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Description with permission from www.boardgamenews.com
Europe, about 400 CE. Harsh customs rule the day. Five courageous tribes have set out to conquer new lands: the Huns, the Langobardens, the Goths, the Anglo Saxons, and the Vandals. As you seek new settlement areas for your tribe, you'll strengthen it by enlarging clans, establishing or conquering new countries, and building a powerful sea presence. Whoever scores the most points will stand far ahead of others on the tribe leader path and win the game.
Origo is a family game for 2-5 players from ages 10 and up, in which luck and tactics are mixed well. Depending on the number of players, the game duration is 30-90 minutes.
The flow of the game is driven by cards on the one hand (expanding, attacking) and by the movement of figures on the boards on the other (hiking, sailing). The player whose turn it is carries out the following actions in any sequence: expanding, attacking, hiking, sailing. Whoever occupies the final field in a country founds that country and receives points. There are further points in three large tribe evaluations during the game for the largest tribes, control of the seas, and control of the countries.
The game is, in many aspects, very similar to Captain Future
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Stand together to Protect the Pride Lands
Fearsome foes from the shadowy outlands are closing in and you must work as a team to fend them off! Race to get Kion to the top of pride rock so he can unleash the power of the Roar and save the day!
Protect the Pride Lands is a cooperative family board game based on the Disney Junior show "The Lion Guard". It includes four high quality hero miniatures, 15 unique "outlander" standees and is played on a board with 3-D features. Outlanders (hyenas, snakes and vultures) invade the Pride Lands from different locations while the Lion Guard heroes race to remove them from the board.
Each turn, a player draws from the deck and adds an outlander creature to the board as pictured in the top half of the card. Then a choice is given to the player to move one of two heroes, as shown on the bottom half of the card, up to a number of spaces listed. If a hero lands on a space with an outlander, the outlander is removed from the board. There are also "Power Cards" that provide a bonus effect, such as removing any one outlander from the board.
The goal of the game is to move Kion to the top of "Pride Rock" before the outlanders get to their winning space. Otherwise the Pride Lands have been invaded and the players lose.
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Mobster Metropolis is a 2-4 player strategy game where participants compete to create the most powerful gangster syndicate. Invest in turfs and recruits to generate income and defense, or scheme and attack other players with Drive-bys to take their money. The player with the highest gangster reputation wins the game.
Each round of Mobster Metropolis is divided into phases, two major and seven short, that represent different actions and events. The structure is provides a clear gameplay and invites both new and experienced players to cunningly plan ahead for their next moves. For example, one phase lets players invest in turfs or recruits, while another is all about attacking or defending. Players will also have to deal with the increasingly tough police that often punishes the most reputable syndicate.
The game presents several innovative mechanics, like the Drive-by Selector, which let players secretly scheme and target any turf before everyone reveal their plans. The new elements are complimented by proven economic and strategic aspects of great strategy board games.
Key aspects of the Mobster Metropolis gameplay:
Allows a wide variety of playstyles, tactics and strategies.
Asymmetrical setup with several elements that change for each game.
Unique game mechanics and parts, such as the Drive-by Selector.
The economic perspective that comes with the creation of a crime syndicate and its murky business.
The possibility to surprise other players through card interaction and participation in events.
The sense of scheming as all players secretly plot their attacks and defense before simultaneously revealing their plans.
The unavoidable conflicts and rivalry triggered by Drive-by attacks.
Card-based combat reminiscent of games like Blood Rage, and facedown token placement reminiscent of games like Game of Thrones.
No dice.
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You are one of the Magpies, a legendary gang of thieves who thrive on the roofs of Paris. At dawn, the Magpies fly from building to building, break into the most beautiful apartments of the City of Light, and vie to be the most daring to steal valuables and works of art. The more valuables of the same type a Magpie owns, the most prestigious it is in the gang. Watch out for Detective Nightingale though, and know that he won’t be your only opponent – the other Magpies will also try to have their go at you!
Player turn is divided in two phases: Stealing phase and sharing phase. Active player draw a card end places it on the leftmost free space on the board. Player may keep drawing cards or stop and go to the sharing phase.
In the stealing phase, be careful to not be caught by the detective which will end your turn and you won't get any cards on your turn during the sharing phase. Stop drawing befor it's too late.
During the sharing phase, depending when you stop drawing, you'll be able to take between 1 and 4 cards. If there are cards remaining on the board, others players will have to take one. Watch out, some cards are under surveillance. If you have 3 cards with an alarm of the same color... You discard all cards of this color.
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ARE YOU READY TO GO DARK?
This entry in the DC Deck-Building Game series puts you in the supernatural shoes of the DC team that steps in when challenges arise that are too mystical for regular Super Heroes. Become a member of the Justice League Dark as you Seal the threats of magical Super-Villains and Transform your cards into more powerful forms!
Standalone game, but compatible with other games in DC Deck-Building Game series.
KEY FEATURES
Based on Justice League Dark comics, with original cover art by Ryan Benjamin
Play as Justice League Dark members like Wonder Woman, John Constantine, Zatanna, and Doctor Fate
Transform cards have the ability to change into other cards!
Seal your cards away to add to your score at the end of the game
New Weakness cards have a built-in way to get rid of them… if you are willing to pay the cost!
CONTENTS
215 Standard Cards
8 Oversized Character Cards
4 Seal Tokens
Multiverse Divider
Rulebook
First Printing: Jason Blood and Etrigan Promo Cards
Number of Players: 2-4
Ages: 15+
Playing Time: 60 Minutes
-description from the publisher
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Operation Mercury: The German Airborne Assault on Crete, 1941 is a company/battalion scale game simulating the battle between Germany and the British/ANZAC/Greek forces on the Mediterranean island of Crete in May of 1941.
The game system, based on the award winning Series: Operational System (GMT) which first appeared in Operation Shoestring: The Guadalcanal Campaign, 1942 and Air Bridge to Victory: Operation Market-Garden, 1944, allows for multiple combat options. The system also takes into account unit morale and efficiency as well as formation strength when resolving combat.
Game Scale:
Game Turn: 8 hours
Hex: .93 miles / 1.5 kilometers
Units: Company to Battalion
Game Components:
x1 - 40-page Rulebook
x8 - Player Aid Cards (x3 dual-sided,x5 single-side)
- Player Aid Card #1 - Convoy/Campaign Game Victory Point Schedule(dual-sided)
- Player Aid Card #2 - Paradrop & Amphibious Landing Table/Naval Attack Table(dual-sided)
- Allied Campaign Options/German Campaign Options(dual-sided)
- Allied Naval Display(single-side)
- German Air Operations Display(single-side)
- Allied Setup Card(single-side)
- German Setup Card(single-side)
- Allied Naval Setup Card(single-side)
x2 - 22 x 34" full color map-sheets
x2 - dual-side countersheets (480 1/2" counters)
x1 - 10-sided die
Solitaire Playability: Very High
Complexity Level: Medium
Players: 2 or more
Playing Time: 8-15 hours
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New rules. New Kittens. New mayhem. This version of Exploding Kittens features new cards and gameplay based on the Netflix animated series Exploding Kittens, premiering near the end of 2023. It's still the highly-strategic kitty powered version of Russian Roulette you know and love with new Armageddon Cards which set up an epic battle of Good vs. Evil. Outsmart your opponent. Try not to explode. The last player left alive wins.
-description from the publisher
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The year is 1692. In an atmosphere of pessimism and charged paranoia, the citizens of Salem are at the mercy of demons – not demons of the soul, but demons of the mind. What began as a devout Puritan community devolved in a matter of months into a people torn apart by fear, lies, and fanatical orthodoxy. The residents of Salem quickly discovered that they could find Hell all around them.
Salem incites the atmosphere of paranoia that held the village of Salem captive. Players act with the assumption that there are witches among them (and, in this case, there will be). Each player controls six residents of Salem, three of whom are witches. Game play is simple: try to rid the village of witches and keep the identities of your own residents secret.
The game plays over the course of four rounds representing the four months (June–September 1692) in which the hysteria was at its height. Each round has two parts: a Witch Hunt and a Witch Trial, followed by hangings (the dates of which correspond to the four actual hangings that took place in Salem that year). During the Witch Hunt, players send residents to jail and provide alibis for their own jailed citizens. At the end of each round all jailed citizens stand trial. Players then collectively decide who is hanged and who is spared. The player who is most successful at discerning witches from villagers wins!
While the story surrounding the Salem witch trials has become something of a legend, every character in this game is based on a real person whose life was directly touched and in some cases torn apart or taken away by the events surrounding the Salem witch trials. Extensive research has been done to craft the real-life stories of all 42 residents in the game.
While this game focuses on the people and events specific to Salem, Massachusetts, similar witch hunts were taking place as far north as Maine and as far West as Connecticut. Surely, the devil had come to New England.
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Second Front, Europa Game XII, depicts the western Allied campaigns in Italy, France and Germany from 1943 through 1945. All the tactical forces of the western Allies and all the problems they face to defeat the German armies and win victory in Europe are in this game.
The greatest coalition in history awaits your orders. Plan your campaign and ready your forces-for you lead the crusade in Europe against the Nazi regime.
Second Front builds on the Europa System featuring:
• A detailed ground operations System.
• New and improved air rules.
• An expanded naval system with task forces and carrier groups
• Detailed airborne and amphibious invasion systems.
• Political and strategic rules covering everything from Allied cooperation to Italian surrender to the collapse of Germany
Grand Europa
This game contains order of battle information, counters, and charts that will be used when the Grand Europa project is complete. The charts used with Grand Europa are labeled as Grand Europa charts. Order of battle information begins with Apr I 43 and counters representing these forces are provided with this game.
GAME COMPONENTS:
4800 Die Cut Counters
4 Maps
2 OB Books
Rules Book
Chart Set
PLAYING TIME: 12+ Hours
TIME SCALE: Two Week Turn
MAP SCALE: 16 Miles Per Hex
UNIT SCALE: Divisions, Regiments, Brigades, Battalions
Game Credits:
Designer: John M. Astell
Development & Design: A E Goodwin, Victor A. Hauser, David Hughes
Art Direction: Barbie Pratt, Winston Hamilton
(from the back of the box)
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An abstract 2-player game in which the objective is to create a line of 5 counters . The twist here is that the counters are placed in a series of 5 boards of differing size that are formed to make a pyramid, hence the name ‘Quinamid’.
The rules are simple, with any one of 3 options available to the player :
a) Place a counter in a vacant space
b) Rotate a board (including those boards ‘above’ it) through 90 degrees
c) Move a board (including those boards ‘above’ it) one ‘position’ in any orthogonal direction.
An important rule is that the subsequent player may neither move NOR rotate a board which was moved or rotated by the preceding player.
Players take it in turns to make their move until one of them reveals a line of 5 counters, this being in a vertical, horizontal or diagonal direction.
As players use option c) above they will ‘cover’ boards below, thereby hiding the contents. It follows therefore that there is a bit of memory required to recall what was under the various boards if you are to use it to your advantage.
A game is often completed in 2 or 3 minutes so replay value is high. It is often better to play a ‘best of 5’ series to employ different strategies, so that would take around 15 minutes.
The game should appeal to players aged 8-80. It could be played whilst waiting for a meal to be prepared or as a post-prandial diversion with other players spectating and giving out ‘advice’ ! Easy until they themselves have a go !!
Components are sturdy, with the counters and boards being made of good quality wood, and the package comes in a nice wooden presentation box of dimensions 7” x 7”, making it portable and suitable to be played on the train, the beach or at picnics.
Online Play
Boardspace.net (real time or turn based, AI option)
Mobile Apps
Boardspace.net local multiplayer or online, IOS
Boardspace.net local multiplayer or online, Android
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In Fettnapf by Reinhard Staupe, the object of the game is to avoid collecting Fettnapf cards. Sounds simple, but as the game title suggests, little problems arise everywhere. In turn order, cards are played out and the values added together or subtracted: 24…29…32…25… but beware: if you say a number that someone has in hand, then you’ve put your foot in it. Those with a talent for this will learn how to ship a Fettnapf around and win the game.
Each player receives 3 cards (valued 0 to 9) and an island card (10 to 30). In turn order, each player plays a card and draws a new one into his hand. The played-out cards get added (up to 30) or subtracted (down to 10) and announced out loud: 24-28-32-26-18-9-12. Whenever a player goes over the limit, the right-hand player gets an island card. When a player announces a number that another player has in hand as an island card, then he’s put his foot in it and receives a Fettnapf card. The game ends when a player has collected 4 Fettnapf cards. The winner is the player with the fewest Fettnapf cards.
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Aye, Dark Overlord! is a fantasy party game filled with humor that's fast to play and easy to learn.
Each player is an evil goblin servant of the evil Dark Overlord - Rigor Mortis, the Master of all Evils - and all of them are gathered at the Dark Overlord's knees to explain why they brought that last important mission, ordered by "His Evil Excellence" himself, to failure again. Panic wraps you in its freezing grip; what can you do to save your poor skin? Could you say you are not the one to blame, but your inept companions? Yes, of course, that's the solution! There is only one little problem: They've probably got exactly the same idea...and the Dark Overlord is not known for his mercy...
This roleplaying game is all about telling lies and shifting the blame on your poor fellow ones, so the righteous wrath of your Master can give them what they deserve!
Aye, Dark Overlord! The Green Box is a new version of Aye, Dark Overlord! that is playable on its own while also capable of being combined with the original game. The Green Box adds entirely new mechanisms to the game, including the Back of the Line and No Way! Action cards. Occult Hunters, The Best from the Labyrinth, The Jar with a Thousand Demons, and Impossible Math Calculations are just a few of the new hints in The Green Box, giving you more stories to shield yourself from the Dark Overlord's wrath.
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There are times when surviving depends on a choice: fight or run...
It's been three days since your brother went to the village for provisions and has not returned yet. A ranger warns you of a strange outbreak, but you don't believe him until a mad hiker attacks him without you being able to do anything.
Other people like her appear among the trees pouncing on you. You run away leaving the ranger to his fate...
What promised to be a quiet camping weekend has turned into a nightmare.
Zombie Dawn is a survival game for 1 to 4 players in which you play as a group of survivors and as adversities and zombies that lurk to your opponents.
Play at any time, on your turn and on your opponents' turn.
Get your group of characters to survive in a zombie world. Search in different locations on multiple maps. Get weapons, medicines, food to get stronger than your opponents and facing all the dangers appearing in your way.
During the game you must manage the cards in your hand, explore new maps, find objects, add new survivors, heal your wounds, improve your characters' abilities, accomplish missions and the most important thing... harm your opponents.
Get as many victory points as you can by exploring maps, accomplishing missions, acquiring skills and keeping your characters alive.
The player with the most victory points at the end of the game wins.
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The War for the Union is a strategic level simulation of the American Civil War. Players command the Union and Confederate forces that fought from 1861 to 1865.
The map runs from southeastern Texas to the Atlantic and from Harrisburg, PA to southern Florida. Terrain types include forests, rough, swamps, bayou, mountain hexsides, river hexsides (tidal, navigable, and minor), lakes, bluffs, and major and minor cities
Components (Compass Games version):
2 maps – each at 22 x 34 inches
3-1/2 sheets of 9/16” counters
1 deck of 25 Tactical cards
2 reinforcement schedules – 1 each for North and South
2 identical Terrain Effects cards with additional charts/tables
2 identical Combat Results Table cards with additional charts/tables
1 rulesbook
1 scenario book
2 ten-sided dice
Components (Clash of Arms version):
1 map – 22 x 34 inches
3 countersheets of 1/2" counters
4 Game cards with charts and tables
1 Basic game rulebook
1 Advanced game rulebook
1 Historical commentary and scenario book
(description adapted from Compass Games webpage and Clash of Arms back of the box)
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"EAT, YELLOW, CIRCLE - do you mean pancakes? Or pineapple rings? Oh wait, the CIRCLE is DIVIDED? So something that you eat that is yellow and semicircular? Uh, is it, maybe…a banana?" "Yes, the answer is banana! One point for the Blue Team!"
In the communication game Word Slam, two teams compete against one another simultaneously. In each round, one player on each team tries to get their teammates to guess a hidden word or phrase using only the 105 explanatory cards available in the box. Speaking and acting is forbidden! They must tell their stories using only 105 cards, each with one word on it: a noun, verb, adjective, or preposition. A player can use as many explanatory cards as desired, and whichever team guesses correctly first scores a point. The team with the most points at the end of the game wins!
Word Slam Midnight features the same gameplay as the original Word Slam in a compact format. This version includes 210 story word cards and 100 answer cards, with a total of 600 answer terms in four difficulty levels, .
In this version, the die and timer is replaced by an app. Instead of using card holders, the two box halves are used as screens between the teams, and the answer cards are played behind the screens. Word Slam Midnight can be played as both an expansion to the base game and a standalone game.
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Who doesn't love combining robots? A.E.G.I.S.: Combining Robot Strategy Game is the world’s best combining robot tabletop game! Using themes from all your favorite giant mecha shows, it takes elements from popular tabletop wargames and streamlines them to make a game with the same depth of strategy without the high learning curve, distance measuring and long play times. Players build teams out of five robots to duke it out against other players' teams of five. It's designed to be easy to learn, affordable to buy, and quick to play, setting it apart from other strategy games.
There are five different classes of robot: Assault, Evasive, Guard, Intel and Support, and dozens of robots in each of those Classes. Each Class has its own way of playing and interacting with other bots, and you can make a team out of any five of them for an infinite amount of possible strategies!
The main mechanism of the game is teambuilding. Each robot on your team shares energy with each other, so moving and attacking with one will limit what the rest of your team can do during your turn. Certain compatible robots can combine into greater forms, too! If your team is built correctly, you can unite all five of your robots together to form something right out of your favorite giant robot cartoon!
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Alles Tomate! – and the subsequently rethemed spin-off games Alles Trolli! and Alles Kanone! – are memory games with identical game play while the theme changes from barnyards to travel to pirates from one edition to the next.
In Alles Tomate!, players are farmers who keep forgetting where they put their belongings. To set up the game, seven topic cards with different colored backgrounds are laid out. The yard card deck consists of 49 cards – seven each with one of the seven background colors, with each card showing a different image. One card of each background color is laid out below the appropriate topic card, which depicts the seven images in that color. Each player tries to memorize the cards, which are then turned face down.
On a turn, one player reveals a yard card and the first player to name the yard card of the same color currently face-down in the display claims that card, with the newly revealed card put in its place. If two players name the card at the same time, each player claims a card with extra drawn off the deck as needed; if no one names the card, the face-down card is placed back in the deck while the new card is put in its place. When the yard deck runs out, the player with the most cards wins.
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Game play in Disney Villains: The Card Game is simple, but the villains rarely stay loyal to you, possibly giving points away to other players.
In the game, each player takes their own villain deck, which consists of cards numbered 1-6 three times in various colors. Shuffle your deck, then lay one card face up and take four cards in hand. On a turn, you must play one card from your hand that matches the number or color of the card on top of your pile - but if the card you would play matches the top card of your left- or right-hand neighbor's discard pile, then you must play it there instead!
Maybe you can choose a card in hand that matches only your top card? If you have no valid play or don't want to give points away to someone else, you can play the card face down on your stack, showing the hero on the card back. On your next turn, you can play any card you like on your pile - except if it matches a neighbor's top card, of course, in which case you must give it away. (You can't play on a neighbor's hero card.) Whatever you do, refill your hand to four cards at turn's end.
Once all the cards have been played, everyone scores for the cards in their pile - but first they must count the number of hero cards in their pile. However many heroes they have, they must remove all matching number cards prior to scoring. If you have four heroes, for example, you must discard all 4s - and this is bad since all cards score points equal to their value. If you have nine heroes, then you first discard all 6s, then all 3s. Whoever has the most points wins!
Disney Villains: The Card Game includes two special cards that each player can shuffle into their deck prior to play. (Reshuffle if you flip up a special card initially.) When you play a special card, discard it to the center of the table instead of playing it on your pile. Here's what these cards do:
Maleficent - Curse: All players with the highest number on their pile discard those cards to the center of the table.
Cruella de Ville - Exchange: Exchange your top card (whether hero or number) with the top card of another player's pile.
Ursula - Whirlpool: Decide whether all players pass their topmost card to the player on their left or right.
Captain Hook - Interfere: All players must flip their top card from number to hero or vice versa.
Jafar - Hypnosies: Take the top card of another player's pile and add it to your hand.
Scar - Intrigue: Draw a card at random from each player's hand and place it in front of them. They must play this card on their turn.
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Using the dice, the active player decides which letters the all players have to write. Choose wisely, make it more difficult for the other players and write words in crossword-puzzle style. Each letter of a word scores 1 point!
-description from the publisher
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This game borrows its theme and rule basis from the Avalon Hill game, Circus Maximus. This newer version has considerably fewer rules and variability to navigate, but this simplification isn't a bad thing. Players are charged with racing around the ancient Roman Coliseum in a desperate bid for the finish line. Players use a small allotment of gold coins at the beginning of the game to select combinations of weapons, chariots, or drivers. Once the race starts, players use whips to urge their teams, or savage the other players or other players' teams. A system also features driver fatigue, control checks and bodily damage.
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In Tetris Link, based on the popular video game Tetris, players take turns dropping tetromino blocks into a grid, attempting to link same-colored tetrominos to score while simultaneously blocking opponents from doing the same. Players score points by linking three or more tetrominos together, but they lose points if they leave empty spaces in the tower grid. Once the tower is full, the game ends and the player with the most points wins.
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Based on the UK television show on Dave. Taskmaster (the show) is hosted by comedians Alex Horne and Greg Davies, based on a performance by Alex Horne at the Edinburgh Fringe. Greg, the eponymous Taskmaster, is responsible for reading and scoring various tasks throughout the episode, which are given to five other comedians.
In Taskmaster: The Boardgame, players alternate the role of Taskmaster, while the remaining players carry out a zany, time-limited task to compete for the approval of said Taskmaster, who is responsible for scoring everyone's attempt.
The tasks are specified by cards associated with different rooms represented on a "plan view" of the Taskmaster house, which takes the form of the board: the lab, the living room, the kitchen, the garden. Players are then expected to complete the themed task using items from those rooms in their own venue.
Players are also expected to complete an additional secret task during the play session, and a final task that is given via a video by Alex who takes on the taskmaster role for that final round. After the final task, the player with the highest score is declared the winner.
-user summary
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What A Tanker! is a miniatures wargame of World War II tank combat for 2 to many players. Each player takes command of between one and a few tanks and enters battle. On your turn, dice provide your crew with variable options to maneuver and engage the enemy.
Rules for tanks and equipment of multiple nations are included and games can be played as part of a campaign with rules for your crew's 'career' progression.
The rules are 72 pages in total, including scenarios and full lists for France, Germany, Great Britain, Italy, Japan, the Soviet Union and the United States. The great campaign system allows you to progress your tank crew to the illusive Ace status and through a series of iconic tanks of WWII.
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Get ready to flick your dice, and roll to victory in this spooky game of haunted house pinball! Take down monsters, uncover hidden clues, and dodge trap doors as you try to rack up as many points as you can.
Each turn in Boxtop Pinball: Haunted House, you flick one of your dice from the launch pad into the cardboard pinball machine to earn points. For each die that remains on the machine at the end of the round, you score the number of points indicated on that die, plus additional points for various bonuses. Earn points by hitting monsters, gathering clue tokens, and staying in haunted realms. Landing in the summoning circle gains you an additional die!
Whoever scores the most points after three rounds wins.
-description from the publisher
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Featuring historic Japanese artwork, Martial Art is a card game of factions warring for dominance of feudal Japan. The game consists of a series of battles in which players must anticipate their opponents' actions, build their hands, and manage their cards to acquire enough land and power to defeat the other clans and win the game.
As clan leader, command your armies and muster forces to find the tools to conquer places of economic and cultural importance such as the capital Kyoto or the rising city of Edo. But to win takes more than foot soldiers. Provoke a peasant rebellion, influence the emperor to support your claim, or even distract the enemy commanders with lovely Geisha.
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From the folks who brought you TurfMaster, comes an auto racing game with the same high production standards. The game includes three double-sided boards, which can be used to create 12 different tracks, eight teams consisting of 2 Formula One cars each, and eight sets of three dice matching the colors of each of the teams. Movement is controlled by the dice, with the number of dice rolled being dependant on the car's position on the track. The game boards are beautifully rendered, and the cars are simply the best available in any racing game on the market.
http://www.aza-spiele.de/frameset.php3?sprache=e&start=spiele&ebene2=motorchamp&mark=motorchamp
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Pillars of Eternity: Lords of the Eastern Reach is a 1-4 player card game based on Obsidian Entertainment's award-winning and best-selling Pillars of Eternity computer role-playing game.
The players are lords and ladies who hire troops, recruit heroes, and build defenses to fend off fiendish monsters...and their fellow players. The limited resources are represented by counters, while the buildings and armies are cards. A number of resources are drawn each turn and unused resources are passed on to the other players. Players may choose to go on dangerous adventures or engage in battles against their fellow players.
Contents: 198 City Cards, 46 Dungeon Cards, 44 Wilderness Cards, 23 Quest Cards, 13 Hireling Cards, 6 Allegiance Cards, 2 Reference Cards, 54 Resource Tokens, 12 Phrase Tokens, 2 Pet Tokens, 1 Event Tile, 24 Soul Gems, 4 Six-sided Dice, 1 Event Die, 1 Ethereal Piglet, and 1 Resource Bag
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In this 2-player battle for the Bog, you’ll play Frogs from your hand and move them around on Lily Pads (playing area). Land on flies to draw more cards and on opposing Frogs to earn points. Complete Frog ‘Routes’ and score Frog ‘Formations’ for even more points. The player with the most points at the end of the game is the winner!
-description from the publisher
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Star Clicker is the new cooperative game of Christophe Raimbault - author of Colt Express - in which players are kids trying to save their planet from evil aliens while their parents are in mission far far away.
“Easy, we’ve seen our parents do it so many times!"
"Let’s click on that button...”
“Oups, sorry for the missile in your ship bro...”
How to play?
Starclicker is a cooperative game in which you embody a pilot kid trying to save its planet from an Alien attack. At your turn, click and reveal one of the 9 buttons from your Spaceship Dashboard and do its action: move forward one tile, shoot, make a quarter turn or joker (choose among the 3 actions). When three of the buttons of the same zone are revealed, hide them. When you shoot a friend, shuffle the three buttons of the colour of the shot. When you shoot an alien ship, remove it from the board. When you land on a new tile, flip it to reveal its hidden face. There can be nothing, a meteorite or a satellite. When an alien ship reaches the planet, it damages its shield. Once there is no shield left the next damage is the last one and game is over. You and your team win when all the communication satellites have been repaired and before the mothership is empty or planet destroyed.
-description from the publisher
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Knockdown is a dynamic fighting game where you become a fighter and you have to knock down your opponent. During a game, you will have to surprise your opponent, create crazy combos, and, in the end, try to push them over by forcing them to the serious "Knockdown" test. All components from all Knockdown boxes can be mixed together.
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Trivial Pursuit: World of Harry Potter
This Trivial Pursuit bitesize edition contains 600 questions based on the Harry Potter films, some of which would challenge even the smartest of wizards! Test your trivia from the following topics: The Dark Arts, Hogwarts, Magical Spells & Potions, Magical Objects, Magical People and Animals & Magical Creatures. The handy game requires no board and can be carried around in its bite-size wedge case.
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Each Anno Domini set consists of 340 cards, with a description of a historical event on one side of the card, and the year (and sometimes specific date) in which it happened on the other.
Each player receives nine of these cards (or less, if you want the game to be shorter), and may only look at the descriptions. Players then put in turn a card on the table, *trying* to put theirs in chronological order. A player may, instead of adding a card, claim that the order in which the cards were put is incorrect. In this case all cards are turned over and the correct years revealed.
If the order was correct then the doubting player receives two cards and skips a turn. If the order was incorrect then the previous player, who accepted the order as correct, receives three cards. The first player that gets rid of all the cards wins.
Bluffing is as least as important as knowledge in this game. Most events are rather obscure or are hard to date exactly, so this ain’t no game for the nerds/geeks of this world, even they might think so, because it’s full of surprises and pure fun. Highly Recommended, because Anno Domini is a blast to play, is a very enjoyable social event and you even learn something from it.
Unfortunately there is no English edition in existence, but this game could be a good way, to improve your already existing German skills or a very good reason, to learn German language in the first place.
The Set "Anno Domini - Frauen" contains historical events related to women. It can be played as a standalone or together with the other sets, which is the best way of playing it.
Part of the Anno Domini series
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Take the Gold is a 2-6 player draw-and-play light bluffing card game that can be learned in under two minutes. Players try to be the first to collect four gold coins by using pirates to steal coins from other players. Officers can be called in to stop the pirates, but be prepared for The Kraken who could wipe out everything they have! Games are quick paced and play in less than ten minutes.
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From the publisher:
Between January and May 1944, Allied forces launched four major attacks on German positions at the abbey of Monte Cassino. Three times the Germans drove them back, until finally on 18 May 1944 a troop of Polish Lancers raised their red-and-white pennant over the ruins. Over 50,000 Allied soldiers and more than 20,000 Germans fell in the struggle for Monte Cassino.
Cassino '44 is a complete boxed game in the Panzer Grenadier series by David Murray, covering all four of the battles. From the initial American assaults through the final Polish conquest, every stage of the battle is depicted in scenario form with two lengthy campaign games covering the entire affair.
Forces involved include the tough American 36th "Texas" Division, the 4th and 8th Indian Divisions including Gurkha battalions, the 2nd New Zealand Division with its brigade of Sherman tanks and elite Maori Battalion, and the hard-fighting exiles of the Polish II Corps. On the German side, the 1st Parachute Division was probably the best formation the Axis put into the field in World War II, and it's assisted by the 15th Panzer Grenadier Division and other formations.
This game is part of the Panzer Grenadier series
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Invaders from Dimension X! is a solitaire game (with a two-player option) that begins the story of the brutal war between the invading alien Kay’otz race and the only human force capable of defeating them – the “Old Reprobates” of the 124th Galactic Marine Raider Battalion. You control the various Marine squads, each with a specialized skill, as they fight their way through an alien enemy that is totally unpredictable. The Kay’otz come from another dimension of space and do not behave in a way humans can comprehend. Only with perseverance and skillful strategy – and yes, some good fortune – will you be able to eventually discover the plans and tactics of these mysterious beings.
Invaders from Dimension X! is an easy game to play and is suitable for players 12 years old and up. There are two Battle scenarios and one Campaign scenario included in the game and each can be completed in about an hour or two (depending on the scenario played). This game package contains one map sheet (with two separate maps printed front and back), eighty-eight counters and one 8-page rule book. You will need to provide some six-sided dice to play the game – along with enough backbone, brains and wits to defeat this vile alien enemy.
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Arctic Storm: The Russo-Finnish Winter War, 1939-40, is a regimental/divisional scale game simulating the war between Finland and the Soviet Union in the winter of 1939-40.
On 30 November 1939, the Soviet Union's powerful Red Army invaded the tiny nation of Finland. The entire world, including the watching Germans, expected the war to end in a crushing Soviet victory in a manner or weeks, if not days. But the Finns resisted bitterly and managed, by dint of incredible courage and masterful improvisation, to inflict a string of humiliating defeats on the invaders. Instead of a Soviet victory march, the Soviet Union found itself unexpectedly involved in a serious struggle with implications for its future survival. That struggle has gone down in history as the Winter War.
Scale:
Game Turn: 1 week
Hex: 15 miles / 24 kilometers
Units: Regiment to Division
Contents:
One 22 x 34" full color mapsheet
One countersheet (200 1/2" counters)
One 24-page rulebook
Two dual-side Player Aid Cards
Two 10-sided dice
Solitaire Suitability: High
Complexity Level: Medium
Players: 2 or more
Playing Time: 2-5 hours
(description based on back of the box)
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RisiKo! is in Italy synonymous with Strategy! It is unquestionably the cult game that gathers thousands of fans, now renewed in a more compact format and with modern and captivating graphics. But not only: TIME ATTACK! the new game variant that players can choose to set the duration of the game at one hour, speeds up some game phases.
-description from the publisher (translated)
In Italia RisiKo! è sinonimo di Strategia! E’ indiscussamente il gioco culto che raccoglie migliaia di appassionati, oggi rinnovato in un formato più compatto e con una moderna ed accattivante veste grafica. Ma non solo: TIME ATTACK! la nuova variante di gioco che i giocatori possono scegliere di adottare per fissare la durata della partita ad un’ora, velocizza alcune fasi di gioco.
-description from the publisher
In essence a Risk clone, the game introduced several modifications such as, among others, players getting a card at the beginning of their turn and a border between Middle East and China, non of these present in Risk. Moreover with the release of futuRisiKo! by Spartaco Albertarelli in 1992 (and several additional releases to this date), this game started a family in its own right.
-user summary
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From Teuber's official website:
"On your turn place an explorer ship on a circle field on one of the three sides of the game board and draw a sea tile. Place the tile if it fits, i.e. when water borders water and land borders land. Throughout game-play a fascinating seascape unfolds before your eyes. The size and arrangement of the islands on the board is different in each game!"
From the back of the box:
Experience the adventure of exploring unknown islands! Each game presents new and unique challenges, for the board is different every time you play.
In the 2-player variant, you and your opponent seek to claim the biggest islands in Oceania. The most successful explorer is the victor.
Or you can be your own opponent in the solo variant. You will seek out larger, more valuable islands as the game challenges you to beat your own record score.
Oceania is the smaller - but no less exciting - brother of the classic Klaus Tauber game "Entdecker," also published by Mayfair Games.
Online Play
PlayCatan (real-time)
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Das Wasser des Lebens ("The Water of Life") is a re-theming of Settlers of Catan issued in partnership with the Glen Grant Distillery Company. The game itself is basically identical, but the theme is centered around Scotch whisky production. As Scottish Highlanders, players collect wood, stones, barley, peat, and clear spring water. With these materials they build roads and distilleries. The all too familiar robber from Settlers of Catan has become the "oppressive force".
Das Wasser des Lebens features all new artwork and is packaged in the same metal cylinder that each bottle of Glen Grant Whisky ships in. As a final added bonus, the game even includes a small bottle of Glen Grant Whisky for the players to enjoy after a hard day in the fields.
Belongs to the Catan Series.
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Being almost at the top of its power, the Roman Empire plans to conquer the British Isles, also known as Albion in those times.
To be successful in the game, the players have to cleverly choose their settlements, castles and fortifications as well as carefully plan the development of these. They have to balance the different resources, their defence and the number of nobles and legionnaires. In fact, all of those are necessary, but the different choices have to be carefully timed.
The game is won by the player who accomplishes to fully develop three settlements.
Announced for Essen 2009.
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Trick-or-treating is in grave danger. You can feel it in your bones: someone in the neighborhood is a monster! Can you save Halloween and find the missing candy?
The Pumpkin Problem, title #3 in the Holiday Hijinks line, is an escape room style game in just 18 cards! As a group, you will solve a series of puzzles to unravel a mystery.
When you have solved a puzzle, you will enter the answer into the companion web app (compatible with all smart phones and computers) and it will check whether you are correct. If you are, the app will tell you which card or cards to take next.
The app also contains a graduated hint system, so if you get stuck you can get just a small hint about the current puzzle to get moving again without giving too much away.
Puzzles may test your perception, wordplay, and lateral thinking. English language fluency is required. Knowledge of traditional Halloween topics is helpful, but that information is also provided in the app if you need it.
Most groups take about an hour to solve the game. You can write on the cards to help solve puzzles, but this is not required (or you could use penny sleeves) and the game is otherwise non-destructable. So while you can't play again yourself, you could give the used game to someone else to play.
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Magic formulas, elixirs, magical powers, and old books full of miracles and secrets - does this make your heart beat faster? But suddenly chaos breaks out: The poltergeists are wreaking havoc in the Academy of Magic! Now you have to unite your magic powers and all your knowledge about the magical world as a team to push back the little unwanted creatures...
Exit: The Game – The Magical Academy is a puzzle game modeled after escape rooms, and it includes components meant to be folded, written upon, or torn, so it's marketed as a single-use game.
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In this light, humorous, and fast-paced card game that parodies geek culture and co-habitation, players are roommates just trying to get through life with as little work as possible.
At setup each player is dealt a Job card which lists their free time, income, a special ability that they possess and their Slack goal. Players are also dealt five Life cards. The space directly in front of a player is their Room, where cards will be played during the course of the game. Slack can be represented using any available chit or counter, but every player begins with a Slack total of zero.
Players take turns as follows:
-Draw Life cards until they have six in hand. (NOTE: Some Jobs vary this to five or seven cards.)
-Make "variable" rolls. Some Job cards have variable free time or income; their values for this turn are decided in this phase (rolling a 1-3 gives them the first amount; rolling a 4-6 gives them the second). If there are any "uninvited" people in a player's room, he or she may also roll to "get rid of" them (by rolling a 4, 5 or 6) and either send each such person to another room or discard them (if they cannot be played to any other room).
-If any of the player's in-hand Life cards are green Person cards, they may roll to "call" the person to their room. A successful roll (3-6) gets them invited in; otherwise, they are discarded. Some people are "uninvited" (causing bad things to happen), and may be placed without a roll in any player's room. (See above for "getting rid of" these people.) Pet cards, such as Cats (which don't require a roll to enter a room) and Dogs (which may or may not need to be "called") can also be played in this round.
-For each unit of free time the player's Job card gives them, they may perform one action (play a red Activity card) or go shopping (play any number of blue Thing cards). Some of these cards may have a cost; the total cost for all cards played in a round cannot exceed the income given to them by their Job card. (NOTE: Free Time and Income may be modified by certain Whenever cards played on the player by themselves or other players.)
-At the end of a turn, if a player has more than five cards in hand, the player must discard cards until they have five or fewer. If desired, players can discard all the way down to one card. (NOTE: It is also legal for a player to play ALL the cards in their hand and have NO cards at the end of a turn.)
-Additionally, some Life cards are orange "Whenever" cards which can be played at any time.
-Activity cards and Thing cards typically list a Slack value which is added to the player's Slack total, though some have random Slack totals and some have Slack totals which vary during the game. TV Activity cards and some Whenever cards can be used to cancel cards as they are being played, and some cause previously-played cards to be discarded. Some cards add or subtract Slack from every player's total, while others cause a player to change their Job card (and hence Slack goal). Many cards alter the effects of other cards.
The first player whose Slack total equals or exceeds their Slack goal is the winner.
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Germany's most successful thriller author Sebastian Fitzek and the multi-award-winning game designer Marco Teubner got back together and developed a take-along dice version for the successful board game "Sebastian Fitzek Safehouse".
Goodness, what a mess! You’re in a tight spot again and must try to shake off your pursuer.
Do this by rolling the dice to complete missions. You can only win (or lose) the game together. The better you cooperate, the faster you’ll reach the safe house. Careful though: every roll of the dice brings your pursuer closer. Has your pursuer caught up with one of you? Then you’ve all lost!
-description from the publisher (translated)
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A game created by Games Workshop in the mid 80s that puts each player in the position of being an orcish general who must muster his troops into three battle lines in preparation of attacking the dwarves. Each player begins with a blank card mat which is slowly filled with cards that represent different units of orcs, goblins, war machines, and treasure. Each card has its own rules which affect play.
Once a battle line is completed with a standard at the front, a musician at the rear, and all the spaces filled in between, it can be used to disrupt another player's unfinished battle line. The games ends when a player has all three lines completed. Each card has a point value which is then tallied and added to a bonus score for any completed battle lines. The winner is the player with the highest score. Also, many of the cards used to relate to old Citadel ork and goblin miniatures, in theory.
Re-implemented by:
Chaos Marauders (Second Edition) (Fantasy Flight Games, 2009)(See summary of differences)
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In Power Grid: Outpost, the colonization of the new planet advances quickly. There is a huge demand for electricity that your companies gladly fulfill.
Can you purchase the best power plants, biggest shelters, and best technologies? Can you spread your network faster from city to city than your competition? Do you expand your company economically to accommodate workers permanently so that you can avoid employing expensive seasonal workers that you must dismiss to the labor market after each assignment? Only then you can win Power Grid: Outpost!
Outpost was one of the major inspirations for Power Grid as that game was far ahead of its time. More than twenty years after the first release of Power Grid, Friedemann wants to honor Outpost with this game. He took many thematic elements of that game and translated them to the Power Grid world.
-description from the publisher
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In Agatha Christie: Death on the Cards, which consists of a deck of eighty cards, players work co-operatively to solve a murder, using their detective skills to unmask the culprit and prevent their escape. The twist is that one of the players is the murderer and must work against the group to keep themselves hidden. Players also have dark secrets from their past they want to keep hidden from the other players. Who can you trust?
-description from the publisher
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The Red Palace is a standalone game set in the Alhambra Universe that provides a new style of gameplay and is designed specifically for more complexity in the base game. It features:
The (3D wooden) buildings and walls are now separated.
Guards as a new mechanic, which make choosing and constructing buildings more exciting and introduce new powerful extra actions that might bring you closer to victory!
Each player constructs their own Alhambra by taking money cards and using these to purchase buildings of different types. Which buildings you can build are displayed on the building market. Unlike the base game of Alhambra, the buildings are not printed on the tiles, but instead players draw a tile and then a chip which tells them which of the wooden buildings is placed onto the tile. In each of the three scoring rounds, players will receive points if they have the most of each building type, as well as points for their longest connected wall segment.
When buying a tile, players check for guard icons on the walls, placing one guard on each icon. The guards do two things:
Guards standing on your longest wall give you bonus points during scoring.
They can be discarded to do powerful extra actions during your turn.
The game ends when the building market can no longer be replenished from the building tile supply, and there is a final scoring, whereupon the player with the highest score wins.
Note: All existing expansions for Alhambra can be added to Red Palace except currently the tile based expansions from the Mega Box are not compatible due to the different size of the tiles (45mm vs 50mm)
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As a Mayan priest in Prophecy, your role is to interpret the cycles of creation and destruction on the different calendars. Make the most accurate prophecies to become the one and only Grand Priest. Sacrifice cards and try to win the corresponding tricks to prove your worth.
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Pacific Victory covers the war in the Pacific during World War II using the Columbia Block game system. Units are represented by wooden blocks which remain upright and hide the type and strength of the unit. A fusion of Columbia's older "Front" system and its newer "Victory" system, the game focuses on the grand strategy of the Pacific war. It provides a number of scenarios that deal with specific stages of the war and also a grand campaign.
Second Edition contains:
Large 9 panel mapboard
2 sets Rules v2.5, in color with improved balance and victory conditions
8 6-sided dice
132 wood blocks plus some replacements in four (4) colors:
orange: IJN, 66 blocks;
blue: US, 39;
brown: British, Indian, ANZAC, 17;
yellow: China, 10.
Block artwork is new.
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Goblivion Definitive Edition is a stand alone version of the smash hits from 2018 Goblivion! This is our best version of this robust tower-defense card game with new mechanics, simplified iconography, upgraded visuals, less exceptions and more choices: 7 new bosses to defeat, 2 new kings to play, 9 new peasant types, 4 new enemies and their reward! A new way to play with a non-static market and a campaign mode.
-Goblivion- A Robust Tower Defense Deck Building Game based on a castle siege. Solo or Coop, players team up to repel the attack of goblins and trolls. Your survival depends on your peasants training for combat. According to the cards that will be dealt to you, you will have to make heartbreaking choices and implement a long-term strategy or else, the Bosses will eat you raw!
In Goblivion, you're always under pressure and every decision count. The game is about planning, strategy and tactical combat. It implies tough decisions, painful sacrifices and a dose of luck!
Save the Goblivion kingdom!
-description from the designer
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Guilty Gear -Strive-: The Board Game is a heart-thumping show-stopping dueling game for 2 players. Play as one of 20 iconic Guilty Gear fighters, use their special moves, and slash your opponent’s life down to 0 to win!
Guilty Gear -Strive-: The Board Game is powered by the Exceed Fighting System, a proven game engine with over 7 years of continuous development. It is cross-compatible with other Exceed-based games, such as BlazBlue Exceed and Street Fighter Exceed.
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Exceed brings the speed, tactics, and variety of high-stakes fighting action to life. Choose your fighter and enter the arena. There are no packs to open or rares to chase get everything you need to play right here! Bring your best to the battlefield with four new fighters from the world of Seventh Cross.
This set features 4 complete fighters: Eugenia, Galdred, Umina, and Remiliss. Everything you need to play is in the box!
Eugenia delves into madness through sorcery, driving her opponents to the brink by destroying their cards and growing stronger as her enemies' situation becomes more dire.
Galdred seeks power through science and alchemy, but a darker force drives him. As he dives into the deepest reaches of human potential, his obsession consumes and transforms him...
Umina calls forth horrors from another world with the melodies of her songs. Her powers are difficult to control, but by the same token, difficult to anticipate...
Remiliss is a living weapon of mass destruction with the ability to compound her attacks for additional power. Once she unleashes her true form, she becomes nearly unstoppable!
-description from the publisher
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The Siblings Trouble is a card-driven, co-operative, storytelling game inspired by finding the mysterious places in your backyard. It boils down all the core elements of an RPG - storytelling, exploration, discover, treasure, encounters, etc. - into a thirty-minute narrative game you can play as an ice-breaker, in-betweener, or as a way to introduce storytelling and adventure games to new players. This is not a simplified, beginner version of Dungeons & Dragons; it is an experience unto itself that leverages the fun of pen-and-paper games and lets players have quick, fun adventures together.
The Siblings Trouble is influenced by Miyazaki, The Goonies, The Hardy Boys, and even Pikmin. It's about grabbing a backpack, a sandwich, and that monster you call a "sibling", then heading into the wilderness and leaving the comfort of home at your back.
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Dark Tomb is an ultra portable tabletop dungeon crawler in which a group of uniquely skilled characters must navigate through the ancient tomb deep below the city of Gorriah. The tomb is split into three chambers, each more dangerous and chilling than the previous one.
Characters work collaboratively though each chamber collecting items, battling monsters, and exploring tiles. On each turn characters can choose from a variety of attacks, movement, or other abilities in addition to utilizing items encountered in the tomb.
If the party fully explores a chamber and defeats all monsters they conquer it and move on to the next. If they fail in their quest, they can recoup and try again. Chamber tiles, monsters, and items are randomized, so every play-though is unique.
-description from publisher
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1212: Navas de Tolosa is a small tactical wargame for 2 players that allows you to revive this famous medieval battle of the Reconquista where two very different ways of understanding war face each other: the Christian one represented by the kingdoms of Castile, Aragon and Navarre, and the Muslim one represented by the Almohad Empire. Through action points, players move their troops across the battlefield and fight fiercely to death, but only if they learn to play their cards wisely they will be able to claim victory.
Each player plays one card face down. The two cards are revealed simultaneously. The player with the highest number wins the initiative. Starting with the player who has won the initiative, players take turns playing their cards as action points.
Victory conditions: the Black Guard troop is eliminated (Christian); 8 or fewer troops on the battlefield and no Christian in the Muslim zone (Muslim); double or more troops than the rival (Both players).
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South Pacific: The famous Dr. Shark, a mysterious character strongly suspected of heading a secret criminal organization, is organizing a cocktail party on his private island. You are a secret agent and have just received an encrypted text message: "Cocktail party organized by Dr Shark – Important evidence probably hidden in pool – Attend party and recover evidence – Beware sharks! Invitation to follow by courier. IN THE EVENT OF FAILURE, WE WILL DENY ALL KNOWLEDGE OF YOUR ACTIVITIES."
At the request of your country's counter-intelligence services, you will mingle with other guests at the reception. Your mission: Dive into the pool to retrieve clues hidden by the infamous Dr. Shark – without falling prey to the sharks underneath the water!
Back on the surface, you will try to group your clues to form evidence. The secret agent who has put together the biggest dossier against Dr. Shark will have the privilege of putting him behind bars. Mission accomplished. The other secret agents will be thrown into the pool...
Dr. Shark brings a new feel to the idea of a dexterity game as players will rely on their sense of touch to discover evidence against this evildoer. Players have only thirty seconds per dive to recover as many clues as possible from the bottom of the pool, using their fingers to detect an object's shape and texture.
Dr. Shark can be played individually or in teams.
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You and your fellow adventurers stand at the entrance to a dangerous dungeon full of treasure. Will you brave Goblins, Skeletons, and Oozes in order to collect more treasure? Or will you escape to safety, carrying out your loot? Bravery is rewarded, but many a foolhardy adventurer has had to flee when the Dragon arrives!
Dungeon of Fortune is a push your luck dungeon crawl (in the world of Dungeon Roll) for 2-6 players where you compete with your opponents for the best share of the loot. The deeper into the dungeon you go, the more dangerous it will be, but the more loot you will find. Gain Experience from fighting monsters to level up, and keep a close watch for the infamous dragon!
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Kamigami Battles: River of Souls is a standalone game and the first set for Kamigami Battles: Battle of the Nine Realms. The gameplay remains mostly the same as you play the role of a great God or a team of Gods, defending your reign from rival Gods by using the warriors and disciples loyal to you. However, in this version each player chooses to be a God of Egyptian or Babylonian Mythology and uses that God to take control of the cosmos.
When playing with 2 to 6 players, you win by reducing all of the other Gods to 0 energy or by reaching 25 energy. When in a Team Match, you play with 4 or 6 players teamed up in pairs of two. You will have one Main God and a Support God. A team wins together if they can eliminate the opposing team’s Main God.
River of Souls also includes six temple cards, your Gods place of worship. Temples provide the Gods, through a High Priest, Energy when they need it. They can be attacked instead of the opponent’s God and their Energy is reduced as in a normal attack. A Temple with 0 Energy is destroyed and turned face down.
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Días de Radio is a storytelling cooperative card game in real time for 2 to 4 players. The players choose one subgenre from a series of twelve, then tell a story using phrases in the cards. The storyteller sets aside their hand during their narration, using only cards given by the other players until time runs out. The storyteller position then rotates in clockwise order, and the next player begins their turn, continuing the story.
Each turn brings the game closer to conclusion. When the endgame is triggered, the current storyteller must close the tale. Players have the option of using the "Press Review System", which consists of four different tableaus featuring unique words: Creative, Bizarre, Engaging, Poetic. As each narrator finishes their turn, the rest of the players draw a cube from a common pool and place it on one of the four tableaus. Thus, at game's end, the tableau that has the most cubes determines the press reaction to the show (the story). On the back of each of them, there are fictional newspaper articles praising the players.
The game is in Spanish, full languague dependence, and it has an icon system for the color blind.
Each game takes 14 to 24 minutes.
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Have you ever imagined yourself to be an adventurer about to enter an unknown dungeon, ready to dodge the traps, fight the monsters, and get the treasure? Sure, many books and video games have made you feel that way, and High Score aims to make you have this sensation again. Choose a character, get your skills ready, and cross the dungeon towards that final boss that awaits you.
High Score is a press-your-luck game with dice as the main game mechanism. Your character has a determined dice pool each turn that you may spend to try to overcome the difficulties of every dungeon card you encounter. Succeed and you move to the next card; fail and you lose a life. How many dice will you spend on every card?
'High Score comes with a lot of game variants, including solo and collaborative modes that allow you to shape the game the way you like.
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In Space Mission, players explore eight planets (randomly selected from twelve in the game) by flying from planet to neighboring planet or passing through a "jump gate" that allows them to travel anywhere. Each planet has a different combination of values for jumping to it, scanning it and landing on it.
Each player has a hand of five cards, with each card having three color-coded values on it: blue for jumping, green for scanning, and orange for landing. On a turn, you take two actions from six possibilities, with the same action being possible:
-Top up: Discard any number of cards (including zero), then refill your hand to five cards.
-Jump: Move your spaceship from the jump gate (where players start the game) or a planet to any other planet by discarding a card that shows the landing value of the target planet. Place one of your tokens on the jump gate.
-Fly: Move your spaceship to either neighboring planet; this move is free.
-Scan: Discard a card with the scanning value of the planet where your spaceship is currently located; look through the face-down planet tiles, place one aside face-down with your marker on it, then return the tiles to that planet. This action is possible only on undeveloped planets.
-Develop: Develop the planet where your spaceship is located by discarding two cards that match the two landing values shown on that planet. Mark this planet with your space station token, hand out all scanned and claimed planet tiles to the appropriate players, claim one remaining planet tile for yourself, then place the remaining tiles face-down again. A planet can be developed only once.
-Discover: Take a planet tile of your choice from the developed planet where your spaceship is currently located.
If at any point, all of the planet tiles on a planet show only empty space, the player holding the tiles lays them face-up next to that planet. When 6-12 space tiles have been revealed, an amount based on the number of players, the game ends and players tally their points.
Each type of planet tile scores in a different way. With Minerals, for example, you multiply the number of mineral tiles you hold with the largest number of mineral tiles in a single color. Medals are worth three points each. A green-blue pair of Matter tiles is worth seven points, while a single Matter tile is worth only two. Each space station you've built is worth three points, and the players score 9, 6, 3 and 1 for having the most, secondmost, etc. tokens on the jump gate. The player with the most points wins.
Reimplements:
Jump Gate
Online Play
Yucata (turn-based)
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Trick Raiders is a trick-taking game in which a player is dealt some cards as a traditional hand and some cards face up on the table which form both their bid and are the only cards which may be used to lead to tricks. Prior to the game commencing, players may add to, leave alone, or remove cards from this face up group.
It is a must-follow trick-taking game with a fixed trump suit.
Players may be eliminated from a hand if it is their turn to lead to a trick and they are out of leading cards or if they need to follow and are out of cards in their hand. Players begin the game with a few life chips and the player with the most remaining when one person is out is the winner.
A few ranks also have special abilities, for instance, when the 8 or 9 of clubs is played and wins a trick, the trump suit changes.
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In Karate Tomate players are in a extraordinary culinary martial arts tournament. Learn from the "Tomato", the great karate master, learning new fighting techniques and collecting the most trophies to win this game. But also collect enough kitchen knives to clear out enemy vegetables at the end of the game. Anyway, you should not be the player with the fewest knives! Then you lose - no matter how many trophies you have!
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The princess is sleeping. You, the royal servant, must prepare the perfect breakfast for her before she wakes up, which is difficult, because everything is a bomb. You must consult the prophets about what kind of breakfast she wants (before they explode) – you must prepare the desired dish (before it explodes) – and serve it to the princess the moment she opens her eyes (and explodes...everything explodes, this is inevitable).
All is Bomb is a quick and puzzly solo/cooperative 18-card game for one or two players. Your goal is to manipulate the deck, so the princess ultimately eats the desired dish – but before you discard too many or too important cards.
Aside from the initial setup, there are no random or hidden elements to the game. Each turn, you play one of your "equipped cards". The played card's number says which card from the deck you "equip" next; you then perform the played card's action and recycle the card back into the deck. When the cards are played, they progress from the passive state to ignited state and are ultimately discarded, so the whole deck is constantly on the brink of exploding.
You win by fulfilling 3 win conditions: you must play Prophet cards to find out what is the "desired dish" - you must prepare this dish by igniting it - and ultimately, you must play the Princess to "equip" the "desired dish"!
The game also comes with 6 modular expansions, a variant and a campaign. 
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After centuries of absence, magic has returned to England, but not all are using it for good...
Take on the role of an aspiring magician and start your journey down the path to greatness. Collect rare books, flit between social engagements, and impress your peers with feats of magic. Be careful to strike a balance between your studies and your status, for the gentleman with the thistle-down hair has plans of his own, and it will take all of your strength to stop him.
In Jonathan Strange & Mr Norrell: A Board Game of English Magic, players take on the role of four principle characters from the novel - Jonathan Strange, Mr. Norrell, Miss Redruth, or John Segundus - and travel around England and Europe, attending social engagements and performing feats of magic in the hope of becoming the most celebrated magician of the age.
On their travels they encounter a host of familiar characters, from the jovial Mr. Honeyfoot and beautiful Lady Pole to the extraordinary Stephan Black and the enthusiastic Lord Portishead. All the while, they must build up their magical abilities as the gentleman with the thistle-down hair is weaving his magic in the background and must be stopped for any player to have a chance of claiming victory.
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Two players take on the role of Master Spies as they attempt to use their country's resources to sway the people of six countries into joining their faction.
The two players draw from a communal deck to build their hands in an attempt to create card combinations that will allow the shifting of allegiance in six different countries. Every card may be used offensively, defensively or for a special effect. Careful planning and maneuvering of their master spy pawn results in increased effectiveness of the cards or the ability to trigger an offensive action that catches the opponent off guard.
A game takes between 15 and 30 minutes for experienced players and between 30 and 45 minutes for inexperienced players. The game is marketed for ages 14 and up.
1955: The War of Espionage was released at GenCon 2011 by APE Games and Living Worlds Games.
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Ever fought a great white shark with an iron and lipstick? Or distracted yourself with a disco ball and chewing gum? No?
The time has come! Welcome to the ADVENTURE CLUB!
Together you will experience hair-raising adventures and master a wide variety of challenges with unusual methods and crazy ideas. “Make the best of it!” is the motto here, as you will only have a random and limited selection of objects in your hand. Ingenuity, logic, and a healthy dose of insanity will lead you to success.
Gameplay:
Everyone gets 10 random cards of objects.
One player reads a chapter out of the “book of adventures” until he reaches a challenge. Now the person next to him must choose exactly 2 cards that he/she thinks are best suited to solving the challenge. The same player also chooses 3 other cards that he/she thinks are the most unsuitable for solving the challenge.
Shuffle those 5 cards face down and reveal them in the middle of the table. (Additionally, the 2 chosen items can be written as a proof on a secret tablet)
Now, all other players need to discuss and find the 2 chosen items.
The game ends after the group successfully solved 5 challenges or failed 3 times during one adventure.
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The Marvel Dice Masters: Iron Man and War Machine Starter Set, the first annual Starter Set not linked to a larger release, features fan-favorite characters like Iron Man, War Machine, Howard Stark, and Rescue! It will also reveal versions of Iron Man's armor never before seen in Dice Masters.
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Start Player: A Kinda Collectible Card Game is "The definitive method for determining the Start Player for your next game." Each card has a specific attribute on it; to play, a card is flipped and read; the Start Player is determined instantly. Criteria includes things such as who the tallest player is, who has the most buttons, or even the last player to listen to live music. There's even a built-in tiebreaker system in the unlikely event of a tie.
There's a complete game in every deck of Start Player cards too, which can be played by any number of players. And the Start Player cards can be used to determine more than just who goes first; you can use them to choose who gets to pick the next game, who has to order pizza, or who has to clean up the game you just played.
Each card features a unique comic panel with Ted Alspach's Board 2 Pieces characters as they discuss either the card criteria or other related gaming issues.
The Starter Deck contains 42 cards, including a mix of uncommon and common cards, and at least one rare card. Booster Packs of 13 cards are being sold as well.
Start Player: A Kinda Collectible Card Game is out of print. Start Player was announced by daVinci Games and Z-Man Games in August 2008, with expected publication at or around Essen Spiel 2008. It contains a set of 54 cards (no variation between decks), rules and a Start Player character meeple.
Start Player Card List
Re-implemented by:
Start Player
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In Warparty, players take command of the heroes and armies in a fantasy world beset by conflict. An alliance of Dwarves and Humans are pitted in a battle of survival against the evil hordes of Goblins and the nefarious Undead. To win, players recruit massive armies, build cities, develop technology, and conquer territory in an effort to defeat their opponents by ultimately capturing their homeland. Beyond the mere battling of armies and world conquest, players direct the development of heroes to explore dungeons, battle fierce creatures, and gain valuable treasure and spells that can be used to turn the tides of war against their foes.
Player turns are broken into three phases:
Movement Phase: An army can move all of their units during this phase.
Combat Phase: An army engages in all battles and resolves all dungeons on this phase.
Collection & Placement Phase: An army marks all new territories they have conquered with their control markers, adjusts their new income level. An army spends their money on new units, develops or researches the ability to acquire new units, builds new cities and/or upgrades their capital city.
To win players must either destroy an enemy capital city or achieve an economic victory.
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Open sesame! Before Ali Baba's amazed eyes, the sealed mouth of the cave magically opens. The cave is filled with treasures: golden statues, chests with coins, shiny swords, and necklaces with precious marbles. An enormous pile of treasures almost reaches the roof of the cave. Ali Baba doesn't hesitate and starts gathering treasures...
In Ali Baba, you want to collect treasures from the cave of the forty thieves. Each turn you take one of of the open tiles on the game board. After taking a tile, some new tiles can become available. The background color of each tile corresponds with a special effect, and you can use these effects to outsmart your opponents! The more treasures of the same kind you have at the end of the game, the more points you score. Become the most wealthy player to win!
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5 dice, 5 rounds – 5ER FINDEN! Everyone races to find different FIVE shapes on their own boards and outlines them as they find them. But be careful – space is limited and every shapes must contain all of the rolled symbols! Don’t take too long searching! The timer can be flipped at any time to start the end of round countdown. Different FIVE shapes will score you different amounts of points and the player with the most points after 5 rounds wins.
-description from the publisher
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This game is about the struggle for power and influence in cities by the competing guilds of the age. Players represent one city colour & have a set of tiles in 3 shapes in your colour and a set of cards for each city plus 4 action cards. You play a card and place a tile either from your set or from the church or neutral sets. The starting player also first draws a card from a central deck which effectively gives them an extra move. Tiles of the same colour cannot touch and the church tiles allow cities to expand.
When a city is completed, it is scored. The colour with the most tiles gets the 1st score, the second colour gets half that, the next gets 4 points and the fourth colour gets 2 pts. Therefore it is possible for the neutral colour to score more points than players. The score is a total of the tiles in the city, plus one for each church, plus one for each cathedral place.
The action cards let you pick up your discards, place a tile to be fixed later, and go first twice (which are discarded). The draw deck cards can be held to score extra points at the end.
At first the game seems pedestrian, but within a few turns the possibilities become more obvious. Judicious use of the pick-up and turn order cards make a big difference. Not spreading too widely and using the neutral tiles to devalue other cities also matters.
An interesting placement game that the designer Wolfgang Panning took 2 1/2 years to complete. The choice of Flanders mattered to him because the theme is of city guilds, such as Weavers, who fought to control the cities.
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From the publisher:
A global-level World War II game from Compass Games from the Charles S. Roberts Award-winning design team of Ben Madison and Wes Erni. Absolute Victory features three large maps (39x26 hexes each) covering the entire world on a sliding scale that gives more attention to places of the world (such as Europe) that saw the most fighting, and less to places (such as South America) that didn't.
1,700 counters represent the armed forces -- land, naval, and air -- of more than 90 nations. A chit draw system of more than 2,500 random events plunges the players into the chaotic world of the wartime 1940s, a world of competing agendas, unstable nations and untrustworthy allies.
Game mechanics are designed to focus the player's attention on military and strategic aspects of the war rather than the "boring stuff". They include simple production rules (no bean counting), a tense land combat system featuring battle modes, and turns built around alternating pulses -- some military, some political -- that minimize 'down time' for the non-phasing player.
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Three critics... One set of tools... No excuses!
Chiseled is a deck-sculpting game about sculpting marble. In Chiseled, play as artists in a shared studio, working to complete your sculptures by the time any player has checked in with the three critics enough times to get rated. Using one tool at a time from the shared workbench, remove and accentuate cards from your starting deck of cards to improve its artistic value, and please the critics for bonuses. Each tool offers a unique method of interacting with the marble.
Chiseled features a single-player score challenge mode, as well as competitive play for 1 to 4 players.
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"1759 Siege of Quebec” is the first wargame of the Worthington's Great Sieges game series. These wargames highlight command decisions for players against a solitaire game engine opponent. They have been designed for easy set up and quick game play. Game unit placement is shown on the game board and units are wooden markers representing troop and ship formations. The game was developed for solitaire play and players can play as either the French or the British against the solitaire player game engine. There is also a two player version of the game. Both sides require you to make great decisions based on good strategy, keep your wits about you when orders do not turn out well, and press on to victory.
-description from the publisher
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Take it Higher! takes "Take it Easy!" as a basis and adds three new elements. First of all, the tiles are octagonal, with four scoring lines running through them (instead of three). Secondly, the center of the tiles are either silver or gold giving you additional bonus points once you score a colored line where all the tile centers are silver or gold (9/10 bonus points per tile). Finally, when you complete a colored line, you might be able to put a rocket ship of the corresponding color on the tile you just placed. These rockets are available from the start of the game on numbered circles on the individual playing boards. At the end of the game you will receive bonus points for the highest empty space that has no rocket ships lower than it.
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Listography invites players to create and share lists based on fun and thought-provoking topics, from geography and pop culture to toothpaste and constellations! With the goal of being the first around the game board, players score points according to the number of similar or unique answers.
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Horus Heresy is a one of the early 1990's Games Workshop wargame series. It is a hex/chit type wargame involving the famous historical battle of the Warhammer 40k universe. It is the battle that occurs on Holy Terra between the traitor Warmaster Horus with his chaos followers and the Emperor and his Imperial armies.
Specifically not Re-implemented by:
Horus Heresy
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(Your Name Here) and the Argonauts is single player game of adventures and legends set in Grecian mythology. You will take on the role of a hero set out to recover treasure, slay monsters, and find a place for yourself in the retelling of Greek myths. The game is played with a set of (initially) 30 cards that represent the monsters, treasures, and gods will become the tale of your adventure. This deck, and your character, will change and grow as you play more games, which is meant to reflect how tales become more embellished and outlandish each time they are told.
Each turn you flip over the top three cards of the adventure deck. These cards represent monsters, treasures, and the favors of the gods. You must then allocate your crew members to each of the cards. After all of your crew have their tasks, you roll against each card. The more crew members you have on a card, the likelier you are to resolve it positively. Monsters are defeated and treasures are won. Fail the roll and treasures will be lost to you, and monsters will send your crew members to Hades. As you are among the crew, once they have all died you will also be on your way to meet Charon.
Once the deck has been exhausted, the adventure is complete and you have won! The game is not over however. After each successful retelling of your adventures, the story grows! Much like tales become taller every time they are told, the adventure deck will become more legendary each time you win.
All of the cards in the game will have check boxes on them that will be used to represent the level of the card. Cards that were defeated or captured after a successful adventure will be marked: monsters will become stronger and treasures will lose durability. Some monsters will even bring reinforcements into your deck.
Additionally, so that the player may keep up, the player can also level up after successful adventures. This allows the player to start games with a larger crew and add new items to the deck.
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Talat, originally published in an all-wood edition under the name Drei, is an abstract strategy game specifically designed for three players. Each pair of players shares a game board, forcing each player to pay attention to two different gaming scenarios at once. The goal is to capture the opponents' pieces and to move your own pieces to the opponents' starting rows.
Players have nine towers in three heights and three shapes (squared, hexagonal and triangular prisms). To set up the game, players lay out the game boards, then take turns placing towers one by one on the starting edges of their game boards, five towers on one board and four on the other.
On a turn, a player must move one tower one space forward, either straight or diagonally; the player can choose freely which tower to move on which game board, but moving on one board precludes movement on the other, so choose wisely! A tower can capture another tower by moving onto its space, but only in the right circumstances. If the two towers are the same height, the capturing tower must have more sides than the one being captured; if their heights differ, the capturing tower must be one level taller than the tower being captured. The exception is the smallest triangular tower, which can capture the opponent's tallest hexagonal tower. A tower can also move sideways when capturing, but not when merely moving on the game board; thus, even after a tower reaches the opponent's back row, it might still be at risk of capture (or possibly the one doing the capturing).
If no captures are possible on a game board, that board is frozen and players can no longer move their pieces on it. As soon as two boards are frozen, the game ends. Players score five points for each tower they've captured and three points for each of their own towers that has reached an opponent's starting edge. The player with the highest score wins.
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Invoke the ethereal realm to roll spirit points, shatter others, and push the limits without unleashing Skulduggery!
A tiny 1-4 player dice game that plays in 10-25 minutes. Roll dice and, with the help of spirits, collect skulls. Carefully use your crystal skull to shatter your opponet's spirit die or maybe stave of Skulduggery!
Be careful because pushing your luck can anger the ethereal realm and rain Skulduggery down upon all of you.
Be the first to collect 15 points and claim victory!
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Slaughterball is a competitive sci-fi board game simulating a brutal future sport where 2-4 teams of genetically-engineered super-athletes clash in a remorseless steel pit. Teams score points by making goals and inflicting carnage.
Three different modes of play give you control of how long the game lasts. Scrimmage games are the quickest, using identical rookie teams and a subset of the rules to help you learn how to play the game. Exhibition games add skills, edges, and unique pro teams to give you many more options. League games add support staff and let you improve your team over a full season of games.
The game includes rules for risk-based scoring, penalties, injuries, mascots, cheerleaders, physicians, assistant coaches, mavericks, 50 player skills (like Savagery and Immaculate Reception), 70 strategy cards (like Epic Fail and No Time to Bleed), and more. All of this adds up to enough strategic options to fuel hours and hours of thrilling victories and agonizing defeats.
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In the shadows of Gotham City… Is the Riddler planning his next crime? Who has discovered Batman’s identity? Will the Joker Escape from Arkham Asylum?
With Rory’s Story Cubes®: Batman, you decide the story.
Roll all 9 StoryCubes to create infinite tales featuring your favourite Batman villains, gadgets and locations.
Rory’s Story Cubes®: Batman will inspire even more story tellers by partnering with one of our all time favourite characters, Batman. He is one of the world’s most famous superheroes, loved by all ages and now fans can create their very own Batman stories
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In 221 BC, Emperor Qin Shihuang finally united China after a long period of internal conflict in which China was divided by warring provinces. With this unprecedented authority, Emperor Qin made a number of influential lasting reforms and carried out impactful large-scale projects which would last for centuries. Players are powerful subordinates of the Emperor, promoting the Emperor’s various policies and projects while manipulating their own standing within the Imperial Court. To do so, they need to build sections of the Great Wall, amass troops and carriages, recruit philosophers and academics as well as collect important literature. Players will also need to employ and properly utilize characters within the Imperial Court. Which player can exert the greatest influence and make their achievements go down in the annals of history?
The player with the most victory points (VP) at the end of 6 rounds will be the winner. Players earn VP by presenting their achievements according to the Emperor’s policies. However, the Emperor’s policies are constantly subject to influence and change…
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Au fil de l'épée (By The Edge of the Sword) is a simple tactical wargame covering the battles of Muret 1213, Bouvines 1214, Lac Peïpous 1242 and Benevento 1266.
One map hexagon represents about 200 meters and each game turn represents about 1/2 hour of real time.
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Payoff Pitch Baseball offers a unique pitcher – batter interaction that realistically replicates the game of baseball on the tabletop. Each at-bat starts on the pitcher card to determine the quality of the pitch and then flows to the batter card to resolve the at-bat. This is all done quickly and effortlessly using either dice and charts or an alternate Fast Action Card (FAC) system.
The dice version of the game uses two six-sided and two ten-sided dice. The Fast Action Card version of the game includes 112 cards. Both the print and PDF versions can be played with either dice or cards (or both if one chooses). The only difference between the versions is one is printed and shipped and the other is downloaded. PDF purchasers will need to supply their own dice, but otherwise receive the same materials printed game purchasers receive.
Each player card is based on the player's actual statistics for a given season and most teams have 32 to 35 players.
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The Order of Veiel is a cooperative/ion game taking place in a dark and complex fantasy universe. Intended for 1 to 7 players, the game offers a team of adventurers the chance to face the merciless dungeon master and his corrupt hordes of monsters. You must do your best to overcome the torments of the crypt. Mutual aid, reflection and decision-making will be key for your journey.
You can either play against the game or against another player. If you face a player, he'll become the dungeon master by creating the dungeon, controlling the monsters and launching events at the other players. If you face the game, all the above are automated.
All the other player will take control of one of the 13 characters. You'll be fighting monsters, avoiding traps and curses, opening chest and doors, spending money to the smith or the alchemist. Everything you gather in this adventure is for the entire team. You'll think together to optimize your progression to have a chance to defeat one of the 4 bosses.
Combats are turn-based. Heroes take action first. They can either use their weapons, use their skills or use a consummable object. Once they all did an action, it's the monsters' turn. Monsters tends to attack the hero holding the defender token. Some of them can choose their target.
The dungeon is a layout of 6 to 15 cards (at the end of the games). Heroes enter the crypt by turning a card face up (Monsters, chests ...). They resolve the card before deciding to go back to the camp or going deeper in the crypt and therefore turning the next card face up. Once they are at the far end of the dungeon, they can decide to face the boss or the go back to the camp. At the beginning of the game, being a coward is the only option. At some point, you'll have to face your ultimate nemesis. Beat him and you'll win but fail to do so and you'll lose the game.
-description from the publisher
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In the Funkoverse Strategy Game, you combine your favorite characters and go head-to-head in four exciting game scenarios. Use your characters' unique abilities to gain points and achieve victory!
Each turn, you select one of your characters and perform two actions. Each character has access to basic actions like moving and challenges as well as several unique abilities that may be performed only by spending ability tokens. Funkoverse uses an innovative "cooldown" system - the more powerful the ability, the longer it will take for the ability token to become available again - so players have to spend their ability tokens wisely. Each character in Funkoverse is unique, so players are encouraged to try out different combinations of characters and items in order to discover their favorite synergies and powerful strategies for all four game scenarios.
Funkoverse Strategy Game: DC Comics 102 is a standalone game that includes the characters Wonder Woman and Cheetah. This set may be combined with others, giving you the ability to assemble the team you want!
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BlitzkriegCommander is an exciting wargame that allows you to re-create battles of the Second World War and Spanish Civil War using miniatures on a tabletop. Command anything from a company right up to a division and get a result in 2-3 hours without becoming bogged-down in detail. Suitable for any scale miniatures from 2mm right up to 20mm and no re-basing required.
The rules come as a 120-page A4-sized perfect bound book with over 50 full color pictures that illustrate how to play the game. These feature real miniatures as you see them on the gaming table not diagrams that belong in a physics textbook! You also get two double-sided A4-sized quick reference sheets - one for each player.
The main features of the game include:
Command system that emphasizes the fog of war in a simple but effective manner.
The same mechanism for casualty resolution throughout.
Rules for infantry, tanks, recce, artillery, aircraft, engineers, fortifications & weather.
Flexible figure ratio meaning a base of infantry represents either a section or a platoon
Minimal set-up time - simply assemble your forces and play.
Unique points system that allows for unequal forces but an equal chance of victory.
43 well-presented army lists for 18 nations covering 15 theatres of war.
15 generic scenarios suitable for any nation & theatre plus a simple campaign system.
Suitable for solo, 2-player & multi-player games at home, club, or tournament.
Two double-sided quick reference sheets included - one for each player.
No supplements - all you need to play in one book.
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Mighty champions do battle in the cursed arenas of the Mirrored City. Warhammer Underworlds: Dreadfane is a game of strategy, fast-paced combat and devious ploys for two players. Each player controls a warband of fantastically detailed Citadel Miniatures, pitting them against a rival within the deadly Dreadfane. Trapped in this lethal coliseum, your fighters must try to destroy the warband that opposes them. Gather your warband, enhance your warriors with unique skills and upgrades, and lead them to victory against your foes.
-description from the publisher
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Welcome to Bosa - the jewel of Sardinia's west coast, which is known for its colorful buildings and rustic charm. Take a stroll through the cobblestone streets while admiring the sights from the Castle of Serravalle in the hills to the breathtaking riverside of the Temo.
In the strategy card game Bosa, embrace the leisurely lifestyle that lets you enjoy the food, crafts, and traditions that make up Bosa's history. Be the player with the most points by strategically placing building cards into your townscape to gain coins, resources, and points. Each building will have an action that you take in the order of placement in the row or column that you choose. You also have goal cards that you must follow to gain extra points at the end of the game.
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Volume VIII introduces several new features to the core series rules in order to portray the unique aspects of Indian combat in the 18th century.
Newtown includes a three-tiered movement system that simulates the individual nature of Indian warfare. Small war parties often acted according to their own will rather than following orders from “commanding officers.”
The game includes two decks of opportunity cards. Each player starts the game with one card and, while the Indian player can “earn” one more by actions taken in the game, the American player may use momentum to “purchase” additional cards throughout the game.
Pre-game Indian Enhancement and limited American intelligence help provide play balance to an outnumbered Indian army. Optional Indian reinforcements are also available.
Newtown also includes rules for Indian honor, resolve under artillery fire, ferocity and evasion.
In Oriskany, the Indian player’s secret pre-game selection of the ambush hex and the American player’s turn-by-turn choice for Herkimer’s rate of march will have profound effect on the course of play. Proximity to Ft. Stanwix is not the only thing that must be taken into account. If the column is ambushed while moving at an accelerated rate the ambushing Indians receive advantages. On the other hand, if Herkimer approaches cautiously he can better defend against an ambush but risks losing army morale for progressing too slowly with the rescue effort.
Herkimer’s Tryon County Militia is made up of special 2-step, 1-strength point units permitting each unit to take a step loss and continue to fight. This expedient is used to reflect the intensity of the fighting that occurred between the two forces. Militia at Oriskany fought like veteran line units, giving and asking no quarter, for nearly six straight hours.
Oriskany also includes pre and post-ambush Sequences of Play and rules for laagering and limbering the American supply wagons, looting, detaching American garrison artillery and the possibility of storms.
2 errata counters are included in C3i #27 (2013)
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Less is a simple strategy board game for two or four players. It's a simple game which can be set up in seconds and the rules can be learned in less than a minute. Just take the nine board pieces, place the game pieces and you’re ready to go! The goal is to move your four pieces to the opponents starting corner before he moves them to yours.
The board is set up randomly at the beginning of every game and there are over 100,000 combinations to try out. Less can also quickly be expanded into a four-player game by adding another set of tiles to the deck. This way you have to work together with your partner to bring both of your pieces to the other side before the other pair of players does the same.
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In Oh No, Volcano!, you race to climb and collect ancient treasure while dodging lava!
Peril lies ahead on every turn. Play climber cards to move your team of explorers up the face of the volcano, then drop a lava ball from the spot listed on each card. Watch the lava balls rattle and roll down, knocking off any explorers in its path...including your own if you're not careful!
Choose your moves carefully, and be the first to collect all of your treasure.
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Welcome to France! Aces of Valor is a solitaire game where you command a fighter squadron on the Western Front during World War I through a campaign of multiple missions to score as many victory points as possible to assist the war effort. You can play as the Germans, or one the Entente powers (British, French, or Americans). Each aircraft counter represents the pilot and the aircraft combined, and your squadron will have up to eight at any given time.
The player chooses the campaign’s duration (8, 12 or 16 missions), and draws a card to determine the objective of each mission, which includes patrols, trench strafing, photo recon, artillery spotting, balloon busting, and bomber escort. The player’s flight moves across a gridded map that is a semi-historical representation of the Western front. Anti-aircraft fire is heaviest near the trenches but can happen anywhere over enemy territory. When combat occurs, aircraft are moved to an “Initiative Track” for up to three rounds of combat, where pilot skill, aircraft performance, and luck all come into play to determine the outcome.
The player earns mission points by destroying enemy aircraft and ground targets, and also by escorting bomber and 2-seater aircraft on successful bombing, photo reconnaissance and artillery support missions. When the flight lands, mission points are converted to victory points or used to repair and replace aircraft as well as upgrade aircraft to newer, better models. The goal is to earn enough victory points to achieve a minor, major or strategic victory.
-description from the publisher
Aircraft drawings by Vincent Bourguignon
Counter and Map Design by Mark Mahaffey
Cover Painting and Layout by Ivan Berryman and Randy Lein
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Game description from the publisher:
Thieves' Guild or Elven Treehouse? Magic Shop or Dwarven Tavern? Build your fantasy cityscape by matching houses and racking up the points before your opponents have a chance to score.
Unreal Estate is a game of drafting, hand management, and timing. Pick your fantasy building from the Proposal Board, keeping an eye on what other players select. With a rotating start player, make sure you score your set against the Scrap Pile before your opponents can. Special building cards will keep all players on their toes.
The player with the most points when the deck runs out wins.
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The everlasting conflict between eternal enemies spread to yet another world! Huge planar gates are opening and hordes of powerful creatures are pouring into the land to fight the final battle for dominance. There can be only one winner!
Ostium is a turn-based, deck building card game. Each player uses their planar gates to summon creatures that fight to destroy the gates controlled by other players. The creatures use their abilities and fight. Each creature has its own set of abilities, which grow more powerful, if the creature is supported by other creatures from its clan. The creatures can also fuse with energy channeled directly from a planar gate to deal crushing damage to the opponent’s gates or creatures.
Each turn has two phases. In the first phase, the player can bring more forces to the battlefield and use special abilities of the summoned creatures. The second phase is combat, where all the extra powers, channeled energy, and clan synergies lay waste to the enemy forces.
The player can summon creatures directly to the battlefield (and place them in attack or defense rows) or the discard pile. The order in which the cards are placed in the deck, drawn, and played can decide the outcome of the game, since neither the deck, nor the discard pile are shuffled. The way the creatures are placed on the battlefield also greatly affects their abilities and power.
Ostium was initially designed as a duel game, but you will also find solo mode and 3 player match rules described in the official game rule book. A typical game usually takes 30 to 45 minutes.
-description from the designer
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NOTE: Pantheon Edition includes all material from the Golden Fleece expansion, as well as every promo card and many new cards. A lot of cards are revamped, reworked and rebalanced.
Santorini is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore, The rules are simple. Each turn consists of 2 steps:
1. Move - move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels.
2. Build - Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play.
Winning the game - If either of your builders reaches the third level, you win.
Variable player powers - Santorini features variable player powers layered over an otherwise abstract game, with many thematic god and hero powers that fundamentally change the way the game is played.
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Subsets and Splits