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Wednesday, May 31, 2017

Salerno: Operation Avalanche (1977)

Salerno: Operation Avalanche (1977)

Ratings

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

Description

Salerno is a brigade/regiment/batallion level simulation of the Allied Landings in the Gulf of Salerno in Central Italy during September 1943. The game uses a hex-grid system to regulate movement and combat. It contains a Battle game, Invasion game and a Campaign game.

Wheeler Dealer (2005)

Wheeler Dealer (2005)

Ratings

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

Description

Contents of the Game:

1 playing board, 3 dice, 3 packs of ‘Commodity’ cards (coloured red green and yellow) 1 pack of ‘Command’ cards (coloured blue) various denominations of ‘Credit’ notes, 6 playing pieces, 6 ‘At Risk Zone Cards’, 1 set of Rules.

Cards: There are 4 packs of cards which are placed on the playing board, as indicated by the 4 colour coded cards situated between the ‘inner’ and ‘outer’ circles. The 4 packs of cards are made up as follows:-

Red Commodity Cards – cheapest range from 500 to 1,000 ‘Credits’.

Green Commodity Cards – middle range from 2,000 to 10,000 ‘Credits’.

Yellow Commodity Cards – dearest range from 10,000 to 100,000 ‘Credits’.

Blue Cards – ‘Command’ cards – instructions must be followed.

This game can be played by 2 to 6 players aged 8 and over. There are 3 different levels of the game, each being a little more complex than the last. The first level enables you to get used to the basic idea. The second level introduces more advanced rules and techniques. The third level encourages you to play the game in its purest form, pitting your wits against the other players until a final winner emerges. (You will find a ‘Quick Start Guide’ on the back of the ‘At Risk Zone Card’.)

The idea of the game is to be the most successful Wheeler Dealer™ and depending on which level is played, be the first to have a total wealth of up to 3,000,000 ‘credits’. Players start with 8,250 ‘credits’ and a random hand of 4 red and 4 green ‘Commodity’ cards on level 1. Players accumulate wealth by selectively buying and selling ‘Commodity’ cards one at a time, until a ‘set’ of 3 or more identical cards has been built. Once a ‘set’ has been built it may be sold to the ‘bank’ for 2, 3 or 4 (sometimes more) times the ‘face value’. It is good practice to place the ‘set’ to be sold to the ‘bank’ in the middle of the playing board. ‘Commodity’ cards sold to the ‘bank’ are placed at the bottom of the coloured coded deck.

Players must start on the ‘outer circle’, from any of the blue spaces, in a clockwise direction. Players may only progress to the ‘inner circle’ when they have sufficient total wealth (150,000 ‘Credits’ level 1). As soon as one player reaches the ‘inner circle’ all other players are permitted to enter also, even if they do not have sufficient wealth. Wealth is accumulated faster on the ‘inner circle’, however, there are greater risks. All players must announce that they are going to enter the ‘inner circle’ before the dice are thrown. Before throwing the dice to move around either ‘circle’, players may buy one ‘Commodity’ card from any other player for 3 times the ‘face value’. Other players do not have to sell and only one card may be bought at a time. If buying a card makes a ‘set’ of 3 or more the player may also sell the ‘set’ to the ‘bank’ before throwing the dice to move around the ‘circle’.

Players may at any time during their turn secure loans on other ‘Commodity’ cards in their possession at ½ ‘face value’ which is known as the ‘At Risk Value’. Such cards must be placed on the ‘At Risk Zone Card’, unless they form part of the ‘set’ to be sold immediately to the ‘bank’. ‘At Risk’ cards may be bought by other players, when it is their turn, at 2 times ‘face value’. If asked, the owner of an ‘At Risk’ card must sell it to the other player, repay the bank the ‘At Risk Value’, plus 10% interest. It is good practice to place the ‘At Risk Zone Card’ to your left, thereby keeping your cards and money away from the other players.

Once the above options have been exhausted, the player then rolls the dice (2 ‘outer circle’ 1 ‘inner circle’) and moves his playing piece the number of spaces rolled in a clockwise direction. The player turns over the top card of the colour landed on and may buy the ‘Commodity’ card at ‘face value’. If buying this card makes a ‘set’, you must wait until your next turn before selling the ‘set’ to the ‘bank’. If a player does not have or cannot raise enough money to buy the ‘Commodity’ card or does not want it, the player must pay the ‘bank’ 10% of the ‘face value’ to cover the ‘Handlers Charge’ and the ‘Commodity’ card is placed to the bottom of the colour coded deck. If the player cannot raise enough money to pay the ‘Handlers Charge’ bankruptcy must be declared. When landing on a yellow space (outer circle), players have the option of turning over a yellow ‘Commodity’ card buying it or paying the ‘Handlers Charge’, or turning over a blue ‘Command’ card and following the ‘Commands’.

If a player lands on a blue space ‘outer circle’ a 5,000 ‘Credit’ bonus is paid to the player from the ‘bank’. The player also takes a blue card (‘Command’ card) from the top of the deck and follows the ‘Commands’ exactly. If a player lands on a blue space on the ‘inner circle’ no bonus is paid but a ‘Command’ card must be taken from the top of the blue deck and ‘Commands’ followed exactly.

The Flying Doctor Game

The Flying Doctor Game

Ratings

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

Description

Game based on the Royal Flying Doctor Service of Australia. Draw 'mission cards' detailing cities that must be visited in order. Players' planes move along tracks that can be tailwinds or headwinds (increasing or decreasing speed), keeping track on a 'log book' sheet. Occasionally, a mission card may be a Wild Card, with special instructions. The board is a map of Australia divided into 'sections'. The objective of the game is to complete one mission in each section and return to the player's Home Base.

The Royal Flying Doctor Service began in Queensland in 1928, and was developed on a national basis during the 1930's. The service provides people of the Inland medical aid in emergencies, as well as comprehensive health care and community service. The Service today covers more than five million square kms, an area as large as Western Europe. The box states: "The Royal Flying Doctor Service is a beneficiary of this game."

The Hermit Game (2005)

The Hermit Game (2005)

Ratings

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

Description

The Hermit Game is a boardgame for 2-4 players Ages 8 and up. Players struggle to lose their house,car, and all of their money and become full-fledged hermits. The first hermit to reach the top of hermit mountain wins the game.

The game contains a colored gameboard, complete instructions, 2 standard dice, 1 (1-3) die, 28 markers, and scoreboard. The game is a strategy game for children and adults.

Oxford Dictionary of Card Games (1992)

Oxford Dictionary of Card Games (1992)

Ratings

7.40909 out of 10 with 11 ratings
Board Game Rank: Not Ranked

Description

Companion guide to Parlett's History of Card Games. Includes short rules for almost 200 card games - including many which are not found in the common "Hoyle" books of rules.

Dora the Explorer Block Game (2003)

Dora the Explorer Block Game (2003)

Ratings

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

Description

A tower building block game consisting of 48 wooden blocks (similar to Jenga) with two methods of play specifically for children. Designed for Ages 3 - 6.

In one game you remove the blocks one by one from the tower and watch it tremble and eventually fall.

In the other, three of the blocks are stamped with pictures of Backpack, Map and Boots, characters from Dora the Explorer. Mix them up in the tower and try to find them by pulling out blocks without causing the tower to tumble.

Chess Variations Ancient, Regional, and Modern (1968)

Chess Variations  Ancient, Regional, and Modern (1968)

Ratings

7.11111 out of 10 with 9 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

This book contains over 40 chess variants including rules and sample games. Most of the variants are historical or well known regional and modern variations.

Some of the chess games included: Chatturanga, Shatranj/Medieval Chess, Oblong Chess, Byzantine (round board) Chess, Timur's (Tamerlane) Chess, Turkish Grand Chess, Courier Chess, Chinese Chess (Hsang Chi), Shogi, Tsiu Shogi, Double Chess, Martian Chess (Jetan), Capablanca's Chess, Nieuchess (the Avalon Hill game--which isn't very chess-like at all).

According to some later writers the rules given for some variants have significant errors.

Play Winning Card Games For Three (1978)

Play Winning Card Games For Three (1978)

Ratings

6.33333 out of 10 with 3 ratings
Board Game Rank: Not Ranked

Description

This book contains 16 three player card games from around the world, including rules, samples of play and strategy tips:
- Bismarck (a three handed Whist variant)
- Black Maria (Hearts with more pain cards)
- Jacks (a trick taking game where you avoid capturing Jacks)
- Calabrasella (No trump trick taking game)
- Five Hundred (popular in Austalia)
- Ninety Nine (The Author's creation)
- Ombre (Spanish card game with unusual suit ranking)
- Pinochle (Auction Pinochle with Widow)
- Rummy (500 Rum & Oklahoma)
- Skat (Germany's national game)
- Tarock (two Austrian Tarot card games)
- Tyzicha (a Russian game where trumps are established by playing marriages)
- Zetema (A set collecting game)
- Zwikken (a simple gambling game)

The Complete Mancala Games Book (2000)

The Complete Mancala Games Book (2000)

Ratings

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

Description

This book features a foreword by Alex deVoogt and has rules for a wide range of two-row, three-row and four-row Mancala games. Some nice colour pictures of Mancala sets are included.

Postman Pat Race Game (1984)

Postman Pat Race Game (1984)

Ratings

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

Description

Simple roll-die-and-move race game featuring Postman Pat, a British Broadcasting Corporation animation character.

In the game, players follow Pat on his rounds to deliver the mail in the idyllic village of Greendale, traveling on a track of squares, some of which will have various chance actions like moving forward, back or missing turns.

You must help Pat to deliver his packages and get home. Along the way you will meet all his friends such as Mrs Goggins, Mrs Hubbard, Alf Thompson, Dr Sylvia etc..
Some will help you but some will keep you talking, like the Reverend Peter Timms who must tell you about the Village Fete.

Scrabble Sentence Game for Juniors (1973)

Scrabble Sentence Game for Juniors (1973)

Ratings

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

Description

This is a game where children put sentences on the board and try to get the most points at the end of the game. There are two sides on the board. One side has the sentences printed on them, and as the players complete the sentences, they get chits from the kitty. The other side of the board is blank and the players form their own sentences. They would get one point for each word in the sentence. Recommended for Ages 6 - 12.

SeaSim (2004)

SeaSim (2004)

Ratings

6.01029 out of 10 with 170 ratings
Board Game Rank: 6644

Description

EAT THE MOST FISH!
In the Sharks Sea, a lagoon at the Palantic Ocean, red and yellow sharks compete for the largest fish populations. Maneuver smartly and swim fast to eat the most fish!

(This is paraphrased from the publisher's site)
Both players are a type of sharks. You try to make your 'family' of 3 sharks (yellow or red sharks) the healthiest by having them hunt their desired type of fish (white, grey and brown fish). The goal is to attain a high health level, where health is the number of fish you ate less 1 (for the energy used to hunt). The populations of the 3 different types of fish grow during the game, so one needs to foresee and maneuver towards the larger fish populations to be in the right place at the right time.

Optional rules include a Virus that makes the fish sick (and adds no health to a shark), an Orca which competes with the shark to eat fish, and a Current which sweeps fish around the lagoon.

Re-implements:

Ocean




Message to the Czar (2003)

Message to the Czar (2003)

Ratings

5.75426 out of 10 with 317 ratings
Board Game Rank: 7354

Description

The governors have important messages that must reach the czar as quickly as possible. Because the governors live in provinces in the far reaches of his empire, a governor must be clever and a little lucky to be the first to get his message to the czar, winning the game and the favor of the czar.

The players each send several couriers on the long and convoluted trip to the czar’s palace. Along the way, the couriers travel from village to village through swamps, forests, and mountains. In each village, the couriers check in to one of the inns and spend the night. But only the early risers will be able to move on to the next village in the morning. Those who sleep late must remain in the village for another night, hoping the new day will provide better opportunities.

Re-implements:

Muscat




Stacking Stones (2001)

Stacking Stones (2001)

Ratings

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

Description

From the box:

Together the players can build the highest tower possible beginning with the wooden starting stone. There's danger ahead as the die will tell you how to stack the next stone. When the players manage to stack all the stones, the first "visitor" can enjoy the view.

Hide & Seek Safari (2005)

Hide & Seek Safari (2005)

Ratings

5.56111 out of 10 with 54 ratings
Board Game Rank: 11395
Children's Game Rank: 392

Description

Hide & Seek... that is: hide the plastic tiger and go find it with the electronic plastic wand.

Per R&R Games:
A Unique Toy for All ages.

Introducing Hide & Seek Safari. The folks here at R & R Games have brought the childhood classic "Hotter, Colder" into the 21st Century. Use the Seeker wand to track down and catch this elusive Tiger. Lights flash to show you're getting warmer and the Seeker will sound when the Tiger is near!

The Secret is in the Seeker:

A Green light tells you the Seeker is on, and that the Tiger is not nearby.
The first red light tells you that the Tiger is probably in the room you are in. If it flickers, you're not very close.
If it is solid, you're within 10-20 feet of the Tiger.
The remaining red lights will flicker and then become solid as you get closer to the Tiger. The strongest signal is when the Seeker is pointed in the exact direction of the Tiger.
The Seeker will beep when you are within 2-5 feet of the Tiger (depending on the strength of the signal). When this happens, look around... the Tiger is VERY CLOSE.




Game Contents:

Seeker Wand
Electronic Tiger




Erzähl mir was... (2002)

Erzähl mir was... (2002)

Ratings

7 out of 10 with 6 ratings
Board Game Rank: Not Ranked
Children's Game Rank: Not Ranked

Description

48 cards with pictures on them are spread out face up on the table. One player starts to tell a fairy tale that they make up, so that the story includes all the items represented on the cards (figures, landscapes, building and objects). As soon as an item appearing on a card has been named by the story-teller, the players try to grab the card. Whoever is the first to reach it, places it in front of them and the fairy tale continues. With older children whoever grabs the card continues as the storyteller.

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Fabullo (2004)

Fabullo (2004)

Ratings

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

Description

Fabullo is a game without winners and losers. Your child will tell a story based upon characters met by Carotin the rabbit. The only important point is that the story must be comprehensible.

Le Grand Jeu des Schtroumpfs (1997)

Le Grand Jeu des Schtroumpfs (1997)

Ratings

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

Description

A different game is printed on each side of the board. The look like easy dice rolling games for kids Ages 5 - 10.

"Schtroumpfs" are what Smurfs are called in France - the game is based on the Smurf comics and/or cartoon shows.

Mission: Red Planet (2005)

Mission: Red Planet (2005)

Ratings

6.93891 out of 10 with 3701 ratings
Board Game Rank: 661
Strategy Game Rank: 398

Description

The year is 1888, and Steampunk technology has advanced at a prodigious rate! Probes have been sent to Mars, and soon astronauts will be manning rockets in order to mine the planet for newly discovered resources. The first is a brand new element, Celerium, that could prove to be a combustible energy source the likes man has never seen. The second is Sylvanite, an incredibly dense material unlike anything found on earth. In addition to these resources, glaciers have been discovered on the planet. Whoever controls these icy masses could work to create a livable atmosphere on Mars

In Mission: Red Planet, players work as mining companies compete to send astronauts to Mars in order to colonize and mine for recently discovered materials. Over the course of 10 rounds, players play one of their special agents every round to help fill the rockets heading to Mars with their own astronauts while simultaneously working to prevent their opponents from doing the same. Once landed, these astronauts must gather to control specific regions of the planet, each yielding one of the three resources: Celerium, Sylvanite, or Ice. After rounds 5 and 8, players gain score tokens for every region where they control the majority of the astronauts. At the end of the game, players score one final time, adding any bonuses received from Discovery Cards and Bonus Cards. The player with the most score tokens at the end controls Mars, and all the riches it can bring!

From Bruno Faidutti's website:

This one, designed with Bruno Cathala, started with the theme. We wanted to make a game about colonizing Mars, with shuttles leaving the blue planet towards the red one. The theme is strong, and well caught in the steampunk graphic style decided by Asmodée. In Mission: Red Planet, each player plays a colonial power which sends astronauts, in space shuttles, to occupy the most promising zones on the planet. For scholars, the systems merge a majority game, à la El Grande or San Marco, with a character/action card system, somewhere between Citadels and Hoity Toity/Adel Verpflichtet. Nothing really new here, but there was much work on it and we're really proud of the result.

Statis Pro Hockey

Statis Pro Hockey

Ratings

5.16667 out of 10 with 9 ratings
Board Game Rank: Not Ranked

Description

Tabletop hockey simulation game that was simpler than Strat-o-matic but not as precise. Jim Barnes was the original creator and it is now offered as "Status-Pro Hockey" by Taylor Marketing. The game is available also as BIG BEP HOCKEY with amazing improvements making it more an ADVANCED STATIS PRO HOCKEY and anyone interested should try that instead of the Taylor Marketing version.

Quartile (2005)

Quartile (2005)

Ratings

6.92308 out of 10 with 26 ratings
Board Game Rank: Not Ranked
Abstract Game Rank: Not Ranked

Description

Quads is a game similar in looks to dominoes but far different in play.

Each players draws four stones from a pool of 36 known as the Quarry. Each stone has a central "point value" number and each of the four outside edges has a number from 1 - 6.

Players must match outside numbers with stones already played to add up to the central point value number on the tile being played.

Points scored are multiplied by the number of sides the player is able to match up when a stone is placed.

After placing a stone a new one is drawn from the Quarry until the Quarry is empty. Players then play until all 36 stones have been played. Players only play one stone per turn.

The new version of this game called Quartile has 49 tiles.

Speedway: The Great Motor Cycling Race Game (1930)

Speedway: The Great Motor Cycling Race Game (1930)

Ratings

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

Description

1920s or 1930s game in the Harlesden series of games.
Made in England.

Simple roll and move mechanics with a long circular racetrack and metal motorcycle playing pieces.

Bell and Hammer (1800)

Bell and Hammer (1800)

Ratings

5.1375 out of 10 with 16 ratings
Board Game Rank: Not Ranked

Description

This 19th Century gambling game uses eight special six-sided dice. All the dice are blank save for one of their faces. These faces depict one to six spots, a bell and a hammer. Also required for play are 5 cards, depicting a bell, a hammer, a bell and hammer, an inn, and a white horse.

Players bid for the cards and after all cards are auctioned off, take turns to roll the dice, receiving or paying bets according to the roll and the cards they hold.

According to "Games We Play," the game was invented around 1800 by Viennese publisher and art dealer H.F. Müller. It was first published in Britain in 1816. Spears published the game from the 1890's through WWII.

Boerenschroom (1850)

Boerenschroom (1850)

Ratings

5.16667 out of 10 with 3 ratings
Board Game Rank: Not Ranked

Description

Boerenschroom is a 19th Century Dutch dice game, played with two special six-sided dice. One die has the letter 'B' and faces showing one, two and three spots; the other two faces are blank. The other die has the letter 'S' and faces showing four, five and six spots; the other two faces are blank. Also needed for play are eight cards, depicting a Lawyer, Clerk, Mayor, Secretary, Forester, Tax Collector (the Boerenschroom or 'Peasant's Fear') and two Peasants.

Two to eight players pay or receive bets according to the roll of the dice and the cards they hold.

Fallout Warfare (2001)

Fallout Warfare (2001)

Ratings

6.37632 out of 10 with 19 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Fallout Warfare is a small scale skirmish wargame with role play elements and character/unit customization.

Initially released with the "Fallout Tactics Brotherhood of Steel" video game bonus CD, it features units and creatures from the award winning "Fallout" line of post-apocalyptic video games.

Players can build war bands with units from different factions and customize them with equipment, skills and experience points.

Also included are rules for vehicles, savage animals, scenarios and paper counters for miniatures and weapon fire.

Space blabla (2000)

Space blabla (2000)

Ratings

6.5625 out of 10 with 8 ratings
Board Game Rank: Not Ranked

Description

Each player places a card made up of funny words associated with humorous gestures. Each time you place a card you have to repeat all previous card words and gestures from your opponents' cards. When a player is mistaken and is caught he or she loses that turn and the card (which remains in the hand) becomes crushed small aliens.

Abrekodibru (2004)

Abrekodibru (2004)

Ratings

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

Description

From the designer's website:

Wizards used to gather regularly to create new magic spells. But there was always a moron in the assembly to wreck the collective work. As a punishment he was given a Hairy Toad. The culprit was then really embarrassed cause this creature eats like 4 cows and has strictly no use for a Wizard.

In spite of these light hitches, the gatherings were productive. Were invented there, among other things, this game and the famous spell Abracadabra.

Abrekodibru is a card game inspired from the traditional Cheat Game. Players are wizards trying to make up some new magic spells. The more players involved, the more the games are fun!

This is a game for all ages, but remains strictly reserved to the uninitiated to the magic tricks.

Each card has a magic syllable from the famous one 'Abrakadabra'. Players use the cards to compose new incantations, following an order that must be respected otherwise the magic power of the spell is broken.

Each time a player makes a mistake the incantation is set aside and the clumsy one is given a 'Hairy Toad' token. The goal is to finish the game with as little Toads as possible in your custody.

Diceland: Cyburg (2005)

Diceland: Cyburg (2005)

Ratings

7.06063 out of 10 with 32 ratings
Board Game Rank: 8101
Thematic Rank: 737

Description

Diceland: Cyburg is the fifth installment in the Diceland series. Featuring artwork by Eduardo Müller (Deep White Sea). The cyber-space themed set contains 12 new unique dice and adds new abilities like clone, double shot, and entry points.

The dice included can be divided into two 44-point teams (CyCops vs. Team Hardcell) or they can be reduced to several different 30+X-point armies. Cyburg characters (dice) are compatible and intermixable with all other Diceland sets.

List of Diceland sets and armies

Diceland: Dragons (2005)

Diceland: Dragons (2005)

Ratings

6.55413 out of 10 with 46 ratings
Board Game Rank: 8229
Thematic Rank: 749

Description

Diceland: Dragons is the sixth installment in the Diceland series. The fantasy themed set contains 12 new non-unique dice and introduces the new ability "Master", which allows the dragon riders to simultaneously control the Dragons and take shots of their own.

The dragons, dragon riders, and other miscellaneous characters included can be played as four 15+X-point armies, combined into several different 30+X-point armies. Dragons' characters (dice) are compatible and inter-mixable with all other Diceland sets.

List of Diceland sets and armies

Island Of D (2005)

Island Of D (2005)

Ratings

6.26271 out of 10 with 118 ratings
Board Game Rank: 6989

Description

A FREE, ONE-player role-playing fantasy/adventure card game.
No bookkeeping, no token, just you and the cards and a die and an adventure !!
30 minutes playing time

Introduction
The Island of D is in great danger. The Black Knight has seized the Dark Castle, and he wants to rule the island by chaos. The Black Knight seals the castle gate with a strong magic so no one can go in, and he prepare the Dark Ritual in the castle’s tower to open the portal to the dark world. Goblins, Orcs, and Goblorcs slowly spreading in the Island of D. The Black Knight just needs another 4 weeks to complete his ritual, to pour those creatures into the island.
The village of Dew, the nearest village to the Dark Castle has called upon all heroes on the Island to defeat the Black Knight, since the Village Elder can help only one person a day enter the Dark Castle’s gate. Many heroes and wanna-be heroes have tried, and so far no one has returned. The Village Elder is worried, is this the end of Dew and D ?

The Mission'
To impress the Village Elder, you have to complete at least 3 Quests, then the Village Elder will show you the secret way to the Dark Castle (remember, without the Amulet of Dew you can not enter the castle). In the Dark Castle, go through all the rooms, then defeat the Black Knight in the final room in the tower.

In Series With:

Island Of D 2: The Shadow of Dawn
The Dungeon of D




Doop

Doop

Ratings

7.44833 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

doop is a duplicate bridge game for four players. The two pairs compare their results against recorded results from national and regional tournaments. Each player has their own deck of cards, and the cards they select are shown in a unique plastic case. After bidding and playing the hand, the pairs can compare your result against match-pointed tournament results.

Refills from different tournaments are available.

Solarii (2003)

Solarii (2003)

Ratings

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

Description

From the designer's website:

"'Time Mark 10487: The discovery of the Stellarium and its tremendous energetic properties plunges the solar system Solarii into a turmoil. Long haul space travel is finally possible.

"'Time Mark 10495: Using this new technology, probes are sent throughout the Galaxy seeking new worlds. The powerfull Environmental Leagues request that the upcoming expansion doesn't interfere with the Peace Agreements amongst Solarii's Nations. They also underscore the respect of any new form of life or ecosytems encountered.

"'Time Mark 10499: The first probes are back into Solarii. The conquest of the newly discovered worlds is starting ...'

"You lead one of the Nation of Solarii. You plan the colonization of the new worlds discovered by the probes. Your goal is at the same time to be the only master of some planets, and also to share other planets with your opponents. War, politics and ecology are your tools in this difficult task. Use them skillfully to attract partners on your worlds or prevent them from being invaded.

"Solarii uses cards to solve the interactions between players and to build the board. It's a powerful system that makes every game different from the previous ones.

"This game was among the 80 semi-finalists at the 2003 edition of the Game Design Contest Of Boulogne-Billancourt in France."

Parthenon: Rise of the Aegean (2005)

Parthenon: Rise of the Aegean (2005)

Ratings

6.37201 out of 10 with 848 ratings
Board Game Rank: 2447
Strategy Game Rank: 1035

Description

Parthenon: Rise of the Aegean immerses you in an exciting, competitive world filled with aggressive trading, perilous voyages, and the construction of grand monuments. "Parthenon" is a game of commerce for 3 - 6 players set in the islands of the Aegean Sea. The time is 600 B.C., and mainland Greece stands on the threshold of glory. The Aegean Islands now attempt to share in that glory and to thrive in an increasingly profitable (and dangerous!) world.

Each player strives to develop his island by building additional villages, workshops, and advanced structures such as fortresses, shrines, and academies. The first player to complete all of the structures on his or her island, including two Great Wonders, wins the game!

U.S. Traveler (1983)

U.S. Traveler (1983)

Ratings

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

Description

From the rules:
"U.S. Traveler is an educational board game which expands the players' knowledge of the United States. The object of the game is for players to complete their U.S. travels while encountering obstacles and adventures along the way. Two to six players can play the game. The player to finish first is the winner but other players can continue until they finish their U.S. travels."

Good Heavens! (1987)

Good Heavens! (1987)

Ratings

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

Description

From the back of the box:
"54 playing cards each include a question, answer, and informative paragraph as well as a list of possible answers to questions on other cards. A combination of luck and memory makes one a winner! Playing rules will stimulate fun and active participation among all players. No background in astronomy is needed to begin play. 2-6 players or teams. Ages 10 and up."

Daring Dice (1995)

Daring Dice (1995)

Ratings

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

Description

Players bet against the luck of their opponents, daring them to beat the odds. The object of the game is to roll six of each kind and close out the categories on the daring dice. The first player to "bottle up" each category and score the most points, wins.

The Hockey Greats

The Hockey Greats

Ratings

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

Description

Hockey trivia board game. This is a trivia game for hockey fans who want to test their knowledge about the greatest sport in the world.

Over 3000 fascinating questions in 6 categories:

Goalies
Names & Numbers
Medley
Trades & Draft
Feats & Deeds
Playoffs

A Question of Hockey (2000)

A Question of Hockey (2000)

Ratings

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

Description

Boardless hockey trivia game in French.

The Car Game (1961)

The Car Game (1961)

Ratings

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

Description

The Car Game is Whist-type, trick-taking card game made by Castell Brothers, under the Pepys brand, in the 1960's.

The cars featured include the Ford Zodiac, Rolls Royce, Bentley Continental, Vauxhall Velox, BRM Formula 1 car, Jaguar, Cooper Formula 1 racing car, Triumph TR3, Donald Campbell's famous Bluebird...and many more!

The object of the game is to win cards, and to win cards one must win tricks.
Briefly, cards are dealt to the player, further cards are turned up until a CAR-CLASS card appears. Players now choose 3 cards from their hands, which together will give a good points score for that Class of Car. They place their 3 cards face-down and all turn them over together. The set of 3 scoring most points for that Class wins, and the winner take
all the cards from the table which show that Class, and any Bluebird cards. These are set aside and kept by the winner. The cards left on the table are returned to the players' hands.
Play continues until the last CAR-CLASS card has been played for.
Players count up all cards they have won (BLUEBIRD and TRIO cards) counting 1 point per card, and deducting 1 point for each card left in their hands.
The winner is the first player to score an agreed number of points. For 4 players to reach 50 points will require about 6 or 7 games. For 2 players, 100 points will require about the same number of games.

Gameplay is the same as in the PLANES GAME and GIRL from the same publisher.

L'Échappée du Tour

L'Échappée du Tour

Ratings

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

Description

Each player controls a team of 3 cyclists. The game consists of 3 races - a prologue, a race of 1.5 laps and a final race of 2 laps.

Cyclists are moved by playing cards. There are some special cards (breakaway) and surprise cards (flat tire, sprint,...)

Some additional rules cover specific situations (staying "in the wheel" of another cyclist etc.)

Classiques du Cyclisme (2003)

Classiques du Cyclisme (2003)

Ratings

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

Description

This is a game simulating the famous cycling race "Paris-Roubaix".

Each player controls a team of 6 cyclists. Each cyclist has got 6 characteristics (stamina, power,....). At the start of the race, you set their characteristics to a specific profile (total team value 110, no cyclists may have the maximum value of 5 in all characteristics). This way you tailor your team to the chosen strategy - which cyclist is expendable, which one is team leader, which one is the sprinter,....

All movement is directed by playing "strategy cards" (1 or 2 per turn). These are chosen and revealed simultaneously by all players. There are some squares where you have to draw "event cards" which influence the game.

Le Tour de France: Jeu Officiel (2003)

Le Tour de France: Jeu Officiel (2003)

Ratings

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

Description

This is the 'official' game of the tour, published in the year the tour celebrated its 100th anniversary.

It's a roll and move game (similar to "the Game of the Goose"). Landing an the squares where the different stages of the tour start, lets you draw quiz-cards. You the can choose a sports or touristic question. If you answer correctly, you earn 'strategy cards', which later can be used to gain advantages on your opponents.

Other squares have the usual effects : go back some spaces, earn some point for a sub-ranking,....

Jouer avec Richard Virenque (2003)

Jouer avec Richard Virenque (2003)

Ratings

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

Description

This is a cycling game about Richard Virenque - the former cyclist. The aim of the games is to become the best cyclist - Richard Virenque (a little chauvinism comes naturally to the French)

There are 6 different races that have to be run (time trial, mountain, cobblestones,..) Depending on the race you roll 1 or 2 dice and move that many spaces. There are (as usual) black spaces where you draw penalty cards. You can also collect bonus cards on the yellow spaces. The bonus cards can be used to counter the penalty cards.

There is a set of extra cyclist figures available.

L'échappée Infernale (1999)

L'échappée Infernale (1999)

Ratings

6.375 out of 10 with 8 ratings
Board Game Rank: Not Ranked

Description

This is another roll and move cycling game where each player controls a team of 3 cyclists. The twist here is that you can divide results of the dice thrown over your cyclists as long as they stay together in one group.

As usual in the genre, there are some cards with positive effects (burst of speed) and negative effects (flat tire, having to take a leak)...

The system allows multiple races with an overall ranking.

A neat aspect of this game is a semi-"collectible" element whereby for a modest sum you can buy teams in each of the team strips of the major pro-cycling teams. Whilst not as satisfying a game as, say, Um Reifenbreite, it does make for a good visual recreation of the peloton in action.

Envir-o-mania (1990)

Envir-o-mania (1990)

Ratings

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

Description

Another low print run indie game, interesting for the pairs of white gloves players were made to wear while playing.

Make it through the perilous toxic wasteland of a landscape and reach the pollution-free "Safe Haven."

Typical roll and move game, complete with trying-to-be-clever cards which dramatically stress the demise of the planet.

Boston Marathon Game (1978)

Boston Marathon Game (1978)

Ratings

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

Description

The Official Boston Marathon Game. Approved by the Boston Athletic Association. 1978. Perl Products Company. 522 S. Sepulveda Blvd., Los Angeles, Ca. 90049.

Race 26 miles, 385 yards with thousands of other runners in the privacy of your own home!

This game is a "spin the spinner and move toward the finish" game. The board has some neat mid-1970's jogging craze comic artwork.

There's a vicious unpredictable dog to avoid, a press bus, bowls of beef stew, 1600 other runner tokens, a laurel wreath for the winner, a police escort, etc.

A funny game that you don't see too often.

Duel of Ages: Scrye Add-On Pack (2003)

Duel of Ages: Scrye Add-On Pack (2003)

Ratings

7.2733 out of 10 with 112 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

The Scrye Pack was made available in Scrye Magazine, issue 66. It is available only through the magazine, and through promotions with stores and tournaments.

This pack contains four unique characters and 4 equipment cards:

Characters: Stalwart dwarven hero Arkin Ironshanks, the outlandishly strong tall tale icon known as The Iron Pole, the deadly TIAX Assassin killing machine, and Tomiji Hamaki, jack of all trades.

Equipment: the shadowy Huntsman's Cloak, rugged Spencer Carbine, base-killing Wyvern Automated Security Probe, and the White-Hot Poker engineering tool.

Expands

Duel of Ages Set 1: Worldspanner




Duel of Ages: Prestige Pack (2003)

Duel of Ages: Prestige Pack (2003)

Ratings

7.22282 out of 10 with 110 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

The Prestige Pack is the final addition available for Duel of Ages, and normally available only through a tournament or participating stores.

This pack contains four unique characters and 4 equipment cards. Each character is a specialist in his age, with considerable weaknesses outside of his age:

Avindel, the Elf, extremely dangerous warrior but distracted by thoughts of home… Chief Joseph, who outmaneuvered the vastly larger US Army over a 2000 mile trek... Big Herr, heavy-maned 80's rocker with the persuasive power of superstardom… GRASP, bringing bureaucratic pain on a galactic scale…

The pack also includes the weapon-smashing Glass Blade, knowledge-enhancing Culture Clasp, Dr. Winston's Fabulous Contraption, and the protective shield of the Smoke Canister…

Expands

Duel of Ages Set 1: Worldspanner




Cyrus et Pyxis (1999)

Cyrus et Pyxis (1999)

Ratings

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

Description

Cyrus et Pyxis is a highly abstract wargame, or an abstract strategy game with a war theme, depending on your point of view. The two sides are Persians and Greeks, although "Pyxis" is not the name of an actual Greek leader (it's a small pottery box).

Each side has identical armies of 20 units - 10 infantry, 2 each of archers, cavalry, elephants, and phalanxes, a royal guard, and a king. These are deployed on a 12x12 board, along with terrain tiles representing forests and hills (so the board will be different each time).

On a turn a player can move 5 infantry units and 1 each of the other types. Units that move into enemy units cause combat to occur. Combat is strictly deterministic - the strength differential determines whether the attacker or defender retreats or is eliminated. Units have different strengths which further vary by terrain, phalanxes do better against mounted units, and archers can support other units.

The object of the game is to kill the enemy king or move your king off the enemy side of the board.

Tuesday, May 30, 2017

Dawning Empire (1983)

Dawning Empire (1983)

Ratings

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

Description

Dawning Empire is a multi-player fantasy wargame. The map shows an imaginary continent with the usual terrain features. Unusually, players choose their home kingdoms secretly using small replicas of the map - there are rules for players who overlap contesting the disputed area. Cities of the (presumably dying) Old Empire are placed randomly on the map.

After initial placement the mechanics are mostly standard, with a certain amount of chrome. Every player chooses a race, which affects how well they fight in different types of terrain. Players can annex land by decree in addition to conquering it. Old Empire units can appear and attack the players, but their cities conceal treasures (and a dragon, and a plague). There is a deck of event cards to inject a bit of chaos (in addition to combat and encounter dice rolls).

The object of the game is to either eliminate all other players or obtain the most victory points within a time limit.

Contents:

Rules
Map (22"x24")
Pad of deployment sheets
100 event cards
4 full-size counter sheets
2 small counter sheets (boundary markers for player kingdoms)
20-sided die

I am the owner of the original watercolor painted by Laurel Tewes from which this photograph was taken. I bought it from Laurel in 1981 for $700, Syracuse, New York. I live in Eugene Oregon and my phone number is 541-485-9235. My web site is http://www.viewtouch.com There is a photograph of this watercolor on the web at http://viewtouch.com/DawningOfTheEmpire.html

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