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Tuesday, January 31, 2017

Sequenz (1981)

Sequenz (1981)

Ratings

4.41667 out of 10 with 6 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

A game where one mustn' lose sight of one's opponent...

Each player gets 8 pieces. Players start placing their pieces on the gameboard which is divided in 7x7 squares. Each square contains one of 7 colors, letters and numbers (which each number, letter and color is exactly 7 times on the board).
After placing all pieces on the board players alternately move one of their pieces one square in any direction.

Whoever manages to place his pieces on 7 equal colors, numbers or letters wins (which IMHO is almost impossible when two equal opponents are playing...).

Star Wars Miniatures Battles Companion (1994)

Star Wars Miniatures Battles Companion (1994)

Ratings

7.14474 out of 10 with 38 ratings
Board Game Rank: Not Ranked

Description

A supplement for use with Star Wars Miniatures Battles. Add vehicle combat to your Star Wars Miniatures Battles game. This supplement contains full rules for vehicle combat, flight, a rules upgrade and expansion, new equipment and a miniatures battles campaign. Also included are details of unit insignia and organization for Rebel, Imperial and other forces in the galaxy.

Expands:

Star Wars Miniatures Battles




The Civil War (1992)

The Civil War (1992)

Ratings

5.66667 out of 10 with 9 ratings
Board Game Rank: Not Ranked

Description

The Civil War, is a strategic simulation of this epic struggle of the war between the States. It is simple enough to appeal to the novice gamer and experienced gamers will discover that the game is very challenging and demanding. There are no difficult or tricky rules to read and master. The average player should have no difficulty in understanding the mechanics of the game in about 15 minutes.

Contents:

24" x 36" mapsheet
52 Detailed plastic miniatures
55 Round die cut counters
12 Event Cards
24 Battle Cards
1 Display board
1 Six-sided die




Victoria Cross (2004)

Victoria Cross (2004)

Ratings

7.02435 out of 10 with 193 ratings
Board Game Rank: 3284
War Game Rank: 478

Description

VICTORIA CROSS is a block style, area movement game covering the Battle of Rorke's Drift during the Anglo-Zulu war of 1879. The game plays in 2 hours and has 60 blocks, a full color mapboard with a 3d view of the battlefield, charts and dice. The game is very exciting and has many decisions to be made. Playable by the novice gamer and detailed enough for the grognard.

Micropul (2004)

Micropul (2004)

Ratings

6.80086 out of 10 with 691 ratings
Board Game Rank: 1917
Abstract Game Rank: 88

Description

micropul is a strategic & tactical tile-laying game in which players are scientists trying to extract precious micropul matter from an energy core.

The game can be played as a solitaire puzzle or competitively.

Each player has a hand of tiles they must play optimally to keep a flow of new tiles coming in and if possible keep aside some tiles in a supply stack that will be worth more points at the end of the game. Drawing new tiles is done by activating catalysts, this part is very tactical.

During the game, groups of micropul of the same color will get formed. These groups can be claimed and will be worth a lot of points if they are closed at the end of the game. This is the strategic part.

Winning is done by balancing the tactical and strategic part.

Print & Play


http://neutralbox.com/micropul/
(Rules are available in English, Japanese, Spanish, Polish and French.)


Online Play


Boardspace.net (real time, robot option)
http://superpowernosissies.com/games/game-preserve/micropul/ (solitaire)


Hex Hex (2003)

Hex Hex (2003)

Ratings

5.90576 out of 10 with 747 ratings
Board Game Rank: 4458
Party Game Rank: 306

Description

This is a card game that forces a Hex token around the table between players. In this respect, it's sort of a game of Hot Potato. Whoever can't get rid of the Hex token by using his cards "blows up," thus losing points. Naturally, there are nuances to this. There are 17 different cards in the deck, some which merely pass the Hex token left, right, and across, while others split the token in two, or increase it's damage. One dismisses it entirely. One blows it up while in another player's possession. One forces the token to pass in only one direction, some cause extra effects if the token DOES blow up on you. A round ends when there are no more Hex tokens available, and there are as many rounds as there are players, plus one.

There are some interesting strategies that are not immediately apparent, but which become obvious after the first couple of rounds. Controlling when the last token blows up is very important since you lose and gain points based on this, so learning to play the cards to force the location of the tokens when they blow up is of paramount importance. Sending them to a player who has no cards to play works very well for this.

Scores are kept with individual cards monitoring "Voice", which is just points. How many you have at the end of the x+1 rounds determines who the winner is.

One last amusing thing about the game is a bit of chaos tossed in; a Hex Hex card; when it's played, all players have to drop their card hands and put their hands in the air. The slowpoke loses points. Not exactly strategy, but still entertaining.

Integrates with:

Hex Hex Next




Reimplemented by:

Hex Hex XL




Ali Baba (1974)

Ali Baba (1974)

Ratings

4.6 out of 10 with 5 ratings
Board Game Rank: Not Ranked

Description

An obvious precursor to Alex Randolph's later Ciao Ciao, this game sees players moving figures back and forth over a bridge. Each player has 3 wood figures in different sizes, an officer, a lady and a robber, and there's a special die numbered 0-3. Roll the die, move a figure forward, and if it meets another on the bridge, the robber holds up the lady, the lady slaps the officer and the officer nabs the robber, sending them back to the start. Figures can only make the other side with an exact roll.

Fleet Admiral (1987)

Fleet Admiral (1987)

Ratings

7.16667 out of 10 with 3 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Fleet Admiral is a tactical naval game simulating the battles that were fought in WWI and that era. It includes portions of German, Russian, British, French, Turkish, Austro-Hungarian, Japanese, Spanish, Dutch, Italian, and US navies.

The system is similar to Tsushima published in Strategy & Tactics magazine (#130) although Fleet Admiral predates Tsushima. It includes 22 sheets of ship logs and 15 scenarios. The logs include ships not in the scenarios.

Fleet Admiral is an early example of DTP. Only 135 copies were made. It was laser printed with cardstock countersheets.

Symbol Simon (2000)

Symbol Simon (2000)

Ratings

3.4 out of 10 with 5 ratings
Board Game Rank: Not Ranked

Description

From the box:
"This fast-thinking game challenges players to decipher everyday words and phrases using clues from creative SYMBOL SIMON(TM) picture puzzles. It's a fun challenging game for two or more players or for teams!"

Der Weg zum Erfolg (1974)

Der Weg zum Erfolg (1974)

Ratings

4.44444 out of 10 with 9 ratings
Board Game Rank: Not Ranked

Description

Loriot was a cartoonist called Bernhard Victor (Vicco) Christoph Carl von Bülow (www.loriot.de/) and this game published by ASS features his name and cartoon prominently on the box cover, with the title only in small print below.

The game (The Way To Success) has a simple progression up the pyramid of business to the top. Players roll dice, draw event cards and try to knock each other off the pile. A poor variant on Malefiz and evidently an exercise in promotion for Loriot.

Pirates of the Spanish Main (2004)

Pirates of the Spanish Main (2004)

Ratings

6.00586 out of 10 with 2568 ratings
Board Game Rank: 3146
Customizable Rank: 157

Description

Pirates of the Spanish Main is the world’s first constructible strategy game. In Pirates of the Spanish Main, players make fleets of ships to sail to different islands looking for treasure. This booty is obtained in one of two ways: commanding your salty dogs to dig it out of the ground or sending your opponent’s ships to Davy Jones’ locker! Either way, game play is fast and fun, and the built-in damage tracking system makes Pirates of the Spanish Main the game of choice of wannabe-buccaneers everywhere. (From the official press release)

Pirates of the Spanish Main includes numerous different collectible pieces, including ships, crew, treasure, and famous (and infamous!) personalities. It sells in booster packs that include all materials required for play ("A game in every pack"), which typically consists of two ships, an island, crew, treasure, a small six-sided die, and complete rules for play.

WizKids officially renamed the entire product line "Pirates of the Cursed Seas Pocketmodel Game" in 2008.

Topps officially shut down WizKids in November 2008, and put the property up for sale. In September 2009 NECA purchased WizKids and its properties from Topps, and began releasing new content for the game HeroClix.

Expanded by:


Pirates of the Crimson Coast (2005)
Pirates of the Revolution (2005)
Pirates of the Barbary Coast (2005)
Pirates of the South China Seas (2006)
Pirates of Davy Jones' Curse (2006)
Pirates of the Mysterious Islands (2006)
Pirates of the Frozen North (2007)
Pirates at Ocean's Edge (2007)
Pirates of the Caribbean PocketModel Game (2007)
Pirates of the Cursed Seas: Rise of the Fiends (2008)
Pirates of the Cursed Seas: Fire and Steel (2008)
Pirates of the Cursed Seas: Savage Shores (2008)
There are also numerous (unofficial) fan-designed sets.


Similar constructable ships were used for Pirates: Quest for Davy Jones' Gold.

Con-Tra '50 (1993)

Con-Tra '50 (1993)

Ratings

6 out of 10 with 2 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

Versus 50 - an abstract board game in which players try to reduce their opponent's pieces to below a total value of 50. The board is a 12x12 checkerboard with some squares marked as barriers which cannot be crossed. The player's pieces are marked with numbers from 3 to 24 and with orthogonal or diagonal crosses, which indicate the direction they may move.

After putting their pieces on the designated starting places, players move them any distance as allowed and try to strike opponents pieces off by landing. This is only allowed if the attacking piece has a higher value, but not allowed though if the defending piece is a divisor. So 12 could hit 10, but not 3. When their total value drops below 50, that player loses.


Deflection (1981)

Deflection (1981)

Ratings

5.668 out of 10 with 25 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

Deflection - an abstract game in which players drop colored counters into a rack made of sliding strips. The counters drop through slits in the rack and the players take turns to move the strips back and forth, trying to get their tokens to fall into the highest scoring sections of the bottom tray, while at the same time blocking their opponent or forcing their counters into the zero section or out of play altogether!

Dutch edition is called: "Schuif 'ns op".
German edition is called: "Regie".

Nicht drängeln, kleines Stachelschwein (1987)

Nicht drängeln, kleines Stachelschwein (1987)

Ratings

4.75 out of 10 with 2 ratings
Board Game Rank: Not Ranked

Description

Don't Push Little Porcupines - A children's game nominated for Children's Game Of The Year, players are moving the porcupines around, collecting spines as they go. You start with 3 porcupines and 8 spines, roll the die and move one of your porcupines. Depending on your roll or move, you either collect or pay spines to the bank, or to the other players. The first to get 18 spines wins.

A well regarded game, simple but enough fun for adults and great for children.

Pharomino (1981)

Pharomino (1981)

Ratings

6 out of 10 with 3 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

Domino variants with 120 square tiles showing a variety of Egyptian symbols. Players also have Pharoah cards which must fit into the games. One variant has the players building their own patterns and scoring bonuses for the best fits for their Pharoahs. Another variant has both players co-operating to form the best pattern.

Centurion (1985)

Centurion (1985)

Ratings

4.66667 out of 10 with 15 ratings
Board Game Rank: Not Ranked

Description

As leaders of their respective planets, players try to achieve the topmost level of development in four areas (social, transportation, health, and natural resources), by collecting tiles or taking it form the other players.

Jogo Ecologia (1987)

Jogo Ecologia (1987)

Ratings

5.2 out of 10 with 5 ratings
Board Game Rank: Not Ranked

Description

In this game, players fight against four different environmental menaces (fire, deforestation, illegal hunting and fishing)by moving their agents through the combination of movement cards. The player with most menaces collected, wins.

Mutabor: Im Irrgarten des Kalifen (1996)

Mutabor: Im Irrgarten des Kalifen (1996)

Ratings

6.65 out of 10 with 10 ratings
Board Game Rank: Not Ranked

Description

The 52 picture cards are mixed covered, stacked and laid out in the pictured sequence with the picture side facing up, the middle four cards remain covered.
Each player selects a color and receives the corresponding large card with the move rules of the labyrinth garden. He places the four figures of his color on the four edge fields located nearest to him.
How a piece moves further, depends on the picture on which it stands.
Morning star: moves horizontally, vertically or diagonally one or several fields
Tree: move like the king in chess
Big Gate:only moves horizontally or vertically one or several fields.
Elephant: moves only diagonally
Lobster: Moves one field horizontally or vertically and finally moves further one field diagonally.
Stork: like the Trees.
Aim: move the opposite site first.

Vire o Poker (1989)

Vire o Poker (1989)

Ratings

0 out of 10 with 0 ratings
Board Game Rank: Not Ranked

Description

In this game, developed from dice poker, players use cards to roll the five big poker dice and make the best possible combination. Published in late 80´s by a little company, this game was largely unnoticed.

The Game Of Quotations (1987)

The Game Of Quotations (1987)

Ratings

4.76875 out of 10 with 24 ratings
Board Game Rank: Not Ranked

Description

A quiz game based upon quotations from famous people. There are decks of Question Cards in different categories - True Or False, Quote Vote, Buzz Words, Missing Words, Who Said That? - and a set of player cards showing these sections. Players are dealt a hand of player cards, play one and must successfully answer the test on the relevant Question Card to dispose of it. Other players can poach questions to get rid of their own cards. First player to clear their hand wins.

Well produced but a standard party/quiz game.

Barbarossa: Army Group North, 1941 (2000)

Barbarossa: Army Group North, 1941 (2000)

Ratings

7.97221 out of 10 with 140 ratings
Board Game Rank: 3023
War Game Rank: 252

Description

On June 22nd, 1941, Army Group North, the smallest of the three German army groups, drives forward into the Baltic states. Its objective is Leningrad. Once the crown jewel of Czarist Russia, Leningrad is now the second most important city in the Soviet Union. Its array of ordnance factories includes the massive Kirov Tank Works that turns out most of the heavy KV-1 and KV-2 production for the Soviet Army. Loss of Leningrad would deprive the Soviets of a major population and industrial center and give the Germans the advantage of position in any drive against Moscow from the northwest.
Army Group North, short of Luftwaffe support and motorized forces, is the only army group that fails to achieve a significant encirclement at any stage of its campaign. Skillfully utilizing terrain and ruthlessly exploiting the civilian population, the Soviets construct a fortified line along the Luga River that stalls the Germans for a month until massive Luftwaffe and motorized reinforcements from Army Group Center allow a decisive breakthrough and dash for Leningrad itself. In a furious September battle, the Germans fall just short of taking Leningrad when time runs out. Operation Typhoon, the final push against Moscow, is imminent. Army Group North must give up almost all of its Luftwaffe and motorized formations. With no strike force remaining, the Germans dig in. Leningrad survives capture only to endure a brutal, epic 900 day siege.

Can you, as the Axis commander, succeed where German High Command failed? As the Soviet commander, can you repeat history and halt the Axis invaders short of Leningrad?

980 multi-colored die-cut counters.
MAPS
Five 22"x34" & two 17"x22"full-color mapsheets
OTHER One 10-sided die
36-page Rule Book
48-page Play Book
Player Aid Cards: 11 two-sided Set-Up cards, Soviet Status card, Axis Status card, two 11x17 two-sided game chart cards, one card of additional charts and tables.

Five 22x34 inch color mapsheets (with a reprint of Map C from Army Group Center), plus Maps A, B, L, and a full sheet devoted to the Leningrad inset map.
Two 17x22 inch color mapsheets (front and back printed). Half sheet Map W with the Learning Scenario back printed on it and a half mapsheet with Scenario One map area, set-up card, and rules on one side, and Scenario Two map area, set-up card, and rules on the other.
Eight scenarios (plus the learning scenario) allow players to vary their level of involvement, complexity, and starting point; from introductory to full campaign.
An asymmetrical sequence of play which highlights Axis armored breakthroughs and Soviet difficulties in combined arms warfare, detailed air rules which integrate with land combat, and weather rules.
Incredibly detailed Order of Battle, including artillery, rocket artillery, engineers, bridge units, armored trains, and much more.
Modifications to the proven Typhoon system include revised overrun and Soviet surrender procedures, as well as a new non-op Soviet HQ system to simulate the rigid, yet fragile, Soviet Command structure.
Extensive bibliography and design/historical notes

Barbarossa: Army Group South, 1941 (1996)

Barbarossa: Army Group South, 1941 (1996)

Ratings

7.93863 out of 10 with 147 ratings
Board Game Rank: 2972
War Game Rank: 257

Description

June 1941 -- the German juggernaut rolls over the Soviet Army. As the tally of encirclements and surrenders mounts, the German advance appears unstoppable to Hitler and many others. However, the officers and men at the front are beginning to have serious misgivings -- not in themselves, but in the pre-war intelligence estimates that they had received. They had not been prepared to encounter hundreds of KV-1's and T-34's, tanks far superior to anything they possessed. For the moment, German tactics provided the margin of victory over better material, but the Russians were proving to be quick learners. Worse yet, by western European standards, Russian losses had been so staggering that there should have been no army left to fight. Not so. There seemed to be no end to these tenacious Russian defenders. As the German forces continued their eastward advance, more and more soldiers began asking, "What have we gotten ourselves into?"

Kiev, the first major German objective in the south, did not fall on schedule. In fact, Soviet resistance was so fierce that it required diverting Guderian's Panzer Group away from the advance on Moscow. Kiev fell in one of the greatest encirclements of the Second World War, but the German advance on Moscow was delayed for several critical weeks. Quite possibly the delay at Kiev might have cost the German forces victory in the battle for Moscow.

840 full-color two-sided counters.
MAPS
Three 22x34" and one 17x22" full-color mapsheets
OTHER One 10-sided die
36-page Rule Book
36-page Play Book
Player Aid Cards: four two-sided Soviet Set-Up cards, four two-sided Axis Set-Up cards, Soviet Status card, Axis Status card, two 11x17 two-sided game chart cards, two cards of additional scenario charts.
Eight scenarios allow players to vary their level of involvement, complexity, and starting point, from introductory to full campaign
An asymmetrical sequence of play that highlights Axis armored breakthroughs and Soviet difficulties in combined arms warfare
Detailed air rules that integrate with land combat and weather rules
Incredibly detailed orders of battle, including special coverage of artillery, rocket artillery, engineers, bridge units, armored trains, and much more
Modifications to the proven Typhoon system include revised overrun and Soviet surrender procedures, as well as a new non-op Soviet HQ system to simulate the rigid yet fragile Soviet Command structure
Extensive bibliography and design/historical notes

Scenarios include;

Scenario #1 "Assault on Kiev" which uses a portion of map G. GT#21 to GT#28

Scenario #2 "Odessa" which uses a portion of Map F. GT#26 to GT#40

Scenario #3 "Rundstedt Attacks" which uses most of Map E. GT#1 to GT#6

Scenario #4 "Operation Munich" which uses portions of maps E and F, an optional rule allows map E to be omitted. GT#6 to GT#17

Scenario #5 "Campaign Game" which uses all of maps E,F, and G. GT#1 to GT#28

Scenario #6 "Uman Pocket" which uses maps F and G. GT#9 to GT#28

Scenario #7 "Rostov" which uses small map R. GT#T19 to GT#T33 (note Typhoon style game turn code).

Scenario #8 "Counterattack" which uses small map R. GT#T30 to GT#T32

Doom: The Boardgame (2004)

Doom: The Boardgame (2004)

Ratings

6.90374 out of 10 with 4622 ratings
Board Game Rank: 736
Thematic Rank: 188

Description

"Attention all Marines! All UAC personnel be advised. There has been a code red security breach in the dimensional gateway research facility here at the Union Aerospace Corporation’s Mars base. We are under invasion. I repeat, we are under invasion.

Report immediately to central command. If you are isolated from the main facility, seek out other marines, form squads, and engage the invaders with whatever means possible. The weapons at the Mars base are limited, but should be sufficient for neutralizing the invaders."

In Doom: The Boardgame, demonic invaders have broken through from another dimension into the Union Aerospace Corporation’s Mars base. Marines have been deployed to the base to protect UAC personnel and destroy the invaders. Up to three players will take the roles of heavily armed and highly trained marines, while one player will control the legion of demonic invaders. In the game, the marine players explore the claustrophobic rooms and corridors of the Mars base, attacking monsters, picking up new weapons and equipment, and working together to complete specific mission objectives.

The heart of Doom: The Boardgame is the scenario. Before every game, a scenario must be chosen. Each individual scenario will tell you how to set up the game, explain any special rules, and describe the specific objectives you must achieve in order to win the game. You will find several ready-to-play scenarios in the Doom Scenario Guide.

Doom: The Boardgame is a game for 2 to 4 players Ages 12 and up, playable in 1 to 2 hours, based on the groundbreaking DOOM computer game by id Software.

Expanded by

Doom: The Boardgame Expansion Set




Rettet die Dinos (2001)

Rettet die Dinos (2001)

Ratings

4.5 out of 10 with 2 ratings
Board Game Rank: Not Ranked

Description

An interesting little children's game that has players stacking papier-mache eggs (of varying sizes) into a nest (a wooden ring) positioned in the center of the board. Movement is handled via die roll with the resulting spaces dictating the action (place an egg, take an egg, reverse direction, etc.) Some variant rules are included to increase or decrease the game's difficulty.

Flohmarkt (1992)

Flohmarkt (1992)

Ratings

4.73529 out of 10 with 17 ratings
Board Game Rank: Not Ranked

Description

Do you like Fleamarkets? Then this is your game, but don't expect to find as many games as in this auction.

A "family" of 2-6 players is visiting a round-shaped fleamarket. Each player starts with 20 money and 2 items. There's a total of 15 items in 5 different colours in the game, the fleamarket stalls have space for 1-3 items, and a rotating disc under the game board keeps the prices for the various stalls constantly changing; the idea is to be in the right place at the right time to buy cheap and sell dear. Hand limit is 3 items, but a player may buy/sell 2 at a time if they are of the same colour, and if there's space in the stall they happen to be at. A stall may be out of use due to a coffee break (the "coffee cup" symbol) and two special squares force players either to give or take money from an opponent. For movement, players can choose between roll-and-move or fixed movement rules.

Winner is the player who first gets 250 money.

Husky (1990)

Husky (1990)

Ratings

5.38667 out of 10 with 21 ratings
Board Game Rank: Not Ranked

Description

In Husky, players take roles as mushers in a race through Alaska.

Players present movement cards from their hands to press their mushers towards the finish line. The movement of a musher is based on the current weather, which is determined at the beginning of each turn. Players also move animals with the goal of attempting to "attack" other mushers. When a musher is attacked, he/she loses a turn. There are also event cards that add some variation to movement and gameplay.

Throughout the game players must move through each checkpoint before proceeding further in the race. The first person to reach the finish is the victor.

Peggino (1975)

Peggino (1975)

Ratings

5.94444 out of 10 with 9 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

The game is credited to "L. W. Bones," which is an alias for Alex Randolph. This is an abstract game for 1 or 2 players. Players try to fill the gameboard with cards of their color. Furthermore, these also have to fit the sticks on the board.

Crisis in the Ukraine (1983)

Crisis in the Ukraine (1983)

Ratings

6.25 out of 10 with 14 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Crisis in the Ukraine is an operational level simulation of the Soviet spring offensive that resulted in the pocketing of the German First Panzer Army in March, 1944, during which eight Soviet armies, under the direction of Marshal Zhukov, encircled the German First Panzer Army. The Germans, part of von Manstien's Army Group South, executed a daring and brilliant breakout in blizzard conditions.

In this fluid game of attack and counter-attack, both players are challenged with offensive and defensive actions. The game uses the "Panzergruppe Guderian" game system with numerous variations to fit this battle.

Game Scale:
Game Turn: 2 days
Hex: 3.5 miles / 5.6 kilometers
Units: Battalion to Corps

Game Inventory:
One 22 x 34" full color map
One dual-side printed countersheet (200 1/2" counters)
One 16-page rulebook
One 6-sided dice

Solitaire Playability: High
Complexity Level: Medium
Players: 2 or more
Playing Time: 4-15

Napoleon and the Archduke Charles: The Battle of Abensberg (1987)

Napoleon and the Archduke Charles: The Battle of Abensberg (1987)

Ratings

5.92676 out of 10 with 71 ratings
Board Game Rank: 9430
War Game Rank: 2009

Description

This games was published in Strategy & Tactics magazine #113. Napoleon and the Archduke Charles: The Battle of Abensberg is a game for two players, simulating the battle of Abensberg which took place on April 20th, 1809. One player commands the French forces, the other the Austrians. Rules on movement, combat, leadership and morale reflect the problems and possibilities which faced the historical commanders.

Scale = 600 yards (=548 m)/ hex
Strength = 200 infantry, 150 cavalry or 2 guns/ Strength point
Time = 35 min./ GT

Victory is determined by controlling objectives and by inflicting losses to the enemy forces.

Note:
Abensberg is a complete game in itself. It can also be played as a “campaign game” linked with another of 3W’s Bonaparte series, The Battle of Eckmuhl (in S&T #114). Eckmuhl was fought on the two days following Abensberg, in the area immediately to the north. Many of the same units participated, along with many others. Two scenarios are provided with Abensberg; four are provided with Eckmuhl. An additional dozen scenarios can be found in The Wargamer #3 and S&T #115 (Kanev). These later scenarios link the two games.

Strategy & Tactics magazine #116 includes two more scenarios along with a Q&A by the designer.

Nominee for the 1987 Charles S. Roberts awards for Best Pre-World War II Boardgame (Charles S. Roberts Awards).

Siegfried und der Drache (2004)

Siegfried und der Drache (2004)

Ratings

6.71429 out of 10 with 7 ratings
Board Game Rank: Not Ranked

Description

Siegfried und der Drache is an adventurous game for small knights from Ages 5 and up

The two-headed dragon has stolen the king's crown and 2 to 4 knights will try to return it to the castle.

As brave knight, you will explore the land searching for the dragon. You will experience adventures and participate in tournaments. The biggest challenge is to fight the two-headed dragon and to outsmart all the other knights.

Who Can Beat Nixon? (1970)

Who Can Beat Nixon? (1970)

Ratings

4.57143 out of 10 with 7 ratings
Board Game Rank: Not Ranked

Description

This game was developed immediately after Nixon's first election, and apparently by someone who did not want him to get a second term.

It is a simple Monopoly-type game, but it has an interesting asymmetrical dynamic. Essentially, one player takes Nixon and up to seven play as challengers, with Nixon trying to knock them off one by one as Primary cards come up. Players still roll to land on states and buy them, and other players pay a fee when landing on them afterwards. But buying states requires a combination of two forms of currency: money and media points. Many state spaces also trigger event and media cards, which have different effects on Nixon and challengers.

Key to the game are the four Primary cards in the Event deck. Each time one of these comes up, Nixon rolls off with the top-ranking challenger, and whichever has the highest electoral vote total gets +2 on the 2D6. Loser is out of the game, winner grabs a state of his choice from the loser, and the rest goes back to the bank. There is a “saved by the bell” re-entry card in the deck that allows a loser to stay in the game.

There also is a provision for the challengers to join forces if Nixon seems about to win, but only if they can agree on which challenger should be the winner instead! The decks include blank Media and Event cards to allow players to customize the game.

Age of Heroes (2003)

Age of Heroes (2003)

Ratings

5.80194 out of 10 with 34 ratings
Board Game Rank: 10768

Description

In Age of Heroes, it's up to you. Age of Heroes puts you in charge of one of the great tribes of antiquity, in a struggle to become the great empire that dominates the ancient age. Play as the Romans, the Egyptians, the Greeks, the Chinese, the Babylonians or the Celts. Build cities and roads, trade precious commodities with your neighbors, or invade them with your mighty armies! There is more than one way to become the Empire of the Ages.

Age of Heroes is a card game for 2-6 players. It is simple in design so that children can master and enjoy it, while being sophisticated and challenging enough to hold the interest of adults.

Memoir '44 (2004)

Memoir '44 (2004)

Ratings

7.53102 out of 10 with 19729 ratings
Board Game Rank: 108
War Game Rank: 67

Description

Memoir '44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.

Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units -- infantry, paratrooper, tank, artillery, and even resistance fighters -- to their greatest strength.

"By design, the game is not overly complex", says Memoir '44 designer, Richard Borg. "The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory." In addition to the large, double-sided gameboard, Memoir '44 includes 144 amazingly detailed army miniatures - including historically accurate infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command cards, 44 Special Terrain tiles, and 8 Custom Wooden dice.

Memoir '44 is designed for 2 players but easily accommodates team play. And with Memoir '44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other.

The Memoir '44 series consists of the base game and a number of expansions.

This game is based upon Richard Borg's Command and Colors system.

Månvalla med V5

Månvalla med V5

Ratings

4.5 out of 10 with 10 ratings
Board Game Rank: Not Ranked

Description

Månvalla med V5 is a Swedish game of horse-racing. It includes a system for betting.

The game is an updated version of a game called simply Månvalla from the 1950s.

Plimus (1988)

Plimus (1988)

Ratings

5.33333 out of 10 with 3 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

An abstract game for 2 or 4 players, Plimus has plus & minus pieces moving against each other. The opposite signs attracts, the matching signs repel and you can stack your pieces and knock your opponents out. You win by getting your pieces to the opposing side.

Apparently this is a long long game, too long to be much fun, too awkward for tactics to endure.

VIPs (1994)

VIPs (1994)

Ratings

2.71429 out of 10 with 7 ratings
Board Game Rank: Not Ranked

Description

This early game from publisher/retailer Heidelberger has 5 sets of tiles showing portraits of VIPs. There are men on one side, women on the other, you choose which side to play at the start. The faces are divided into three strips like a photo-fit, and players use chips to move them around to form the best pictures. Players then score points by selecting which sections look best.

The game appears to work best as a tactical 2 player game, and the hand drawn portraits look good, recognizable as famous people, but it doesn't seem to be a successful result.

Pacific War Classics Vol 1: Tarawa & Saipan (1992)

Pacific War Classics Vol 1: Tarawa & Saipan (1992)

Ratings

4.62903 out of 10 with 31 ratings
Board Game Rank: 12418
War Game Rank: 2466

Description

PACIFIC WAR CLASSICS VOLUME 1: The Island Battles of Tarawa and Saipan consists of two games in one package. The battles at Tarawa and Saipan are depicted on separate game maps and use two separate game systems. Although the Fresno Gaming Association was probably guilty of plagiarism in some of their game designs, their graphic presentation was always first class and this game is no exception.

The Island Battle of Saipan uses the system that FGA previously used in their OPERATION CRUSADER game. This is basically a traditional Ugo - Igo system. On the Saipan map, each hex is 1.8 miles across and a Game Turn equals one day of actual time.

The Island Battle of Tarawa is a tactical-level game covering the invasion of Betio Island, part of the Tarawa atoll. This is a two map introductory level game using a game system called STS (Simple Tactical System) that Fresno Gaming Association claimed as their own. The STS is a pseudo-simultaneous-movement system. First one player moves a stack, or performs combat with a stack, and then his opponent does the same. The first player then repeats this with another stack, etc. The Game Turn continues according to the Sequence of Play until chance ends the Turn. That is determined by combat die rolls. Each hex on the Tarawa map represents 35 yards from hexside to opposite hexside and a Game Turn represents 2 hours.

9" x 12" x 2" bookcase style game box;
16-page (8?" x 11") Rules booklet;
two 22" x 34" unmounted game maps;
17" x 22" unmounted game map;
960 die-cut, back-printed, unpunched, cardboard counters;
five card-stock Player Aids; and
a 10-sided die.

Håtunaleken (1977)

Håtunaleken (1977)

Ratings

4.38889 out of 10 with 36 ratings
Board Game Rank: 12879
War Game Rank: 2494

Description

This is a Swedish historical wargame based on Kingmaker. It recreates the historical happenings in around 1306 between King Erik Magnusson and his brothers Duke Erik and Duke Valdemar called the "Håtuna games" which culminated in the "Nyköping Banquet" in December 1317. (See Wikipedia for details.) Since this is a game it might end in different ways!

The game is intended for three players, but it is of course conceivable that one player plays both the dukes or only one of them. Another interesting feature is that if one of the royal participants die married, the player continue to take part in the game through the wife - one of three princesses - of the deceased.

EmotrionsOnCards (2003)

EmotrionsOnCards (2003)

Ratings

3.75 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

EmotrionsOnCards is a strategy card game for all ages that belongs to the Emotrions line of games, which also includes board games (soon) and digital games (in development phase). The main feature of the Emotrions line is that it introduces the issue of Emotional Intelligence into a sector traditionally focused on the development of analytical intelligence.

EmotrionsOnCards is a really entertaining and addictive game. It's also easy to learn due to its few and consistent rules. There's a conscious balance between a distillate simplicity, which makes it possible for everybody to play in a more relaxed - "light" - manner, and a depth of game which will satisfy the classic strategy game hard players.

In EmotrionsOnCards, the cards, called emotrions, represent the basic human feelings: love, hatred, joy, sadness, fury, indecision... Some emotrions score points, others take them away. And they keep intermingling in your hand, when playing each trick, and even when you win!

It is very powerful as a strategy game. The miracle lays in its innovative logic, with negative and positive playing cards.

With only 36 cards and some minimal rules you'll be able to unfold many complex and shady situations. And you can also play different games with the same set of cards, such as The Pareo Game.

Strategy, psychology and luck
EmotrionsOnCards sets off from a Standard style featuring a careful balance between Strategy, Psychology and Luck. But you may just as well alter this balance with The Winner's Options, to suit the winner of the previous hand. Thus, the most "psychological" players will prefer a more uncertain style, and the lovers of sheer strategy will demand a more analytical style. The possibility of modulating the game allows players with different profiles to enjoy, and feel the game as just right for them.

Philosophy
All the game is a carefully made metaphor on how we manage our emotions, and other people's, in everyday life. As you try to master the strategy, you'll learn that in order to win in the long run (the game), it is always necessary to consider the effects of a particular battle (stake/trick), even if it means losing it.

The ultimate goal of the game is to make us reflect on the fact that in real life there's no such thing as obviously good or bad situations, but more or less complex positions in which the thin line between success and failure relies on our managing little things. It is possible to win, even if we get a bad hand.

Gringo! (2004)

Gringo! (2004)

Ratings

7.11242 out of 10 with 153 ratings
Board Game Rank: 3676
War Game Rank: 531

Description

Gringo! The Mexican War 1846-1848. For the battles in Gringo!, both sides run the gamut from mountain assaults to street-fighting, allowing gamers to see some of the differences between ACW-era tactics and those of the Napoleonic era. The battles included are:


Buena Vista, the classic battle of the war, with Zach Taylor's decimated army making a valiant stand against Santa Anna and a force three times Taylor's.
Monterey, with the North Americans launching a three-pronged assault against, into, and through the beautiful city of Monterey, complete with huge fortifications, high peaks, bull rings, cathedrals filled with ammunition, even a telegraph system.
Cerro Gordo, Scott's first meeting with Santa Anna, on the dangerous mountain roads leading towards the heart of Mexico.
El Molino del Rey, where Santa Anna makes a last, well-entrenched stand outside Mexico City. Will that Mexican cavalry division ever move?
Chapultepec, a mini-battle, in which the gringos have to scale the precipitous heights of this immense fortress guarding the roads into the Mexican capital. "Stonewall" (pre-nickname) Jackson, hidden mines, wall-scaling, and those courageous Mexican pre-teen cadets.


The game rules are simplier (GBACW v4.3) with reduced command rules (for the smaller armies); they also include extensive rules for street-fighting and the square formation. The game includes some of the most colorful characters in military history: General Zachary Taylor & inept division leaders Twiggs & Pillow for the Americans; head throwing General Pedro Ampudia and Generalissimo Antonio de Santa Anna.

GRINGO! is easily the most playable, colorful and challenging of the GBACW series games to date. 2 22" x 34" maps (1-backprinted), 4 countersheets, plus the usual rules and charts.

Time Scale: 60 minutes per game turn
Map Scale: between 45-125 yards per hex
Unit Scale: Each Strength Point = 50 men
Players: 1-6


Expanded by:

Battle of Churubusco
Battles with the Gringos, Mexico 1846-62




Verrücktes Jahr (1973)

Verrücktes Jahr (1973)

Ratings

7 out of 10 with 3 ratings
Board Game Rank: Not Ranked

Description

Verrücktes Jahr (Crazy Year) - The board shows a pattern of numbers 1-31, some marked in red. Players are dealt a hand of numbered cards, and each turn, lay one face up. The player with the highest number wins, subtracts the lowest card, and places their marker on the board to occupy that scoring number. Players also have a Joker, which wins the hand, but only scores the lowest number. When no more cards can be played, you score your points on the board, red fields count double. Play several rounds and most points wins.

Schlafmütze (1992)

Schlafmütze (1992)

Ratings

5.88182 out of 10 with 11 ratings
Board Game Rank: Not Ranked

Description

Schlafmütze (Sleeping Cap) is a mixture of word play and set collection and involves players taking cards from an initial circle and building up their own groups. It appears to require a good knowledge of German words, speed and player interaction.

GoBots GIANT Card Game (1985)

GoBots GIANT Card Game (1985)

Ratings

3 out of 10 with 1 ratings
Board Game Rank: Not Ranked
Children's Game Rank: Not Ranked

Description

The object of this children's card game is to be the first player to collect ten or more pictures of their GoBot. Each player is trying to collect a different GoBot (either Leader-1, Royal-T, Cy-Kill, or Cop-Tur).

There are 31 oversized cards, and each has four pictures of GoBots. Two different GoBots are represented on each card. For example, a card may have two pictures of Leader-1, and two pictures of Cop-Tur. Or, it could have three pictures of Royal-T, and only one of Cy-Kill. (Cards always have either 2+2 or 3+1 pictures.)

On their turn, a player draws one card from the draw deck or the discard pile. If at least one of the four pictures on that card is of the GoBot that the player is trying to collect, they keep it and play if face up on the table. All of the cards a player collects are placed side by side, in front of him. If the card drawn doesn't pictures the player's GoBot, the player discards it face down.

There are also five Zap Cards. When a player draws a zap card, he places it on top of (covering, or "zapping") any four pictures on an opponent's cards, either over one whole card, or overlapping it to cover one half of two different cards.

The winner is the player who is the first to collect ten pictures of their GoBot.

LEGO X-Pod PlayOff (2004)

LEGO X-Pod PlayOff (2004)

Ratings

6.385 out of 10 with 20 ratings
Board Game Rank: Not Ranked

Description

Play 1 of 4 LEGO X-Pod models (Yellow/Red/Green/Blue) and construct a team of special units from set plans to deploy in head to head combat against those of your opponents. Move your units across a 9x6 grid game board with various obstacles to score in your opponents home row. The first player to score 3 units wins the game.

Each X-Pod has unique strategies and abilities: The yellow Aero Pod has many flying and Jumping units, which allow it to navigate the board very easily. The Red Wild Pod has a wide variety of units and abilities, including the special EAT action, which allows its unit to destroy a weak enemy unit and repair itself simultaneously. The Green Robo Pod has very slow units, but it is very good at disassembling and destroying opposing units. Finally, The Blue Auto Pod. This pod has the fastest units in the game, allowing them to score quickly.

An additional X-Pod is included in the Game Pack. This black pod is a recolor of the Robo pod, and is included as a special edition pod.

In 2005, Lego released 4 more pods. A lime green pod with a Dragon theme, an orange pod with an Arachnid theme, a purple pod with a Monster theme, and finally a light blue pod with an aquatic life theme. Although these pods are not included in this or any other Game Pack, they can be used to play the game, using downloadable cards and boards available on Lego.com.

The five individual pods included in this pack are available individually under the names stated above, however they will not include any X-Pod Playoff game content, such as cards. If purchased individually, the cards, boards, rules and Inventory sheets must be acquired off of Lego.com

The Secret Of Nimh Game (1982)

The Secret Of Nimh Game (1982)

Ratings

4.1 out of 10 with 5 ratings
Board Game Rank: Not Ranked

Description

You are in the shoes of Mrs. Brisby as she makes her frantic journey to save her home and her children. Based on the movie of the same name, this children's game is full of excitement and fun.

The game consists of a board, cards, spinner, and pawns. The board represents the adventures Mrs. Brisby meets with in the movie. Along the board you will meet with various obstacles. To pass each you must play a matching card. The first player to reach the finish and play an "Amulet" card is the winner.

This game is great for children, and only requires the ability to count. Hours of fun for the kids and mom and dad to.

Herz an Herz (1992)

Herz an Herz (1992)

Ratings

4 out of 10 with 3 ratings
Board Game Rank: Not Ranked

Description

Theme
Almost non-existent. Cards are numbered and have hearts printed on them.

Goal
Gaining the most points by laying down cards in columns/rows in descending order.

Game play
There are 100 cards numbered 1-100. These cards are grouped into 4 groups of 25 (1-25, 26-51,...), with the groups being different from each other in background colour.
Additionally, there are four jokers (one for each colour; can be used as a number of your choice within that colour's range), two super jokers (that can be used as any number), and 4 thief cards (allow you to steal another player's lowest card and place it in your own display as long as its value is lower than the lowest card already in your display).
At the start of the game, some cards are removed if playing with fewer than 4 players. The remaining cards are shuffled and placed in a face-down stack.
Players take turns. On your turn, you draw the top card from the stack and decide if you want to keep or discard it.
The first card that you keep is placed in front of you in landscape orientation. Below this first card, you can later put additional cards. These are placed in two columns. Each card that you put down has to have a lower value than the previous card.

A round ends when

a player has accumulated two rows with 6 cards each, or
the draw deck has been exhausted.




Points are counted as follows:

Each row with two cards counts two points.
If both cards in a row are the same colour, you get an additional point.
Complete rows with a coloured joker also get you a bonus points (rows with super jokers don't).
Rows with only one card count zero points.




The game ends after 4 rounds, and the player with the highest total score wins the game.

Kreuzfahrt (1989)

Kreuzfahrt (1989)

Ratings

3.6 out of 10 with 5 ratings
Board Game Rank: Not Ranked

Description

Cruise Journey - ever wanted to do a cruise on the Mediterranean Sea? Here's your chance in this family board game by Richard Ulrich.

Race to the Roof (1974)

Race to the Roof (1974)

Ratings

4.42529 out of 10 with 87 ratings
Board Game Rank: 13549

Description

An Exciting Game Of Pursuit...

From The Basement To The Attic!

Children begin by arranging the rooms of the house, then advance their playing pieces by rolling the die.

Each time a player rolls a 6, he or she draws a chance card, searches the house for the object pictured on the card, then moves ahead - or back! - to that spot.

Because the house is rearranged before beginning play, the hidden objects will be in a different place each time!

The first player to reach the attic window is the winner.

Game Contents: Gameboard,16 Room Cards,20 Chance Cards,4 Playing Pieces,1 Die,Game Rules.

Schampus (1996)

Schampus (1996)

Ratings

5.22667 out of 10 with 45 ratings
Board Game Rank: 12083

Description

Odd Jenga variant with lots of plastic champagne glasses stacked up in the decadent fashion, only to be removed without toppling the pile.

Different versions of the game are available - that is: a different number of glasses in the box. To set up the game: make a triangle of glasses and stack smaller triangles on to that. Put the single red glass on top. Going clockwise, players try to take one glass from the tower. If successful, play continues. If the red glass falls, the player has lost the game. All other players win.

Monday, January 30, 2017

The Battle for Jerusalem (1977)

The Battle for Jerusalem (1977)

Ratings

7.01923 out of 10 with 26 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Part of SPI's Modern Battles II: Four Contemporary Conflicts series,

This game is at the operational level with hexes measuring a mile across, simulates combat between the Israeli and Jordanian forces on the West Bank during 1967's Six Day War (starting June 5th through June 10th). A historical scenario is the main game, but there is also a non-historical scenario that supposes the Israeli Air Force and ground support was weaker than expected; plus a Jihad fantasy scenario that assumes that both sides are fully mobilized.

Playing time and format is straightforward. An interesting change to the historical result is quite possible.

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