling through the ruins, as much in search of food as the enemy.
|
In Rise of the Zombies, a fast-paced card game of zombie survival, players play Location cards to form a path from the Safe House to the Rescue Helicopter, while fighting off hordes of zombies. The players must also play fast because they are racing a real-world timer. If time expires, the Survivors are left behind and die.
Players play cards during a common "Survivor Turn". At the start of the Survivor Turn, all players can discard and draw until the number of cards in their hands is equal to their Hand Sizes. There are no player turns. Declare what you are doing, which card you are playing, and which zombie you are attacking, and roll dice. This simulates the chaos of combat. Most cards can be used to perform more than one function. You can perform as many actions during the Survivor Turn as your cards can support. You can even trade weapons and items with other Survivors in your Location.
Once all players have resolved their actions, the Zombies get to attack.
The game is co-opish... how you play the game is up to you. You don't gain anything by having other Survivors die, but if you spend too much time trying to help others, it might cost you your own survival.
Help them? Leave them behind? It's all up to you.
|
Excerpted from a review by Ken Tidwell
Aerodrome is a miniatures game of aerial combat during World War I. Players take on the role of biplane pilots and tail gunners dog fighting their way through the gray skies of Europe during the war to end all wars. The game is visually appealing and, like many miniatures games, it was easy to project myself into the scenario. The game is played using 1/72 miniature aircraft mounted on radio antennae with a clear acrylic hex base to hold the whole thing upright. The game board is an aerial view of a WWI battlefield marked off in large hexes.
Pilots and gunners plot out three moves at a time. Each move the pilot chooses from one of eight maneuvers - straight ahead, straight ahead fast, left slip, right slip, right, left, hard right, stall, and Immelman. The slips allow the player to retain their current orientation but slide one hex to the right or left. Ahead fast allows the plane to move two hexes. Ahead, left, right, and hard right allow the plane to change orientation and move one hex in that new direction. An Immelman allows the plane to move forward one hex but completely reverse orientation. A stall allows the plane to stay in its current hex with the current orientation but runs the risk of throwing the plane into a spin. Planes can fly on one of five altitudes. Descent is always possible but planes can generally only ascend when moving forward and trying no wild acrobatics. After movement, pilots may fire on any plane unlucky enough to find itself in their path.
|
Qwinto: Das Kartenspiel is a card game version of the dice game Qwinto. As in the original game, players each have an individual score sheet, and they're trying to use numbers (1-18) to fill in the empty spaces in three rows, which are colored orange, yellow and purple. Within a row, lower numbers must be placed to the left of higher numbers, and no number can be repeated. In the two- and three-space columns formed by the rows, no number can be repeated, but numbers can be in any order.
Aside from the score sheet, the game includes 32 cards, with the cards numbered 0-6 and -2 in four colors (yellow, orange, purple, gray). Each player starts with a random hand of three cards, then four cards are laid in a 2x2 square. On a turn, a player lays a card from their and onto one of the cards in the square, then sums that card and the two adjacent cards, stating this number and the color of all non-grey cards out loud, e.g., "13 in purple and yellow". Each player can then write a 13 in either the purple or yellow row on their score sheet. If the number is less than 1 or all the cards are grey, then no one can write anything; if the active player can't write anything on their score sheet, then they must mark a penalty box instead.
If a player has two cards with the same number, they can lay down one of them, then the matching number in an adjacent space, thus possibly changing the sum drastically. A player refills their hand to three cards to end their turn.
When a player has completely filled two rows with numbers or all four penalty spaces on their score sheet, the game ends. Each player tallies the points for each of their rows: 1 point per number if spaces are empty, or as many points as the rightmost number if the row is full. For each three-space column, if all spaces are filled, then the player scores points equal to the number in the pentagon. For each penalty point, the player loses 5 points. Whoever has the highest sum wins!
|
Everyone can play Knaster at the same time; all you need is a score sheet and ears to hear which number is being rolled on two dice.
Your score sheet has a 5x5 grid on it, along with numbers from 5-10 outside the rows, columns, and diagonals of this grid. On a turn, someone rolls the two dice, then calls out the sum. Each player either:
Writes this number in an empty space in their grid, or
Circles this number in their grid if it had been entered on any previous turn.
Initially, of course, you can only write a number as you have nothing to circle. You're trying to do two things in Knaster: circle lots of numbers, and fill the rows, columns, and diagonals of your grid with "scoring combinations" of numbers, i.e., three- to five-of-a-kind, two pairs, a full house, or a straight. When you place five numbers in a row, column, or diagonal and you have created one of these scoring combinations, then you immediately circle 1-3 numbers in this same line. If all the numbers in a line are circled, you can then circle the number (5-10) outside the grid that's next to this line.
As soon as someone fills in the 25th space in the grid, they let everyone know this, then after one final turn, the game ends. Your score is equal to the sum of the circled numbers outside your grid, along with 1 point for each number circled in your grid. Whoever has the highest score wins!
|
Love is...green? In the vivid storytelling game Farben, every color tells a story. Associate a color with a word, then tell a story of why you connect those two. If the word were "school", for example, you might hear the following:
Player 1 plays purple: "I dyed my hair purple, purchased leather gear for several hundred dollars, and wore make-up in my very short Goth-phase. I quickly realized that I didn't fit in the scene as I am a rather happy person and have a hard time not constantly smiling."
Player 2 plays red: 'My high school time was stressful because I wasn't a good student. I worried before each exam how I was going to explain all the mistakes marked with red to my parents."
Player 3 plays black: 'I was totally in love with a fellow student from another class. I got up every day at 6:30 a.m. to catch the early bus to ride with her to school. It was still dark at that time, and that's why I chose black."
Each round, you associate one of your twelve color cards with a word card and start telling a story. After all stories have been told, players tuck their color cards below the word card and set it aside. After ten words have been played, the scoring phase begins. Another player selects one of the visible words for you, and your task is to recall all of the colors played by the other players and yourself without looking. You earn points for correctly naming these colors. This sounds almost impossible at first, but through the stories the colors become easier to remember. Additionally, you score points on the other players' turns when they can remember your color.
You win the game if you can remember best who assigned which color to specific words and if multiple players can remember the colors you assigned to the words.
|
American Carrom, attributed to American Sunday school teacher Henry Haskell, is a derivative of Carrom. American Carrom differs from Carrom in the board construction, particularly the larger size of the pockets and the striker (shooter) being the same size as the other pieces. American Carrom can also be played with a cue, and the board is patterned with checkers, chess or other board motifs, allowing a variety of other games to be played. Many American Carrom boards also double as Crokinole boards.
In American Carrom the object is to flick to strike the Carrom men into the pockets in a similar fashion to pool or billiards. Sometimes a cue is used rather than flicking. Due to the larger pocket size American Carrom lacks some of the strategy and skill required of the 'proper' version of the game.
Also noteworthy is the fact that American Carrom uses rings for game pieces whereas Carrom game pieces are solid discs.
European games in a similar vein: Korona and H-ring spel.
|
In this puzzle solving challenge of deduction, logic and intuition, players go head to head to see who can be the first to guess their opponent's secret square. Every action turn brings you closer to finding the hidden, ancient symbol. But watch out; your opponent may be closer to solving your secret square than you think! The Telepathy board game is an outstanding logic building tool, ideal for educators and puzzle solvers alike. If you like Sudoku, Mastermind, or Battleship, this game is for you.
Includes 4 game boards, 4 game cards with holders, dry erase markers and eraser.
Visit the official Telepathy website for more information.
|
String Railway: Transport is a follow-up game to String Railway, a train game in which the play area is created by placing varying lengths of colored string representing different types of terrain. The board is initially seeded with all the stations (unlike in String Railway) placed randomly inside the boundary string and filled with two goods cubes.
Each turn, players must place one string that connects stations. Then players have a number of action points to use. Players start with a 3 AP locomotive, and can upgrade to better locomotives that provide up to 6 AP per turn. Action points are used to moving goods cubes (1 AP to move from station to station). If a cube reaches a station of the same colour as the cube itself, the cube is then scored.
White cubes are special long distance cubes. Players have mission cards that show three stations in particular order. In order to fulfill the mission, the player must move a long-distance cube through the stations in right order. The reward depends on how many stations player moves the cube through. Unfulfilled mission is worth -2. Moving the cube through one station gets rid of the penalty. Two stations gets rid of the penalty and gives the player the white cube, which is scored as a wild cube. Three stations scores 5 points on top of that.
After five rounds, the cubes are scored. Each set of five cubes of different colours is worth 15 points, 4-cube sets are 10 points, 3-cube sets are 6 points, 2-cube sets are 3 points and remaining single cube sets give 1 point each. White wild cubes can be very useful at this point. Unfulfilled missions are -2 points, while perfectly fulfilled missions are +5 points.
In addition of moving cubes, action points can be used for upgrading locomotives and replenishing goods cubes. Collected goods cubes can be discarded to gain AP. Players can also draw new mission cards and each player has a personal station they can place on board at some point in game.
String Railway: Transport, with a playing time of approx. 15 minutes per player, differs from the original game by adding cargo delivery and removing the values of stations. Transport is an individual game, not an expansion. The games are not compatible: you can't play String Railway with the components of Transport (the stations are different and there's no river).
|
Imagine yourself some 10,000 years ago in the Middle East.
Your clan has left the ancient nomadic life and settled with four other clans in the valley. The community has repeatedly succeeded in harvesting crops, and some families are getting better at raising animals; next moon will see the birth of a new generation of pups. We all praise our own gods and Mother Goddess for being good to us. This new era has brought something new to us: The area is progressively filling with dwellings, built tight against each other. New generations are building their houses over the remains of old constructions. Our greatest families have now constructions way up over the land, proudly showing off their shrines and wealth to the community. Who knows, when the children of our children will come to the world, which clan will rule this multitude?
In Hoyuk, each player represents a clan that settles with other clans to erect a village. During the game, a replica of a Neolithic settlement will be built on the Höyük board using tiles that represent houses. Many additional pieces - such as ovens, shrines, and pens - will also aid a player in building his settlements. ("Hoyuk" is Turkish for hill or mound. The word is also used for prehistoric settlements in the region that have a characteristic, hill-like look from houses being built on top of older houses and the absence of streets between the houses because people entered their homes through the roof.)
The goal of the game is to build the best settlement and score the most victory points, with multiple paths to victory and many choices along the way. The best clan will prevail in Hoyuk!
|
Montélimar: Anvil of Fate, On August 15, 1944, the Allies invaded the South of France in Operation Dragoon. Major General Truscott's U.S. VI Corps landed along a 45 mile stretch of French Coast with the objective of isolating the major German forces defending the western part of France and linking up with the Normandy forces breaking out of their beachhead. The southern beachhead would be secured in only 2 days and the Americans were well established inland. With scattered and only occasionally strong resistance, the Americans and now landed French advanced north up the Rhone valley along highway N-7 - heading quickly toward the key rail and road junction at Aix-en-Provence. This was captured on August 19th. At this point, General Truscott activated a provisional force called Task Force Butler. This roughly regimentally sized unit raced ahead of the main force with the objective of capturing the main route of escape for the German Army. The Task Force set up a defensive position in the high ground to the north of Montélimar. They were to hold until relieved. The Germans would throw everything they could at Task Force Butler in a race to return to Germany before the larger Allied Formations coming up from the south and east would join Task Force Butler.
In the end, both sides could claim victory - the Allies mauled the enemy forces with the Germans suffering 2100 casualties with several thousand soldiers and large amounts of heavy equipment unable to escape. The Allies suffered only 1200 casualties but much of the German Army did get away and a great opportunity was lost.
Montélimar: Anvil of Fate is the third game in the Company Scale System and the first game in the Liberation series covering battles in Western Europe in 1944 and 1945. This game, while sharing a similar system to both Saipan: The Bloody Rock and Guam: Return to Glory , will offer a completely different feel to how it plays.
Game Scale:
Game Turn: 2 hours (daytime)/ 4-6 hours (nighttime)
Hex: 500 meters / 547 yards (3/10 of a mile)
Units: Company
Game Inventory:
Five 22 x 34" full color mapsheets
Six dual-side printed countersheet (1,056 5/8" counters)
One 40-page Montélimar rulebook
One 56-page Montélimar scenario book
One Sequence of Play chart
One Time/Date/Weather/VP chart
Two CRT/TEC charts
Four Divisional Display charts
Two 10-sided die
Solitaire Playability: High
Complexity Level: Medium-High
Players: 2 or more
Playing Time: 4-50 hours
|
Each round in Less Is More one player is the guesser who tries to identify a term described by others, and those other players try to describe that terms with as few words and letters as possible. To clue "Berlin", for example, you could write "Capital Germany" or you could go with the possibly still decipherable "Cap Germ" or maybe "Cap DE".
Whoever uses the fewest letters yet is understood by the guesser scores points.
|
Players have hands of four cards numbered 1 through 19. Play 1, 2, 3, or 4 cards to place a stone on the gameboard, which consists of 36 numbered squares in a non-obvious order. (The yucata implementation allows for alternate arrangements.) The goal is to claim four squares in a line, horizontally, vertically, or diagonally. But multiple stones can be placed on a square, and a square is only safe if a player has two more stones on it than any other player. If four-in-a-row is not achieved within 20 turns, the game ends in favor of the player with the most points.
Fourmation is a version of the game with a modular board published by SimplyFun.
________________________________________________________________
And here the more simple successor of Just4Fun , with colors instead of numbers :
Just4Fun Colours (published by Kosmos in 2010).
|
Part of the Star Fleet Battles Captain's Edition line.
Huge Master Rulebook (over 400 pages) has all of the "rules" (no scenarios, annexes, or ship descriptions) from Basic Set, Advanced Missions, C1, C2, C3, J, J2, K, M, X, and Y1.
All rules have been integrated into a single continuous text, all errata has been incorporated, and some new clarifications and examples have been added.
|
From the publisher:
This game has been published by dV Giochi as a reward for winning the 2004/2005 edition of the Gioco Inedito – Best Unpublished game contest. Powered by Lucca comics & Games and dV Giochi, the contest aims to identify the best new card game design from all prototypes received and to reward it by publishing the game in a fully professional and high-quality format, overseen directly by dV Giochi. All prototypes submitted must conform to the technical and style requirements, fixed components and a given theme which changes every year. Everybody can join the contest and this is a great opportunity for emerging game designers to see their idea published. The theme of the award was “Cities and Walls;” Lucca Città won, and daVinci is proud to introduce it to the public.
It features a deck of 110 cards, divided in 96 Palace parts, 4 towers, 5 Coat of Arms, and 5 Quarters. Each player belongs to a Quarter and tries to increase his family’s fame by building palaces and walls and by giving parties in the completed palaces.
During his turn, the player chooses a triplet of cards from the table and uses them to build his buildings; resources and time are very limited, and you need careful planning and master play in order not to have at the end of the game too many unfinished palaces, have lots of parties and... be the winner!
|
Description from the publisher:
Zoo Ball is a flicking game with a giant fabric playing mat and customizable teams in which tactics are as important as skill. Face the roar of the crowds, grit your fangs, and prepare to become the king of sports.
Push all three defenders to clear a path, or just push your scorer to go for goal. Play head-to-head, or in a four-team free-for-all. Customize your teams as much as you like. That's it. You're ready for the Zoo Ball!
|
Description from the publisher:
In Zooloretto Duell, two players compete to have the best zoo. Players draft cards through the mechanism used in the original Zooloretto; each turn a player adds a card to one of the piles or takes a pile. They score points for having the majority of animals in a species when a specific number of this species is in the zoos. The game includes six different species. Some of the animal cards have symbols triggering special actions when a player takes a second card of this species with the same symbol:
Heart: The player takes a baby animal of that species, if available.
Card: The player looks through the discard pile and takes a card of their choice.
Lightning bolt: The player must take a -1 point marker.
If a player collects a symbol a third time, the special action is not carried out; instead the player discards the card and takes a -1 point marker.
Some cards have food stalls, which give you money if you have the same symbol (pretzels, soft drinks, or ice cream) twice. This money can be used to steal an animal from the opponent or get rid of all -1 point markers. The first player to have all different types of stalls scores bonus points.
The end of the game is triggered after the sixth in-game scoring or when the "last round" card is revealed. After the endgame scoring, the player with the most points wins.
|
Grow a beautiful garden of tiles on which flower meeples bloom down connecting vines of the same color. Players race to be the first to play all their flowers first in this cascade of color and fun for 2-4 players. The twist? When growing the garden, helping others bloom can be really good for the active player - even secure the immediate win! Well chosen tile placement is the key to success in this evolving puzzle of a game that will grow on you.
In Trellis, each player has a supply of flower meeples in their unique color that they are working to place in the garden. Each player also has a hand of hex tiles depicting a tangled weave of differently colored vines.
On their turn, the active player must plant a tile on the table, growing the size of the garden. Once a tile is placed, automatic blooms happen first. All newly connected vines will bloom flower meeples, if the newly connected vine matches color with the neighbor tile and only if the vine on the neighbor tile has already been claimed with a flower.
The active player then places a flower claiming a vine on the tile they placed that has not yet bloomed. Immediately, each unclaimed vine of the same color on neighboring tiles connected to the vine just claimed will automatically bloom for that player.
Finally, if any opponents had flowers bloom due to the tile placement, then the active player gets to place a bonus flower - one for each flower bloom they helped their opponent place! If there are no unclaimed vines available on the tile the active player placed, they get to place a bloom on any unclaimed vine anywhere in the garden!
The first player to play all fifteen of their flowers immediately wins. Which vines to claim and when to help opponents grow flowers in order to gain bonus blooms for yourself is very furtile soil to ponder during a quick play of Trellis.
|
Desert Steel is the third game in West End Game's Tank Leader series. A tactical (platoon/company level) game where formations are activated by playing command cards. Winner of the 1990 Charles Roberts Award for Best WWII Board Game. The emphasis is on command, control and communications with the use of Command cards that represent formations which are used to determine order of movement/combat, rallying and group cohesion. The pinnacle of Panzerblitz style platoon level games, delivered by the same designer who gave us Squad Leader covering command, unit experience, morale and doctrine in an elegant but deep package.
The terrain on the two maps is variable for roads, contours, towns, and ground quality (sand, rocks, rubble) which are defined for each scenario.
|
During WWI, Ypres was the centre of intense and sustained battles between German and Allied forces. In the game of Wipers Salient you play the part of the Allies trying to hold back the massive forces of Germany during a series of incessant attacks.
Wipers Salient is a solitaire deck building game using a deck of 52 specialised cards. You have to gather your resources to maintain your Health and Morale, whilst attacking the enemy to avoid being overwhelmed.
|
Players command a spaceship around the solar system in an attempt to land on and purchase moons and planets in this game similar to Monopoly. Players must also be aware of their fuel, as certain maneuvers cost fuel, while others are free. Rent is charged when opponents land on your property, and players are eliminated by bankruptcy, being stranded, or blown to bits in a laser battle.
|
Prepare yourself for mysteries and maze building in Mouse Cheese Cat Cucumber, a quick, asymmetric, tile-placement and hidden roles game.
Each character in the game wins differently: The mouse is trying to get the cheese, the cat wants the mouse, the cheese wants everyone to get along - they're neutral because they're Swiss - and the cucumber is evil and wants to trap all of the characters together. Though all players have equal control of the clockwork maze, their secret agenda dictates who they are in the conflict and how they win.
On your turn, you pick a room from the conveyor belt to add to the maze. Your placement may cause other rooms to rotate and force characters to move. Outwit your opponents and create your win.
Mouse Cheese Cat Cucumber has four modes of play: multiplayer, two solo versions, and a puzzle that you "win" by assembling everything.
|
Trigger!/Déclic !? is a (French) party game testing your reaction and coordination abilities. The game is easy to learn and provides a vivid atmosphere with lots of laughter.
To prepare the game, a plastic disk is placed in the centre of the table and each player marks one of his hands "true" and the other "false" (or one can say that the right hand is "true" and the left hand is "false").
In a turn, a question is read out loud and all the players have to answer with "true" or "false" as fast as possible, using their hands. For instance, if the answer is "true", one places his right hand on the plastic disk, as such creating a pile of hands on top of the disk. Please mind that the answer to the question might vary as a function of the number of players, the players itself, etc (see below). Mind that once you've put your hand, you cannot change your answer anymore.
Once all players have answered the question, i.e. have placed one of their hands on the pile of hands, scoring begins. The upper hand scores +1 point if its answer is correct or -1 point if its answer is incorrect. The second hand (from the top) will score +2 if its answer is correct or -2 if its answer is incorrect, and so on. For instance, in a 8 player game, the lower hand (on the plastic disk) scores +8 points for a correct answer or -8 points for an incorrect answer.
Players really have to take risks to improve their score, answering quickly and so having their hand smashed.
To give you an idea of the questions, there are several types:
Concerning the reader of the question (I am a man)
Concerning the player (You have a dog)
Concerning the environment/location (We play in a bar)
General questions (King Kong was an ape)
The game ends as soon as a player has scored a specific number of points, e.g. 30 points in a 8 player game.
Additional rules for some variations are included (like changing hands and playing in teams).
Reimplemented by:
Hand aufs Herz
|
In terms of its gameplay, Qwirkle Cards plays somewhat like Rummikub, with players laying down cards/tiles from their hand onto the table and possibly moving things around to create new sets.
In more detail, players start with a hand of nine cards from the 108-card deck; each card shows a colored symbol, with each of the six symbols appearing three times in each of the six colors. Whoever has the most cards in hand of one symbol or one color (but without duplicates) starts the game by laying these cards face up on the table as a set. Players then take turns in clockwise order.
On a turn, a player must add at least one card to the table; if she can't, she draws nine new cards, shuffles her old hand into the deck, then plays. When she plays, she can play as many cards as she likes as long as they share a color or symbol. She can create a new set if she plays at least three cards or she can add her cards to existing sets (as long as she doesn't duplicate a color or symbol) or she can do both. On her turn, she can move cards from one set to another, possibly using these cards with cards that she plays in order to create a new set.
The point of this gameplay is to create qwirkles, that is, a set of six cards that contains either each symbol in a single color or each color in a single symbol. When a player creates a qwirkle, she claims this set from the table. After a player's turn, she refills her hand to nine cards.
The game continues until the deck runs out of cards. Each player then takes one final turn, including the one who took the final card, then whoever has claimed the most qwirkles wins!
|
This game is set in Atlas Lost, a world ruined by AI warfare. Players try to unearth lost technology and take control of a new world. Where will you go, what will you focus on, and what kind of world will you aim for?
Atlas Lost: Rise of the New Sovereigns is a tech-tree, resource management, and civilization game that can be played by 2-4 players. In the game set-up, you play a combination of three of the five available techs. Each of these techs employs different board game mechanisms. You must use cards, collect resources, and employ unearthed tech to build up your own troops and gather fame faster than the players around you. Whoever first scores 30 points wins.
|
Story: Ghosts Love Candy-everyone knows that! The cruel twist is that they no longer have the physical bodies to enjoy the scrumptious candy they crave. But, on Halloween, the rules are off. Ghosts use this mystical and eerie night to temporarily possess unsuspecting Trick-or-Treaters so they can indulge in as much candy as they can get their invisible hands on …
Object: Use your team of ghosts to possess Trick-or-Treaters and gobble up the candy you crave. The player whose ghosts earn them the most candy points after 8 rounds wins. But be careful! When a Trick-or-Treater eats too much candy they get sick and become your burden if you were the one to push them past their candy limit.
Game End: The game is over when there is no more candy left to hand out, which is 8 rounds with 2-4 players and 6 rounds with 5-6.
|
Greetings young page, and welcome to your first quest. We are thrilled to have someone of your prowess joining the Elder ranks. The Light knows we need all the help we can get to repel the creatures of darkness.
Dungeon Pages is a tactical roll-and-write game where you play as a character embarking upon an epic quest through various dungeons. Each quest sheet contains a character section and a dungeon section (see Example 1).
Each character section introduces a character and their ability, and tracks their health and progress. Each dungeon section shows four minor dungeons and one boss dungeon, and describes the monsters and traps found within.
Each dungeon represents a step along your quest. As you advance through a dungeon searching for its treasure chest, you will mark white spaces (empty spaces and trap spaces) to represent the areas you have explored. The more thoroughly you explore each dungeon, and the more monsters you defeat along the way, the more experience you will gain.
Choose a quest sheet to embark upon your journey!
This product delivers a new Quest Sheet each week.
This Year Long Adventure does not include the 6 sheets in the Core Set. The Core Set is not required as each sheet is playable on its own.
|
From the oasis city of Palmyra, a first-century Roman province, Caesar wants to expand his sphere of influence. Under his orders, you are to send out your army to annex new lands and your censors to collect taxes. The player who fulfills these orders the best will become the new governor of the province of Palmyra. From time to time, when Caesar is especially impressed by your development, he may provide you with extra support.
Palmyra is a tactical tile-laying game with few rules and high tactical choices. By placing new land tiles and moving your army and censor, you earn new tiles and coins for the Roman Empire. The most important thing is to not be too greedy when collecting taxes; otherwise future income may become sparse. Additionally, don't let tiles placed by your opponents cut you off, or else you'll be forced to lose valuable time. When all of the 120 coins are collected, the game ends, and whoever has collected the most coins wins.
|