text
stringlengths 0
15.9k
|
---|
A Billion Suns is a tabletop wargame of interstellar fleet combat, allowing two or more players to play out massive spaceship battles in any science-fiction universe they choose.
Each player controls a fleet of mighty cruisers, sleek destroyers and agile fighters. Each fleet of ships is led by a brilliant or ruthless admiral who commands the action from their flagship to battlegroups that might be separated by light minutes.
-description from the designer
|
(Version française ci-dessous.)
In 1944, during the night of 5th to 6th June, paratroopers of the British 6th Airborne achieved three heroic missions that made possible the D-Day Normandy Landings on the East sector (Gold, Juno and Sword beaches).
In Operation Commando - Pegasus Bridge, one player leads the English commandos, while his opponent is in charge of the defending German troops.
Each turn, on a different battlefield (each ground having specific characteristics), players draw cards (each player has his own deck), can play events, and then an assault begins. The German plays a unit; the English answers with a unit, that must have a Combat value equal or higher than the German unit's, or reach it thanks to boosts. If it does, the German can boost his unit, then the English, and so on until a player stops. A unit's combat value can be raised by combat action cards and tokens (one side +1 Combat, one blank side) taken from the player's tokens reserve and flipped.
If the English's unit is destroyed, he loses one of his 3 Manpower Points (MP) but moves to the next ground (the assault ends, as does the turn on this ground). If the German's unit is destroyed, he can play another one (depending on the ground's size) and the assault goes on. If the English destroys all enemy units present on the ground, he wins the assault and progresses without losing a MP.
Players also have a pool of special cards, the powerful "heroic" cards, from which they secretely choose one card to add to their hand each two turns. Since heroic cards have potent effects and can't be countered, choosing them well depending on the situation of the game is strategically very important. These cards feature actual historical officers and events.
The game contains three scenarios, each of which corresponding to one of the three missions that the English commandos had to fulfill this night: the taking of the bridge of Bénouville ("Pegasus Bridge") to allow the landed troops to progress deeper inside the land; the assault on the Merville Gun Battery, a fortified area threatening the Landind beaches with long distance cannons; and the bombing of the bridges on the Dives river to prevent the tanks of the 21th Panzer Division from reinforcing the German troops. Each scenario has its own pool of cards (including heroic cards) and different gameplays.
To win, the English must fulfill his objective (which depends of the scenario), by winning the assault on one or more objective grounds. To win, the German has to prevent the English to reach his goal, generally by bringing his Manpower Points to zero or, in the Dives scenario, by preventing him to destroy two bridges out of four.
The three scenarios can be played in campaign mode (one after the other) to recreate the historic night. Depending on his results, the English gets more or less campaign points, and when the three scenarios have been played, his total score indicates if the D-Day Landing will be possible or not.
The 120 artworks illustrating the cards are realistic and faithful to historical documents (uniforms, weapons, locations...)
---
En 1944, pendant la nuit du 5 au 6 juin, les parachutistes de la 6e Division Aéroportée Britannique ("6th Airborne") accomplirent trois missions héroïques qui permirent au Débarquement d'avoir lieu sur le secteur est (plages Gold, Juno et Sword).
Dans **Opération Commando - Pegasus Bridge**, l'un des joueurs dirige les commandos anglais, et son adversaire les troupes allemandes.
À chaque tour, sur un champ de bataille différent (chaque terrain possédant des caractéristiques spécifiques), les joueurs piochent des cartes (chacun a sa propre pioche), peuvent jouer des événements, puis un assaut commence. L'Allemand joue une unité ; l'Anglais répond par une unité, qui doit avoir une valeur de combat égale ou supérieure à celle de l'unité allemande, ou l'atteindre grâce à des bonus. Si c'est le cas, l'Allemand peut renforcer son unité, puis l'Anglais peut faire de même, et ainsi de suite jusqu'à ce qu'un joueur renonce. La valeur de combat d'une unité peut être augmentée grâce à des actions de combat et des jetons (avec une face +1 et une face sans bonus) pris dans la réserve du joueur et jetés en l'air comme un pile ou face.
Si l'unité de l'Anglais est détruite, il perd l'un de ses 3 Points d'Effectifs (PE) mais avance jusqu'au prochain terrain (l'assaut se termine, de même que le tour sur ce terrain). Si c'est l'unité de l'Allemand qui est détruite, ce dernier peut en jouer une autre (selon la taille du terrain) et l'assaut se poursuit. Si l'Anglais élimine toutes les unités ennemies présentes, il remporte l'assaut et progresse sans perdre de PE.
Les joueurs disposent également d'une réserve de cartes spéciales, les puissantes cartes "héroïques", réserve dans laquelle ils choisissent secrètement une carte qu'ils ajoutent à leur main tous les deux tours. Les cartes héroïques ayant des effets puissants et ne pouvant être annulées, bien les choisir en fonction du déroulement de la partie est stratégiquement très important. Ces cartes représentent des officiers ayant réellement pris part aux opérations et des événements s'étant effectivement produits.
Le jeu propose trois scénarios, chacun d'eux correspondant à l'une des trois missions que les commandos anglais devaient accomplir cette nuit-là : la prise du pont de Bénouville ("Pegasus Bridge") pour permettre aux troupes débarquées de progresser à l'intérieur des terres ; l'assaut sur la batterie de Merville, une zone fortifiée menaçant les plages du Débarquement avec des canons à longue portée ; et la destruction des ponts sur la rivière Dives pour empêcher les blindés de la 21e Panzer Division de venir renforcer les troupes allemandes. Chaque scénario possède ses propres cartes (dont les cartes héroïques) et des mécaniques de jeu différentes.
Pour gagner, l'Anglais doit remplir sa mission (qui dépend du scénario), en remportant l'assaut sur un ou plusieurs terrains objectifs. Pour gagner, l'Allemand doit empêcher l'Anglais d'atteindre son but, généralement en lui faisant perdre tous ses Points d'Effectifs, ou, dans le scénario de la Dives, en l'empêchant de détruire deux des quatre ponts.
Les trois scénarios peuvent être joués à la suite, en mode "campagne", pour recréer cette nuit historique. En fonction de ses résultats, l'Anglais obtient plus ou moins de points de campagne, et quand les trois scénarios ont été joués, son score total indique si le Débarquement sur les plages de Gold, Juno et Sword pourra avoir lieu ou non.
Les 120 illustrations de cartes sont réalistes et fidèles aux documents historiques (uniformes, armes, lieux...)
|
Portals is an abstract game akin to chess. If you enjoy spacial reasoning puzzles and visualizing spacial sequences, you will enjoy Portals!
During the game, players draft fabulous Elemental stones to complete various shapes on Key cards. By activating completed Key cards, players fill Elemental boards with stones and gain Victory Points for matching colors and adjacency.
Game Features
Easy to learn, hard to master. Start playing quickly, get better with every game.
This
Close interaction. You share everything with other players, so you’ll inevitably mess someone’s plans up.
Tactical variability. There’s no ‘one size fits all’ winning strategy.
Additional modules. Additional challenges to spice things up.
Beautiful components. Vibrant colors, a player-friendly design and stones that are great to play with.
Solo mode. Great and crunchy puzzle to enjoy alone.
-description from the publisher
|
In Monster Factory, the players take turns drawing and placing tiles, either adding to their own monsters or to those of their opponents. The goal is to make monsters that are big, but not so big that they go unfinished.
Nina Paley did the original art, with Marco Morte coloring it.
|
Sonic Super Teams is a racing game full of fun and strategy for the whole family. You'll compete with your teams on a track full of obstacles and bonus fields.
By strategically using your movement cards, you'll have to try to get your characters to the finish line first and slow down your opponent's characters by stopping them on obstacle fields.
Can you lead your team of Sonic & Tails, Amy Rose & Knuckles, Shadow & Silver or Metal Sonic & Rouge to victory?
-description from the publisher (translated)
Sonic Super Teams ist ein Rennspiel voller Spaß und Strategie für die ganze Familie. Ihr tretet mit euren Teams auf einer Strecke voller Hindernisse und Bonusfelder gegeneinander an.
Durch strategisches Einsetzen eurer Bewegungskarten müsst ihr versuchen, eure Figuren als erstes in Ziel zu bringen und die gegnerischen Figuren zu verlangsamen, indem ihr sie auf Hindernisfeldern zum Stehen bringt.
Könnt ihr euer Team aus Sonic & Tails, Amy Rose & Knuckles, Shadow & Silver oder Metal Sonic & Rouge zum Sieg führen?
-description from the publisher
|
The animal stacking game, now for toddlers. This is a very basic game for very small children. You roll the die and stack the given animal on the matching tile and any other animals already stacked on that tile.
The game's rules include three different versions for your young children to try.
|
Surreality has became our new reality
New Corp Order is a game of infiltration, manipulation and world domination for 1 to 4 MegaCorp executives. With the influence of the guilty governments fading away, MegaCorps are starting to control the world. But they have to be cautious: in this new brave world of hyper connected citizens, wary of the mistakes of the past, Media Conglomerates hold the key to planetary domination.
Players pick a secret objective at the start of the game and then use their card to plot, infiltrate, and take over companies and conglomerates. The game ends when the Conglomerate deck is depleted. Then, players compare their position on each of the Media Conglomerates, and the players with a better position get points according the Companies controlled by those Conglomerates. You can also get extra points by securing your Secret Objectives, and controlling Consultants.
There will be cards in this game that can also be used in Peak Oil. In addition, Peak Oil's barrels may be used in New Corp Order.
|
Take on the role of an expedition and discover the diverse landscape of Nepal, it’s temples, cities, and finally Kathmandu. Traversing the lands is often tricky an requires good planning, the right tools, and a little bit of luck. Sketch illustrious animals that you discover, trade in the cities for local goods and visit the many temples to pay your respects.
Kathmandu is played in rounds in which each player uses 3 of their 5 dice to gain resources and move around the landscape boards. The end goal is visiting Kathmandu. Along the way players gain points through different means: Visiting temples, trading for goods in the cities, discovering each landscape, and drawing the many unique animals that call Nepal their home.
The players need to be efficient in their turns, to achieve as much as possible but to also not waste much time, since a storm is coming! Always be in front of the storm and don’t lose sight of Kathmandu, since reaching it before the game ends yields many extra points!
|
Card Capture is a relatively simple introduction to the Deck Building genre using a standard deck of 54 playing cards. Players start with the smallest cards in the deck and slowly use them to purchase higher-valued cards, while at the same time strategically thinning their draw decks and avoiding the capture of their own valuable cards.
Card Capture is the winner of the Best card game using a traditional deck of playing cards in the 2018 Solitaire Print and Play Game Design Contest.
|
Connect6 is an abstract strategy game similar to Go-Moku. The game emerged on the internet around 1999 and was presented by the team of Professor I-Chen Wu at the 11th Advances in Computer Games Conference in 2005.
Two players, Black and White, alternately place two stones of their own color, black and white respectively, on empty intersections of a Go-like board, except for that Black (the first player) places one stone only for the first move. The one who gets six consecutive stones first (horizontally, vertically or diagonally) of his or her own wins.
|
It could have been so great! A nice, comfortable journey on a luxurious ship...
Unfortunately, your ship got hit by a storm on the way to India and sank. With your last bit of strength and a huge amount of luck, you made it to the banks of a desert island. Through a miracle, you are not hurt, but you are exhausted and disheartened. How will you escape from this unfamiliar desert island? Or maybe the island is not so deserted after all? As a group of shipwrecked passengers, you need to survive, explore the island, and find a way home.
Adventure Island tells a continuous story in multiple parts. Players have to work together to survive. Their decisions influence the development of the story and add new elements to the game. Achievements reached throughout the game unlock permanent bonuses. With so much to explore and no destruction of components, Adventure Island can be played over and over again.
|
As a duke, you have decided to build the greatest castle in the land. You are not the only Duke in this land, though, and you are not the only one with this fantastic ambition.
There are many ways to build your castle. You can even build it to lean towards one of several different styles, be it for Defence, for Comfort or even for Offence!
The occasional royalty may pop by your land and if your castle does not suit his or her taste, they will leave to find better accommodations with your rival dukes! On top of that, the deadly dragon will appear once in awhile and raze the lands. If your castle is not well fortified against dragon attacks, it might just crumble! Score Victory Points (VP) by having the most number of important folks residing in your castle, as well as have the most magnificent castle of all and take home the title of Grand Duke! Castle Dukes is a very visually appealing game of Dexterity and Strategy - And it's 3D to boot!
Each round, players start with 5 Coins. 6 Room cards are revealed from the stack and placed in positions 1 through 6 (from bottom to top), each room costing a higher amount of Coins to acquire than the last. The player with the First Player token gets first rights to the Room cards, passing the turn in clockwise direction until all players have had their chance to acquire rooms with their Coins. Rooms acquired leave a gap on their position and are not replaced with new cards during any player's turn. At the end of the whole turn after every player has had a chance at the rooms, any remaining room cards are then moved downwards to fill any gaps. Draw more Room cards from the Room Stack to fill all positions as needed. It is possible to choose not to acquire any Room card during a player's turn. Note: In the various positions 1 through 6, players also acquire additional castle components such as Tables and Coffers along with the Room cards, as depicted on the position on the main game board.
Once done, all players then simultaneously acquire pillars, Floor Tiles, and Construction cards using their remaining Coins. They may then immediately build the newly acquired components, adding on layers to their castles until they gradually become beautiful fortresses of various shapes and heights. When all players are done with this next phase, a Guest card is revealed to show which Guests have dropped by for that turn. The princess always goes for the most comfortable castle, even if its flimsy. The king's life is very precious and he always seeks out the most defended castle. The knight looks for glory and always goes for the castle that best gives him the chance to slay a dragon. This is the end of a turn in Castle Dukes. The First Player token is now passed on to the right, and a new turn begins with each player having 5 Coins again. And yes, a dragon might appear now and then to attack all castles! Depending on your level of Defence or Offence, each castle will take varying amounts of damage.
Beware! This is also a dexterity game! If at any point in the game your castle collapses, be it a small portion or even just one tiny component falling off, you will take a Crumble token which at the end of the game reduces your Victory Points by 2!
|
Game of the Battle of Shiloh - April 6 and 7, 1862.
From a Battleline catalog:
Dawn. April 6, 1862. The Union Army of the Tennessee is beginning to stir beneath the shadow of a small frontier church in western Tennessee. The troops of U.S. "Unconditional Surrender" Grant wait only for their junction with Buell's Army of the Ohio to begin their long planned advance into the heartland of the Confederacy.
Then suddenly the spring morning is shattered by the rattle of gunfire and the piercing rebel yell of over 40,000 charging Confederate soldiers. The battle is joined and the fate of the west hangs in the balance. Can you as General A. S. Johnston drive the Union invaders from Southern soil? Can you as U.S. Grant rally your forces and halt the rebel onslaught? You'll never know until you've played Fury in the West'.
Fury in the West is a realistic wargame played on an attractive five color 22 by 28 inch Mapboard with over 230 colorful extra-thick die-cut counters that accurately represent the opposing armies. This game enables you to refight and study one of the least understood battles of the American Civil War.
Fury in the West is one of the most accurate wargames of its kind. Each detail has been pain-stakingly researched in order to achieve strict historical accuracy. The system has been extensively playtested to ensure a fast moving, delicately balanced and exciting game.
Rules cover such important facts as leadership, bayonet charges, gun boats, long range artillery, formations and facing and many more. An innovative yet simple system enables players to record casualties and stragglers of their individual units.
Counters:
Battleline edition = 255 (10 of which are blanks)
Avalon Hill edition = 234 (none of which are blanks)
|
The classic card game Nana has been introduced to a fantastic Christmas specification. The package card design is Christmas specifications, and includes rules for the Christmas version. This is a new classic card game that will be a hit at Christmas or other parties. What is Nana: This game aims to "put 3 cards of the same number." When your turn is turned, reveal the cards and all three are the same number, then challenge successfully. If a different number is released, it will be a challenge failure. The play method is the same as the "nervous" playing card game, but the feeling of playing is completely different. Neurodepression is a game of flipping the place card, but Nana will reveal someone's hand. In addition, your hand can only be published with the largest number or the smallest number. In that rule, the first person who purchased three challenges wins the game. Basically, you will find 3 identical cards, but you will see many things in the process. For example, if a person's largest number is 8. Numbers are only 1 to 12 so you know that your hand is just a small number. If you have 2 "1" cards in your hand, you may be able to reveal those "people who seem to have a small number." (Of course, it is not necessary...) Nana is the interesting point of being able to enjoy reasoning thoughts even though it is a very simple rule.
|
Take The "A" Chord, a.k.a. Aコードで行こう, is a trick-taking card game in which players become jazz musicians and compete in the strength of the chord.
Cards come in five suits (colors) labeled A-G, and in a trick, you must play a card of the same suit led - unless you have a card in the same letter as a card previously played, in which case you can play that. Why would you do that? Because initially the highest-valued letter in the game, e.g. C, is determined randomly, with the other cards being ranked lower in C in order: C is higher than D, which is higher than E, etc. with G higher than A. When you play the same chord - that is, letter - as another player, you make that chord the new highest-valued letter for subsequent tricks.
What's more, if you play the same chord as the player who started the trick - that is, if you improvise - not only do you change the highest-ranking chord, that trick goes unresolved and you start a new trick with the winner of that trick taking all tricks played since multiple instances of improvisation can take place.
You score a bonus for improvisation, but you don't want to take too many tricks in a round as that will cost you points in the long run. Score well, lead the band, then step aside for others to (possibly) take things too far. After multiple rounds, the player with the most points wins.
The 2015 edition of Take The "A" Chord included rules only for three and four players, while the 2021 edition contains larger components and rules for 2-4 players.
Publisher's summary:
ジャズがテーマのトリックテイキングゲームです。プレイヤーはジャズミュージシャンとなって、和音コードの強弱で競います。 コードの強さが変わる転調がこのゲームの主導権を握る鍵です。勝利したトリック数によって得点をえることが目的ですが、あまり勝ちすぎてもいけません。
|
In June, 1812, Napoleon invaded Russia with over 500,000 troops, not so much to "conquer" anything but really intending to fight on big battle (like Austerlitz) and then dictate terms. Unfortunately, the Russian armies did not comply.
He finally got a big battle at Smolensk, which could be called a French victory...except the Russian armies just retreated and burned. Now under the command of (recalled from retirement) Marshal Kutuzov, the army made a stand near the small village of Borodino, which had only marginal useful defensive terrain but was the best place to stop the French before Moscow.
After two days of skirmishing and probing, the major battle took place Monday, September 7. About 250,000 troops were involved and the two armies lost about 70,000 casualties. It was the single bloodiest day of the entire Napoleonic Wars period - "Bloody Monday".
Using the game engine from Moscow '41 (and not VNG's Waterloo 200), the game Bloody Monday provides action and challenges, plus the joy of die rolling. Unlike other VNG products, Bloody Monday uses large 20mm blocks to provide enough detail and different unit types but still keep the game playable in one sitting. Colorful PVC stickers and "fog of war" give players everything they need in an easy mechanism.
|
The Superman and Wonder Woman Starter Set is the first in a series of annual starter sets, not linked to a larger release for Dice Masters, designed by Mike Elliott and Eric M. Lang. The set will feature Superman and Wonder Woman along with other Kryptonians and Amazons, with new spins on 8 DC heroes (and their dice).
Dice Masters is a collectible dice-building tabletop game designed by Quarriors! creators Michael Elliott and Eric M. Lang.
In this game, each player fields one of the superhero teams, with each hero being represented by custom-tooled dice; each team must be composed of up to 20 dice, and a player can "purchase" dice only from his team. Each hero also has one or more character reference cards, which show the special abilities for the characters based on the die rolls. Players use these dice to collect energy, recruit new heroes, and battle head-to-head. In addition, each player brings two basic action cards to the game, which are placed in the center of the table; both players can purchase these cards. A player wins once the opposing player has been reduced to zero life.
The starter set comes with 44 custom dice, 38 cards, two dice bags, and a core rulebook.
|
This is a self contained miniatures battle game based on the Battle of the Five Armies in J.R.R Tolkien's book "The Hobbit". It uses 10mm miniature figure blocks for each of the forces present. The game system is based on Warmaster also by Games Workshop.
The game comes with all the unpainted plastic miniatures and terrain, an unpainted plastic modular hill and a colour printed cardstock river, needed to play the game. The miniatures can be clipped together to be able to play the game relatively quickly, or they can be glued together and painted by those who want a more satisfying visual miniatures game.
The main scenario of the game is the Battle of Five Armies, but rules are included to allow design of your own scenarios. The game was expanded by metal miniatures sold separately in blister packs, but these are no longer available. The rules to include these are included in the game box.
|
Buffet Boss delivers up a delicious mix of light strategy and dexterity in this stacking game for the whole family. In Buffet Boss, pick your food from the buffet and gain points by stacking food onto your plate. But beware - the food with the tastiest point values are also the hardest to stack! Players will also have Character cards that give them bonus points for stacking specific types of food.
Buffet Boss also comes in many different modes to suit all diets - a solo/co-operative mode as well as a mode for kids aged 5 and up.
-description from the publisher
|
Players will be planning trips around the world to visit the most locations, visit beautiful sights, and encounter fellow travelers along the way.
One of the primary aspects of this game will be drawing transportation cards in order to visit one of the three cities available at the top left portion of the board. This is the “travel planning” phase.
You stay in place until you have all of the cars, trains, boats, small planes or jets you need to reach the city. Each connection on the map represents one of these modes of transit. Only after your entire trip has been planned can you turn in your cards and make the journey. You will score points based on how many connections. The more, the better! You have to strike a balance between saving up too many cards and snagging the destination before someone else does.
Finally three end game scoring conditions are randomly selected so each game will have unique goals to target.
|
Codenames: The Simpsons combines the hit social word game Codenames, while featuring characters and locations from thirty years of The Simpsons.
In Codenames, two teams - Team Homer and Team Bart - compete to see who can guess all of their "field agents" (identified by either a word or picture) correctly first - but those field agents are hiding in plain sight in a 5x5 grid that includes the agents of the other team, neutral words, and an assassin that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which agents belong to each team. Spymasters take turns giving one-word clues that can help their teammates identify multiple agents on the board. Their teammates try to guess agents of the right color while avoiding those that belong to the opposing team - and everyone wants to avoid the assassin.
|
Bao is an abstract strategy game from East Africa, especially Zanzibar and mainland Tanzania. It is generally reckoned to be the most complicated of the Mancala family games that are played in many parts of Africa.
On a Bao board each player has two rows of 8 holes, into which counters (seeds) are placed. Moves are made by taking more than one seed and 'sowing' them along the row of holes. Depending on where the last seed is placed, you can take the seeds from that hole and continue the sowing, possibly capturing seeds from your opponent in the process. The aim of the game is to empty your opponent's front row of seeds or make it impossible for him to move.
|
After a long hike through the woods, you finally find the perfect place to set up your camera - a lush meadow. A green sea of grass rolls gently in the wind, spotted with flowers opening up to morning dew and gentle sunlight, and flocks of butterflies hovering above in a slow, deliberate dance. Light flickers in the golden dust, as you take the first look through your lens and get ready to capture the most beautiful of sights in your photo!
Dust in the Wings is a family game of perception, planning, and picturing the beauty of nature. Built on the wisdom of Mancala - a beloved game known for thousands of years - Dust in the Wings creates an experience that is light on rules, engaging in its gameplay, and wondrous to the eye!
At the beginning of the game, Butterflies are placed on each flower in the Meadow, a 5×5 grid on the main game board. During each turn, a player attempts to fulfill the requirements of various objectives in order to score victory points.
The board is manipulated Mancala style. The active player will choose a single Meadow space and pick up all Butterflies from that space. One by one, these Butterflies are dispersed. The first Butterfly is placed onto any one Meadow space adjacent to the space which the Butterflies were picked up from. The next Butterfly is placed onto any one Meadow space adjacent to that space, and so on.
The goal is to place the last Butterfly onto a Meadow space so that the space fulfills the requirement of a Gathering objective or Composition objective.
A Gathering objective is fulfilled by gathering a precise number and types of Butterflies onto a single space in the Meadow.
A Composition objective is fulfilled by having a group of spaces that collectively contain a number of Butterflies indicated on the cards. The group of spaces must also match a distinct shape and size depicted on the card.
Even if you managed to fulfill the requirements of multiple cards, only one card may be scored each turn.
At the end of the game, a player's score is calculated. Each Composition card is worth a number of points as indicated on the card. The values of various Scoring markers, which were collected when completing Gathering objectives, are also added to the final tally.
The player with the most points is the winner!
-description from the publisher
|
Description from the publisher:
The peaceful kingdom of Mythe has been unexpectedly raided by the evil red dragon and his monster companions! The red dragon has taken away the golden Sacred Cheese, the symbol of the kingdom's prosperity and unity, and the fate of the kingdom is now in peril. The brave young heroes of Mythe must now set out on a desperate journey to the dragon's castle and recover the Sacred Cheese!
The players in Mythe, as mice heroes, must travel to the castle of the red dragon, where one of them has to defeat the evil creature and recover the Sacred Cheese. The player who does this wins the game! To progress on their journey, players must draw cards from other players' hands, one by one. When a player has decided that they have taken enough cards, they can decide to advance their hero on the game board. However, if a player draws a Obstacle card, then the hero must stop and deal with the mishap, not moving on that turn.
When a player finishes their turn (whether they advanced or not), they may then redistribute any of their cards to the other players. To win the game, a hero must have one of the legendary cards - Shield, Sword, or Fairy - then move onto the Dragon's space to defeat him and save the Sacred Cheese.
In the original release - named マイス, which is Japanese for "mice" - the mice heroes were trying to save a princess from the dragon.
|
In POW, players need to collect both superheroes and supervillains over the course of the game, and they do this by rolling dice.
On a turn, the active player rolls five dice up to three times, setting aside at least one die after each roll. Once they stop, they can collect a hero or villain from the shared supply as long as they have the right number of symbols of the proper type (hero or villain) to match one of the tiles on display. If they do, they take this tile and add it to the top of their hero or villain stack. Heroes are worth positive points, and villains negative points.
Alternatively, if the player rolls three speech balloons of a single color, they can collect the top tile of this color from any player's stack. If they roll four or five speech balloons, they can take a specific tile from any player's stack. (They can't look through the stacks, though, so everyone needs to remember who took which tiles when.)
If a player can't take anything, they take the tile with the lowest (possibly negative) score still in the supply.
Once all the tiles have been claimed, the game ends. If someone has more heroes than villains, they must discard tiles from their hero stack until the two stacks are the same height. Players then tally their points, and whoever has the highest score wins!
|
The battle of Monmouth, June 28 1778, was the last major fight in the northern theater, during the American Revolutionary War, and largest one-day battle of the whole war, for the number of men involved. Gen. Washington attacks Lt. Gen Henry Clinton's rearguard at Monmouth Court House. The legend of Molly Pitcher is generally associated with this battle.
The game uses Wellington's Victory's system, modified for the American Revolution era. No cavalry charges and complex rules. The main aspects of the rules include unit facing, morale modified by casualties received, command control and fatigue due to hot temperatures during the battle. Victory is determined by eliminating enemy strength points and capturing the 4 crossroads in the battle area.
Map terrain has five levels in increments of 30 feet, with each hex spanning 100 yards side to side. Each infantry unit represents a regiment (or several regiments for some Colonial units); each artillery unit represents a battery of two guns; each dragoon unit represents a regiment of cavalry. Turns represent 20 minutes of real time. Three scenarios are provided: one introductory involving the hedgerow battle, and two advanced covering Monmouth Courthouse and the Grand Battle.
Published in Strategy & Tactics magazine Nr.90 (Jan/Feb 1982)
|
Subsets and Splits