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Tuesday, February 28, 2017

Silverstone Grand Prix

Silverstone Grand Prix

Ratings

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

Description

This is the official game of Silverstone. It combines both luck and skill. There are variants of the game from basic to advanced.

In the basic game, players are given 12 cards (each with a number on from 1-12) and they shuffle them and place them face down. Each player turns a card over in turn and moves that many spaces - there are overtaking areas and opportunities to block. The car that reaches the finish first is declared the winner.

The advance level allows for more skill to be involved. Each player has their 12 cards and they choose which one to play. Therefore, you can be more tactical by blocking and attempting overtaking moves. You choose the number of laps, whether pit stops should be used etc. Once all players have used their cards, the process begins again.

The board represents Silverstone and the cars are folded cardboard inserted into tabs. Each card has a different Silverstone fact on it.

Runebound: Shadows of Margath (First Edition) (2004)

Runebound: Shadows of Margath (First Edition) (2004)

Ratings

6.47345 out of 10 with 226 ratings
Board Game Rank: Not Ranked

Description

This is the first expansion pack to Runebound (First Edition). The pack introduces 29 new adventures cards featuring an assortment of dangerous new monsters, encounters, and events that can be added seamlessly to the Runebound basic game.

From the Fantasy Flight Games Website:

"Undead legions are on the march, there are dire omens in the sky, and the air is full of fear, as the long, cold shadow of Margath stretches across the land, growing darker with each passing day!"

Belongs to the Runebound Series.

Expands:

Runebound (First Edition)




More Thrust: The Full Thrust Supplement (1994)

More Thrust: The Full Thrust Supplement (1994)

Ratings

7.30238 out of 10 with 84 ratings
Board Game Rank: Not Ranked

Description

From the back cover:

A compendium of additional rules, scenarios, and other material for THE Tactical Starship Combat Rules!

New fleet details, including the alien Kra'Vak, expanded ship statistics and new classes, additional weapons and other systems, scenario outlines and extended timeline, interfaces for "Dirtside II" and other rules, plus other options, expansions, player feedback, and designers notes. An indispensable volume for all Full Thrust gamers.

Run Off (1996)

Run Off (1996)

Ratings

4.58333 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

Up to six players battle it out to win the majority of electoral votes and become President of the USA.

Each player answers questions about America and every correct answer usually gains them 5 chips to place on the board. They can place these in no more than two states. As soon as a player has got 51% of the votes in a state they win all of the votes in that state. For example, Indiana returns 12 electoral votes. As soon as a player has staked 7 chips in that state they win ALL 12 votes. As soon as a player has grabbed 275 electoral votes he/she is declared the President!

The designers advise that if six start then only two should be left at the end and Run Off to see who wins the Presidency.

The board is quite large and the playing pieces are brightly colored counters. The board is simply a map of the USA with how many electoral votes are assigned to each state.

Full Thrust Fleet Book: Volume 1 (Warships of the Major Powers – 2183) (1998)

Full Thrust Fleet Book: Volume 1 (Warships of the Major Powers – 2183) (1998)

Ratings

7.61596 out of 10 with 94 ratings
Board Game Rank: Not Ranked

Description

From the back cover:

A resource of ship designs for use with Full Thrust - THE tactical starship combat rules!

Over sixty different pre-generated starship designs ready for use.

This volume covers major warship classes of the four main powers of the Third Solar War period - the New Anglian Confederation Royal Navy, the Eurasian Solar Union Star Navy, the New Swabian League Kreigsraumflotte, and the Federal Stats Europa Astromarine, plus a selection of generic freighters, merchants, and support ships.

An essential source-book and reference aid for all Full Thrust players, whether using the "Official" background time-line or not. Includes new and updated rules, new weapons, a completely revised (and even more versatile) Ship Design System, and an accurate but simple Vector Movement System that is fully compatible with Full Thrust.

Run to Win (1980)

Run to Win (1980)

Ratings

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

Description

The game is played in two phases: the Primary and the General Election. In the Primary a player scores five points every time one’s pawn passes the National Recognition space; ten points by landing on it.

When a player reaches a target number of votes (the number varies with the number of players), the player moves onto the General Election phase. A player wins a state’s votes by landing on the space that represents that state. A player must forfeit a state to another player when landing on a state one already owns.

The first player to score a plurality of Electoral Votes wins.

Gagline (1987)

Gagline (1987)

Ratings

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

Description

"The Unique Cartoon Caption Game." Players take turns choosing a cartoon from the supplied books (4 duplicate books containing over 120 cartoons). All players write their own captions for the cartoon. The object of the game is to make your "gaglines" or captions very funny... in fact, to write the cleverest, wittiest and craziest gaglines you can think of. Chips are awarded to the best Gagline writers... the player with the most chips wins the game.

Olsen

Olsen

Ratings

4.46429 out of 10 with 14 ratings
Board Game Rank: Not Ranked

Description

Olsen contains 52 cards in four colors and a joker. The game is reminiscent of games like Uno and Crazy Eights..

Nonni's Circus 3 Ring Madness (2004)

Nonni's Circus 3 Ring Madness (2004)

Ratings

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

Description

Greetings and Salutations!

After some very positive feedback at Kubla Con, we thought we would tell you about one of our new children's games that is going to be available this summer. Nonni's Circus® 3 Ring Madness is a fun, fast paced, "build a circus" card game. For more info about this brand new game, log onto www.thefiveofus.com for specific details. It's lotsa fun, lotsa laughs, and will be out very soon.

The Triple Match Card Game (2001)

The Triple Match Card Game (2001)

Ratings

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

Description

This easy-to-play card game designed for children Ages 5 - 8shows the importance of sharing, saving and spending. Through play and discussion, the game reinforces a healthy, balanced use of money and helps your children become more comfortable with money issues.

Five cards are dealt to each player. On a turn a player either draws a card from the discard pile or the top of the deck. If the card matches one of the six spots on your hub you may place it on the correct spot. If the player has no cards which their hub, the player discards one card.

Distributed by Thrivent Financial for Lutherans as a part of their Financial Footsteps series.

Think-It Link-It (1992)

Think-It Link-It (1992)

Ratings

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

Description

"The Game of Rhyme & Reason"

The object of the game is to guess paired rhyming words based on the clues given on each card. Each card gives four clues: 1) A syllable clue--for instance "Think Link" indicates two one-syllable words,Thinkit Linkitindicates two two-syllable words, etc. 2) A link clue--synonyms for each word in the answer are given, "Enormous Toupee" for "Big Wig" for instance. 3) A letter clue, which gives the first letter of each word in the answer. And 4) A phrase clue, "Covers a bald spot" for "Big Wig" for example. On a player's turn, another player chooses a card and reads the syllable and link clues aloud. If they guess the answer correctly, they score the points printed on the card (either 5 or 10--cards are double-sided with easier 5 point links printed in blue on one side and harder 10 point links printed in orange on the other.) For each additional clue given, one point is subtracted, with the player losing a point from their score if they fail to guess it after all four clues have been given. It is suggested in the rules that participants play to a score of 100.

This game was published in two editions: a pocket edition with 50 cards, and a deluxe edition with 500 cards. The pocket edition also includes a small pad of paper and a pencil for keeping score.

In 2005, a new deluxe edition was released with 1000 cards, and new pocket editions: Classic, Junior, Sports, Genius, Food & Cooking, and Science, Animals & Nature.

Las Vegas Junket (1979)

Las Vegas Junket (1979)

Ratings

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

Description

Feel all the excitement of Las Vegas when you play Blackjack, Craps, Roulette, Baccarat, Big Wheel and those wonderful slot machines. This game is for 2-4 players.

Riskier Was (1995)

Riskier Was (1995)

Ratings

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

Description

This game is based on a German TV Show. The TV show Riskier was not very successful.
One player draws a card with 16 words on it. For example 16 different monkeys. But only 11 of those do really exist.
The player next to him says the first word that is right and earns money. Now he can quit and keep the money or go on. If he goes on he gets double the money if he is right again. When he is wrong he looses everything.
The player with the most money wins.

Das Streuhandspiel (1996)

Das Streuhandspiel (1996)

Ratings

4 out of 10 with 1 ratings
Board Game Rank: Not Ranked

Description

Das Streuhandspiel is a board game that is set against the early years of the German reunification (1990s). Players assume the roles of rich influential men who try to make profits by exploiting and buying out the East German industry.

The game is played over the course of 16 rounds, in which each player takes a turn of action. After every 4 rounds, the effects of the players' actions are asserted on the industry and their profits and losses are tallied. Depending on the space their token lands on, players can undertake four types of actions. They can buy an East German operation, getting it for free by impersonating as a former owner (the result of a good dice roll) or outbidding the other players in the resulting auction. Usually, the followup action is to lay off the workers of these operations (at the expense of the industry) to increase profits. Players can also increase profits by taking the action to grab the grants for rescuing the ecology of the ravaged industrial lands. The last action is to negotiate with each other to manipulate the market to their benefits through threats, bargains, and bribes. During the course of the game, cards are drawn that allow their owners to influence the effects of their actions or to affect their opponents'.

The game ends with the conclusion of the final (16th) round. At that point, the players tally up their final assets and the one with the highest wealth wins the game.

Duhner Wattrennen (1996)

Duhner Wattrennen (1996)

Ratings

7.85714 out of 10 with 7 ratings
Board Game Rank: Not Ranked

Description

Only 150 copies of this game were made.
This is a horse race.
The game mechanics are similar to Win, Place & Show.
The special thing about this game is the high tide showing up after a while on the game board. That makes the race more difficult.

Trini (1998)

Trini (1998)

Ratings

5.66667 out of 10 with 3 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

The aim of the game is to get rid of your dice first. The dice have different symbols. Place the dice on the board - 3 sides can always be seen.
on each turn a player may
- place a new die
- turn a die 90 degrees
- push it on another space.
Players have to close a hole on all three sides with the same symbol on the die.
Components and board are wooden.

Roy of the Rovers Game (1990)

Roy of the Rovers Game (1990)

Ratings

6.66667 out of 10 with 3 ratings
Board Game Rank: Not Ranked

Description

The game of Comic book sports super hero, football (soccer) legend "Roy of the Rover". Who appeared in both Tiger and a comic of the same name.

The object of the game is to buy the best team you can and take it to the World Club Championships Finals and win

From the box:-
"Roy and his club, ‘Melchester Rovers’ have been invited to the World Club Championships. The top clubs from every country will be competing for the worlds most prestigious title. ‘The World Club Champions’ Can you avoid injuries, deal in the transfer market and keep your job to lead your team to victory in the toughest competition in the world?"

Alles oder Nichts (1998)

Alles oder Nichts (1998)

Ratings

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

Description

Roll the dice as often as you want but as soon as there is a black cat shown you loose everything. If no cat shows up - points on the dice shown count. Highest scores wins.
There is also a horseshoe symbol. One horseshoe symbol neutralizes a cat.

Müllmax: Das Umweltspiel (1998)

Müllmax: Das Umweltspiel (1998)

Ratings

5 out of 10 with 1 ratings
Board Game Rank: Not Ranked

Description

Every player has garbage cards in his hand. There are 10 dumpsters on the table. Each dumpster is only for one kind of garbage. An arrow is turned an shows a kind of garbage. Every players has to put the right garbage in the right dumpster immediately. Only the player who does this first gets rid of his garbage card. Player who gets rid him/her self of his/her cards first wins.

Nimm's wörtlich (1998)

Nimm's wörtlich (1998)

Ratings

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

Description

Wordgame. Every player owns 3 word cards. Draw one card from the pile. Every player now tries to make words out of his own cards and the card in the middle. The first one to accomplish this scores the points for the round.

Kwiiietsch (1998)

Kwiiietsch (1998)

Ratings

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

Description

Everyone has cards. Someone starts by making a noise like the thing on the card. Like if you have a card with a cat you make the meow sound!. But there is harder stuff to try and duplicate sounds for, like inline skates ( what kind of noise do they make), balloons (!) or snails. The first player who guesses what the sound represents scores points

Dörbern (1998)

Dörbern (1998)

Ratings

5.33333 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

Dörbern is a card game that has players attempting to win sets (tricks) of cards from each other. The game takes its name from a German town; various photographs of the community there are printed on the cards.

The cards are dealt to the players, giving them each 10 cards in hand. They then pass two cards to their player on the left. One of them (the starting player) plays a card on the table. The following players must put down a card of the same color; otherwise, they play a card of another color. The winning card is the one with the highest value and of the same color as the first card played. The winning card's owner collects the entire set and gets to be the starting player for the next round. However, the owner of the card with the lowest value and of the same color as the winning card takes the highest value card in the set. The game then continues with the next round of passing, playing, and scoring the cards.

The game ends when all cards have been played and collected. The players total up the values of the cards they have taken, and whoever has the most points is the winner.

Her mit den Kröten! (1998)

Her mit den Kröten! (1998)

Ratings

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

Description

Four colors of cards with the 10 cards of each color. The numbers are different in each color. The rest is a simple trick making card game where the highest card wins the trick. Points for most cards of a color won. Only the toads in the tricks provide points. A trick with an own toad is more valuable. Less points are given for catching a strange toad because this is easier. The player who has reached 66 points first wins.

The Next President (1971)

The Next President (1971)

Ratings

7.13636 out of 10 with 11 ratings
Board Game Rank: Not Ranked

Description

The game comes with separate rules for The Nomination Game and The Election Game.

The Nomination Game puts players in the role of campaign manager. Each player records the number of points one wants to commit for each of twenty-two state primaries. The one who commits the most to each state wins it.After the last state has been contested, players move on to The Convention phase where players once again bid to win the remaining states. If no player has the 769 votes needed to win the game. The player with least number of votes drops out and the process is repeated until there is a winner.

The Election Game simulates a presidential election. Both players choose a candidate for president and vice president. Play is simultaneous. A round consists of each player collecting campaign funds, revealing three event cards, secretly allocating resource markers, revealing those allocations and determine campaign results. This goes on for six rounds and then it's Election Day. The results of the campaigns are realized and the player with 270 or more Electoral Votes is the winner.

The game comes with statistics for all of the major candidates from 1972 and fifteen historical candidates such as Andrew Jackson and Abraham Lincoln.

Tres (1998)

Tres (1998)

Ratings

5.41176 out of 10 with 17 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

Object of the game Tres is to get 3 stones in one row. There are blockades that make it difficult to do.

B'hoys! (2003)

B'hoys! (2003)

Ratings

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

Description

From the web-site:

B'hoys! is a detailed game system based entirely upon Herbert Asbury's The Gangs of New York. Emphasizing the fluid nature of mob vs. mob street-fighting, and the dynamics of such contests, the rules use specially designed Action Cards to determine order of movement and cue test points for "Resolve".

Rules cover Gangsters, Police and Soldiers as well as "Laundry Guards", Barricades, "Barking Irons", "Irish Confetti", "Banshee Screams", "Eye Gouging", "Biting Attacks" and a wide range of street weapons and brawling techniques.

Knightmare (1991)

Knightmare (1991)

Ratings

4.2825 out of 10 with 16 ratings
Board Game Rank: Not Ranked

Description

This game is based on the UK cult tv show of the same name.

Box cover says:
Chase through the Labyrinth in search of magical treasures. Cast spells and battle fiendish monsters. Solve Merlin's riddles and be the first to climb his throne.

Components:
1 Gameboard
56 Cards
4 colored plastic bases
12 item tokens
40 helm tokens
4 playing pieces
1 castle wall
1 die
1 book of riddles
1 three-dimensional castle base

Querbeet (1995)

Querbeet (1995)

Ratings

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

Description

There are 19 hex - fields on the board. There are also tiles with colored boarders. The borders of the board have different colors too. The aim is to make a connection from one border to the other in the right color.

Tycoon: The Real Estate Game (1986)

Tycoon: The Real Estate Game (1986)

Ratings

3.91667 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

The board game that finally exposes the real estate world for what it really is ... fast-paced, high-rolling and high-risk.

A classically designed game board, six game pieces, dice, Venture, legal and Connection Cards, Building Permits, Certificate of Title Cards for each parcel of property, Apartment and Office Buildings, Cashiers Checks in denominations of millions and Score Pads.

Playing time. There are three variations to the ending of the game, from a time limit to the last player in the game wins.

Object. To amass the greatest amount of wealth through buying and selling buildings, property and companies.

Die Börse (1995)

Die Börse (1995)

Ratings

4.76923 out of 10 with 13 ratings
Board Game Rank: Not Ranked

Description

This is a game promoted by a German TV-magazine which deals with economy and financial affairs etc. The game tries to introduce the players to the mechanics of the stock market (Börse).
Probably the best description for the game is Monopoly meets Broker, because it's mainly die rolling to move your pawn around the board, buying and selling shares on the way with some nice twists and drawing a risk card occasionally.

Charlie and the Chocolate Factory (2003)

Charlie and the Chocolate Factory (2003)

Ratings

3.47059 out of 10 with 17 ratings
Board Game Rank: Not Ranked
Children's Game Rank: Not Ranked

Description

From the publisher:

A magical board game based upon the all-time best-selling children's book, Charlie & the Chocolate Factory,by Roald Dahl. Children enter their fantasy world inside Willy Wonka's factory as they try to be the first to collect 6 different candies and reach the great glass elevator.

Compete for incredible sweets but take care! If you are greedy you will be squeezed in the juicing room, stretched in the stretching room, languish in the rubbish room, if you are in deep trouble Mr Wonka will come to your help.

Contains: Game board, deck of candy cards, oompa-loompa disks, Wonka cards, Tokens and dice

Frog Pond (2000)

Frog Pond (2000)

Ratings

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

Description

The playing surface vibrates causing the plastic frogs to "hop" up in the air. Players use fishing pole devices to magnetically catch the frogs.

Rome's Greatest Foe: 2nd Punic War (2002)

Rome's Greatest Foe: 2nd Punic War (2002)

Ratings

5.66667 out of 10 with 3 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Rome's Greatest Foe: The 2nd Punic War is a fast paced 2 player territorial strategy board game. Carthage and the famed Hannibal squares off against the Roman Republic and its allies. Presenting Rome's allies of Messalia and Illyria and the Macedonian invasion of Illyria. Can the wealthy trade city of Carthage and Hannibal's invasion force cripple Rome before the Republic can bring its superior manpower and army to bear? Includes war elephants, generals with special abilities, and population limitations. Nations may bid on tribal relations in Gaul, Africa, and Iberia for troop movement advantages and the ability to hire mercenaries from those lands. Easy to learn fast paced game system lets you experience Rome's most desperate war in a short 2-3 hour game session.

Comes with:
4 piece 17" x 22" Game Map
180 Plastic Playing Tokens
180 Playing Token Stickers
Rule Booklet
Cut tout Generals & Markers
Score pad/sheets
1D10

Spanish Civil War (third edition) (2004)

Spanish Civil War (third edition) (2004)

Ratings

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

Description

The Spanish Civil War is 2-6 player territorial strategy game. A variant of the Axis & Allies board game system, it offers an easy to play D10 based combat system and territories with resource values for production.
The Spanish Civil War provides two game scenarios. In the historical scenario the Spanish Nationalists and the German/Italian support forces face off against the Spanish Republican forces and their Soviet allies along with the volunteer brigades. The Republic begins game play with more productivity, but must face a stronger Nationalist army and hold ground against it.

The second scenario allows for an alternate historical scenario. In this scenario, both Britain and France, who approved of neither the Republic or Nationalists, move to support a Portuguese invasion of Iberia. This is a 3-6 player scenario pitting three unaligned forces against each other for control of both Spain and Portugal.


Aggieopoly (1984)

Aggieopoly (1984)

Ratings

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

Description

In this variation to Monopoly, players move around a board based on Texas A&M University, one of the most spirited campuses in the United States. Properties include Sbisa Dining Hall, Kyle Field, and the infamous Dixie Chicken. Cards allow you to go to Fish Camp, attend the A&M /Univ. of Texas football game, and buy your own Aggie Ring.

Capn Crunch Island Adventure Game

Capn Crunch Island Adventure Game

Ratings

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

Description

This game was available by sending money and UPC symbols. It's a professionally packaged game complete with miniature Capn Crunch, Sogmaster and two glow in the dark soggies.

From the box
OBJECT OF THE GAME Be the first member of the Capn's crew to find the SOGMASTER, overcome his soggy tricks,and recover the CAP'N's treasure!

You're essentially using cards and dice to go up a typical Candyland-esque board. You do get to choose the card you advance with out of a hand of three.

Second Season Pro Football Game (1999)

Second Season Pro Football Game (1999)

Ratings

8.01667 out of 10 with 84 ratings
Board Game Rank: 4277

Description

A pro football simulation using various season "yearbooks" to play games, seasons or create drafts to create your own teams. Besides the more current annual season yearbooks, there are also some great teams of the past sets to choose from.

Some details that I think do separate Second Season from other football sim games out there are noted on the PLAAY.com website:

"It offers a "visual" element not found in any other football board game. The design allows the gamer to find out not only WHAT happens on each play, but also WHY. ... Second, this is a football game that brings ALL of the players on a football team into the game, NOT just the ball-handlers. ... The individual abilities of ALL the players on the field come into play during the course of a game".

There are various charts to refer to but the game does flow quickly and because of the nature of the chart information as noted above, it really does make the game come more to life. I find the game flow with the chart information to move smoothly and does allow for a full statistical game result in a reasonably short period of time. The player ratings of the "fringe" players is a game design element that really does make this one different and I think makes it a better football sim.

Motorway (1980)

Motorway (1980)

Ratings

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

Description

Educational race game along a motorway. Players landing on bonus spaces are rewarded with an extra turn for correctly answering Highway Code questions on safe driving and applicable laws; landing on hazard spaces may result in missing a turn.

Skirmish Wargaming (1975)

Skirmish Wargaming (1975)

Ratings

7.41667 out of 10 with 12 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Donald Featherstone is one of the cornerstones of modern miniatures gaming. His first book was published in 1962 and the last one I've seen was published in 1998, but there may be later ones, too.

This "game" is only a book - no figures, terrain, dice, etc., are provided. It contains his rules for skirmish miniatures gaming. In skirmish wargaming, each figure represents one man (or woman or animal). Consequently, they tend to represent small action warfare.

The book has a chapter of basic rules common to all the scenarios, then provides detailed scenarios (even with an entertainingly written fictional account) and special rules for the following eras:

The Vikings (850 AD)
English Archers in France (1429)
English Civil War cavalry action (1643)
Pirates in the Caribbean (1715)
The Peninsular War (1813, Napoleonic)
The French Foreign Legion in Mexico (1866)
British Colonials vs Zulus (1879)
The Old West (1888, USA)
First World War trench raid (1916)
Street fighting in Cassino (1944)

A typical battle will feature 8-12 men per side. Team play is possible.

The basic system requires a player to issue orders to his troops, such as seize a certain objective. It may take a few turns for the troops to get there, and in the meantime, the situation may have changed. It takes a full turn to issue new orders, during which the troops continue towards the old objective!

Rules are given for movement, ranged combat, melee combat, wound levels, troop quality levels, morale, etc. A record sheet is needed to keep track of these things (plus orders), but due to the small number of troops, it's not a problem. Very fun system if you have access to miniatures and terrain.

Once Upon a Time in the West Indies (1992)

Once Upon a Time in the West Indies (1992)

Ratings

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

Description

This game is simply a small booklet, 36 pages. The players need to supply miniatures, terrain, dice, etc. This game is strictly for skirmish wargaming, meaning one figure represents one person.

The game contains rules for miniatures gaming with 17th-century swashbuckling pirates and musketeers, as seen in the movies. Rules are given for movement, ranged combat, melee combat, morale, etc. The most interesting rules are the "cinematic" rules, however. Figures are defined as either Leading Players, Supporting Actors, Bit Parts or Extras. A Leading Player can mow through a lot of Extras without even slowing down, but combat between two characters of the same level is tense and more drawn out.

Rules are also given for two types of stunts: Deeds of Derring-Do and Dramatic Entrances. Very entertaining!

The rules not only deal with figures, but also cover ship-to-ship combat and boarding. The ship movement system is very simple and completely ignores the wind even though these are sailing ships.

Finally, the game provides two scenarios - "Scripts," they call it, in keeping with their cinematic theme. One scenario is for pirates and the other for musketeers.

This is a light, easy, not too detailed set of miniatures rules aimed at fun rather than historical accuracy. It doesn't require a lot of miniatures to get started - even four figures per side makes for an entertaining game.

[Note: there is a companion volume, Once Upon a Time in the West Country, set in the English Civil War. Similar rules system, somewhat less cinematic.]

Little Wars (1913)

Little Wars (1913)

Ratings

6.888 out of 10 with 50 ratings
Board Game Rank: 6990
War Game Rank: 1451
Children's Game Rank: 214

Description

Little Wars was first published in 1913, but has been published many times since then, including editions from MacMillan publishing and Dover Press. The rules portion of the book can be read for free online at http://www.gardenwargaming.com/wargame/sitemap.html.

The full book includes a fairly extensive history of the game and socio-political discussion of wargaming. Wells (the famous historian and science fiction writer) was a pacifist, and the book makes for interesting reading, as wargaming was his favorite hobby. He considered the generals he played with to be reckless buffoons, and was worried for his country should war break out. (WWI broke out the year after the book was published, and given the massive casualties of WWI, he seems justified in his opinions.)

The rules themselves are fairly simple, as miniatures games go. There are rules for movement, ranged combat, melee combat, terrain setup, prisoners, etc. There are three types of units: cavalry, infantry and artillery. The toy soldiers of Wells' day were fairly large, so the movement factors are also large, and it's made to be played on a floor.

Ranged combat results are entertaining, but hard to recreate in today's world. In Wells' time, toy cannons fired little pellets and were actually tooled to be quite accurate. The game calls for aiming the cannons and firing them, and any figures you knock over are casualties! The best recreation I've seen was at a convention where we used toy pistols that fired plastic disks: the player had to place the butt of the pistol on the floor next to his artillery and fire from there.

Melee combat does not use a randomizer. (In the book Wells discusses how he started with a coin flip but was turned against it when one soldier won over twenty battles!) Instead, compare sizes of units, add in "supporting" units (within a certain distance), and each side takes casualties proportionately. The remaining smaller force is then taken prisoner and may be escorted to the rear lines - or freed on the way by a rescue attempt.

Although modern miniatures rules are more complex and realistic, this is still a very fun game to play, and is a big hit at conventions. It's also free online! It is best played on a floor with one-foot tiles for ease of measurement.

Stand alone expansion of Floor Games

Habitants & Highlanders (1992)

Habitants & Highlanders (1992)

Ratings

7.68182 out of 10 with 11 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Subtitled The Seven Years War in North America, this game covers what those in the USA call the French and Indian War.

The 72-page booklet contains a lot of historical background, discussions of geography, tactics, uniforms, flags, and two different sets of miniatures rules, 11 detailed scenarios (with maps, starting forces setups, terrain, etc.), and a campaign game called "Wolfe and Montcalm." The latter includes not only rules, but a page of counters to photocopy and glue to cardstock as well as an 11"x17" map (~A3 size) with point-to-point movement to move the counters on.

One set of miniatures rules is called Battle Scale (each figure = 50 men), and the other Skirmish Scale (1 figure = 1-5 men). Rules are given for movement, morale, ranged fire, melee combat, Indians, Rangers, European Line troops, local militia, ambush, etc.

Leaders are handled extremely well in this game. Each leader is rated as one of Brilliant, Efficient, Plodding or Buffoon(!). Ordinary playing cards are used to determine a number of actions each leader may initiate. Cards used include Aces (one action), 2s and 3s (2 and 3 actions, of course) and Jokers (2 actions and reshuffle). A Buffoon's deck has only one "3" card in it, but four aces, while a Brilliant Leader's is the opposite.

Scenarios include both Battle Scale and Skirmish Scale settings. Braddock's Defeat, Battle for Lake George, a raid by Rogers' Rangers, Scaling the Heights of Abraham at Quebec City, and many more, are all represented.

The campaign game can be played as a separate wargame, or used to generate Battle Scale miniatures games, as you wish. Rules are provided for the counters if you don't wish to take the battles to the miniatures table.

All in all, a fine and informative set of rules.

Wig Out! (2004)

Wig Out! (2004)

Ratings

5.78277 out of 10 with 119 ratings
Board Game Rank: 9537

Description

From the publisher...

Flip your wig for this fast and frenzied card game that will put your frizzy in a tizzy! Race against your opponents to get rid of cards by matching all kinds of colorful hairstyles. Put together a pair of pigtails. Combine a couple of cornrows. Match a mullet or some Mohawks. The first player out of cards is a cut above the rest!

The second edition of Wig Out! contains 70 cards instead of 60, giving players fourteen bewigged participants to match during the game.

Ranger (1991)

Ranger (1991)

Ratings

7 out of 10 with 1 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Ranger is a set of miniatures rules for the French & Indian War (Seven Years War in North America). The scale is skirmish: 1 figure = 1 man. The game consists of a 48-page booklet - players must provide their own miniatures, terrain, dice, etc.

Ranger covers small actions in the F&I war. Rogers' Rangers, Indians, line troops, marines, militia, coureurs de bois - the rules differentiate between them all. Rules for movement, ranged combat, melee combat, morale, wounds, disorganization, etc., are given.

Due to the extensive wilderness this war was fought in, there are rules for "fog of war." Each unit uses a "tray" - a simple board to hold the miniatures on. But you don't put the miniatures on the trays until contact is made. Instead, depending on the terrain, you actually use more trays than you have units! Certain amounts of dummy trays are allotted in each scenario, and you have to scout them out to see which are real and which are not. Even then you may not be able to tell what type of troops are on the trays until they fire at you...

Another interesting rule is the "officer incident" rule. At the end of each move when in fire combat, you must roll on the officer incident table. This is a table of 66 events - use 2d6, reading them as percentile dice. Results range from beneficial to deleterious, from mild to instant death. Many are humorous, such as #44: "A musket ball misses the officer's head, hits the flag staff, breaking it, the finial landing on the officer's crown, knocking him out. Light wound, unconscious for 1d6 moves."

Two scenarios are provided and advice given for creating more. There are background notes and extensive notes on what colors to paint the miniatures. A bibliography is also included.

There's a Moose in the House (2004)

There's a Moose in the House (2004)

Ratings

5.30409 out of 10 with 626 ratings
Board Game Rank: 13618
Children's Game Rank: 479
Family Game Rank: 1506

Description

From the publisher...

Eeek! There's a moose loose in the kitchen... and another in the bathroom! In this silly matching card game, the goal is to keep moose out of your house, while at the same time giving them to your opponents. Use a door to close off empty rooms, or if you're lucky, plant a moose trap to keep those lovable but uninvited visitors away! The player with the fewest moose wins.

Contents

20 Empty Room cards
20 Moose in the Room cards
10 There's a Moose in the House cards
5 Door cards
3 Moose Trap cards

Pro Draft (1974)

Pro Draft (1974)

Ratings

5.91944 out of 10 with 36 ratings
Board Game Rank: 10537

Description

Your ticket to an exciting game where the players become pro-football managers competing with other managers to build a winning team. Each game contains 50 official football trading cards. Managers draft and trade real pro players, trying to build the strongest squad. You can even substitute your own collection of football cards.

Game contents:

Game rules
Football spinner with card tray (orange plastic)
4 player Line-Up stands with slots for 11 position cards (green plastic)
50 Official Football player cards (Topps/Parker Brothers special edition)++
56 Contract cards (7 of each dollar amount: $5,000,$10,000,$15,000,$20,000,$25,000,$30,000,$35,000,$50,000)
28 Option cards (breakdown: 4 Acquire,4 Claim,4 Sign Player,4 Stop Option Play,4 Collect,4 Trade a Player,4 Trade a Draft Pick)
56 Value cards:




--- 28 "A" Value Cards: 1 - 0, 1 - 5, 2 - 10, 2 - 15, 2 - 20, 2 - 25, 4 - 30, 2 - 35, 2 - 60, 2 - 65, 1 - 70, 1 - 75, 2 - 80, 1 - 85, 1 - 90, 1 - 95, 1 - 100
--- 28 "B" Value Cards: 4 - 25, 3 - 30, 4 - 35, 5 - 40, 5 - 45, 2 - 50, 3 - 55, 2 - 60

++ In order to substitute your own pool of player cards (or replace ones missing from an imperfect used copy), the original game came with 50 Topps/Parker Brothers cards with the following position breakdowns:


10 running backs
9 wide receivers
8 guards
8 tackles
5 quarterbacks
5 tight ends
5 centers


Turnier (1976)

Turnier (1976)

Ratings

5.21667 out of 10 with 12 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

Quite similar to Checkers.

It is played with 4 sets of 18 pieces ("knights") on 8 boards (4 straight, 4 L-shaped) with 12 holes on each board. The goal is to hold three of the boards by removing the opponents' pieces from them.

Players take turns by moving one of their pieces either one hole horizontally or vertically, or jumping over their own or opponents' pieces. If an opponent's piece is found between two hostile "knights" or between one "knight" and the edge of the board, it is removed from play.

As soon as a player (or a team of 2) controls three boards (which are randomly placed - giving the game some diversity!) the game is over and the other player/s lose.

Alex Randolph: Unfortunately containing a fatal technical flaw (you might see it: the pawns tend to get stuck in the board, so when you try to move a pawn you often lift the board with it.
Moreso the small flags on the pawns break very quickly - Hermann Huth)

Reimplements:
Castile

Reimplemented by:
Claim

The Ottomans: Rise of the Turkish Empire (2004)

The Ottomans: Rise of the Turkish Empire (2004)

Ratings

6.23432 out of 10 with 44 ratings
Board Game Rank: 9577
War Game Rank: 1989

Description

Ottomans is a historical simulation of the rise of the Ottoman Empire in the 15th and 16th centuries. That era saw the Ottomans go from a small nation competing for survival in the Near East to a regional superpower, forming a state that lasted until the end of the First World War. To build their empire, the Ottomans conquered the remnant of the Byzantine Empire, won smashing victories over other Islamic states and twice pushed to the gates of Vienna.

There are four factions in the game, each represented by a color: the Turks (Ottomans and others), the Holy League (mainly Catholic Europeans), the Orthodox (eastern Christians), and the Caliphate (a general term for the more established Islamic states). Within each faction there are individual nations. For example, the Turks include the Ottomans and the Seljuks. Each player controls a “core nationality”; that is, one nationality within a faction of which he may never lose control. In the course of the game players may gain control of additional nationalities, some of which may be inimical to each other.

Ottomans is played in a series of turns. Within each game turn, players pick stratagem markers (which allow players to take certain political and military actions), move their forces and engage in combat. A player, while representing an individual faction, may control forces from other factions. Players will find themselves sometimes attacking forces they control, while perhaps temporarily aligning themselves with an opponent, in order to reach their final goals. Throughout each game turn, players may use stratagem markers to gain military and political advantages as well as to undermine their foes. Players receive reinforcements depending on which regions they control.

The objective of the game is to build the strongest empire. At the end of the game, players check to see which faction won the game. The player who contributed the most to that faction’s victory wins the game.

Supreme Command (1971)

Supreme Command (1971)

Ratings

5 out of 10 with 1 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Was marketed by the Helen of Toy Company by mail order from the back of comic books in the 1960s and 1970s.

This game of modern warfare was played out with plastic pieces on a map made of very thin plastic. The square grid shows a horseshoe landmass with an island in the middle. Players set up on opposite ends of the horseshoe and prepare to fight it out. Results are achieved via a spinner. Pieces include aircraft carriers, battleships, smaller cruisers, delta wing jets and tanks. There are also cardboard markers showing either the Maltese cross or the British three-ringed circle.

Mini Funny Bunny (2004)

Mini Funny Bunny (2004)

Ratings

5.30204 out of 10 with 49 ratings
Board Game Rank: 11616
Children's Game Rank: 338

Description

"Two exciting games of discovery, memory and quick reactions await you! Remember the colors beneath the bunnies' feet and move with lightning speed to collect the most carrot cards!"

A children's game where players try to find the rabbit with the colored bottom they need to fill in their cards. Ages 4 - 8.

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