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Monday, July 31, 2017

The Horse Race Game (2004)

The Horse Race Game (2004)

Ratings

4.89615 out of 10 with 26 ratings
Board Game Rank: Not Ranked

Description

The object of The Horse Race Game is to win the jackpot and attempt to make the most money by holding the Horse Card that crosses the finish line first in each race.

Players begin by paying a $1 entry fee, after which they are dealt cards with racehorses on them. Before play begins, a scratch round occurs; i.e., a roll of the dice determines which racehorses have been dropped from the race. During the course of the game if any player is unlucky enough to roll the number of a scratched horse they are forced to pay money to the pot. If, however, they roll the number of a remaining horse, that horse advances a spot to the finish.

The game ends when a predetermined number of races have run or a set time has been reached. The player with the most money at the end of the game wins.

Intersect 90 (1995)

Intersect 90 (1995)

Ratings

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

Description

From the box: "Intersect brings the skill and fun of crosswords to a fast paced action filled card game. Intersect can be played three different ways - Intersect - Intersect Solitaire - Intersect Rummy. The deck consists of 90 playing cards: 69 one-letter cards, 10 each two and three-letter cards and 1 four-letter card. The object is to be the player to score the most points. Points are scored by making words from the cards in your hand."

In the basic game, players have eight cards, must make one word per turn, and must use one letter from the previous player's word. Each player scores points for the cards they play that are unused by the following player. Cards are worth 5, 10, 15, 20, 25 or 50 points.

Farming (1982)

Farming (1982)

Ratings

5.34286 out of 10 with 14 ratings
Board Game Rank: Not Ranked

Description

The aim of FARMING is that each farmer should finish the farming season with as large a profit as possible.

The farmer with the largest profit at the end of the game is the winner.

Farming also gives the players a realistic insight into the activities that occur on a farm during the course of the year.

Battle of the Sexes Blind Date Game (1997)

Battle of the Sexes Blind Date Game (1997)

Ratings

3.71429 out of 10 with 7 ratings
Board Game Rank: Not Ranked

Description

From the publisher:

The Battle of the Sexes: Blind Date Edition. Based upon the hit television program, "Blind Date." The battle just heated up! This version of the hit party game "Battle of the Sexes" is a little spicier. Can she tell you who founded Playboy? Can he tell you another term for "g-string"? Does not include Roger Lodge. Combat was never so fun! The aim of the game is to test your knowledge of the opposite sex through a series of gender-based trivia questions. Does she know what an odometer is? Could he tell you how to stop a hole in your pantyhose from getting any bigger? To spice things up, the battle gets a little tougher with wild cards. These cards could either propel you to an easy victory-- for buying diamonds for her birthday-- or send you catapulting backwards-- for borrowing his razor to shave your legs!

Hollywood Movie Makers (1985)

Hollywood Movie Makers (1985)

Ratings

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

Description

(from the box) The ultimate screen test for the armchair filmmaker. Try your hand as producer, director, screenwriter, comic and critic.

Have you always known you could make it big in Hollywood if you only had the chance? Your chance is here.

You improvise dialog for the great movie stars, past and present. Create and direct your own make-believe movies. Produce the poster slogan that launches a blockbuster. Write the stinging review for a box office bomb. Compose the title for a new musical comedy. Supply the punchline for the great screen comics. Improve legendary film classics...and much, much more.

Each player writes answers to various questions, then scores points if 1) others vote for their piece, believing it to be the actual part; 2) they are able to pick the actual part, rather than those of their colleagues; or 3) disguise the actual part (as reader) so that people don't pick the actual movie clip.

Red Sun Black Cross (1985)

Red Sun Black Cross (1985)

Ratings

5.81818 out of 10 with 11 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

SGB-11 Red Sun/Black Cross (1985) (JPY 6800)

RS/BC has two mapsheets, 1008 counters, six PACs, one 30-pg history booklet, a 32-pg scenarios booklet and a 48-pg rulebook. Also included in many copies of RSBC are 49-pg copies of English rules, including all PACs, plus charts and tables (the rules themselves are only 23 pages long).

The setting for the game is that Germany won WW2 (conquered Europe) due to Japan not attacking the USA and we both stayed neutral while Japan picked up territorial concessions. Now it is 1948 and Germany and Japan are about to fight it out for control of the Indian subcontinent. The USA is on Japan’s side in the conflict.

The maps go from Turkey and Egypt to Burma. Ground units are divisions, capital ships are shown individually, and air units are about 30 planes each. The rules state that all three types of combat (air, land, naval) are represented equally and there is a form of programmed instruction here in that there is a separate naval and ground game, with the relevant air rules being included in each.

One of the more innovative rules that I remember reading was that combat was preformed in-hex. Supply points play a key role in the game, as they determine who is allowed to do what on any given turn.

Game designer: Shunichi Takanashi
System designer: Daisuke Satou & Makoto Fukuda

Kim Possible Game (2004)

Kim Possible Game (2004)

Ratings

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

Description

From Publishers website:
Here's the Pitch… Dr. Drakken is trying to take over the world. It's up to Kim Possible, Ron Stoppable and Rufus to stop him.

Unfortunately, Dr. Drakken has hired some of Kim's archenemies to guard his lair. Drakken also has traps and moving walls ready for KP and her friends.

Be the first player to complete your mission card and defeat Dr. Drakken and you win!

Connexus (1999)

Connexus (1999)

Ratings

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

Description

Connexus is "The All-Family Card Game of Quick Visual Reflexes... Where Everyone Plays all the Time."

The game consists of an 8 second sand timer and 200 oversize cards each depicting either the top half or the bottom half of a colorful and humorous cartoon animal (such as Titus the skateboard riding elephant, Dolly the hula dancing penguin, or Howie the hockey playing monkey). Play progresses as each player in turn draws a card from the shuffled deck and places it in plain view on the table. The player who's turn it is then has 8 seconds to find a matching pair of cards anywhere on the table and yell "Connexus" before play moves on to the next player. But there's a catch! Not every matching pair of cards will correctly fit together, as each card has either a tab or a slot on the edge where the two cards join. For a match to count, one card must have a tab and the other a slot. Legal matches are immediately removed from the board, however, mistakenly yelling "Connexus" without being able to make a match causes the player to forfeit one previously completed match. Gameplay continues until one player has reached a predetermined number of matches.

The fast pace and the challenge of seeing and remembering all the cards and being able to locate them quickly enough to ensure that a potential matching pair will fit together are what make this game so exiting for all players involved. Players must constantly be aware of their own cards as well as the other players' cards at all times in order to make matches.

I believe only a few proof of concept prototypes of this game were ever published which is a real shame because this game is one that can truly be enjoyed and played competitively by players of any age.

What's Rubbish (2001)

What's Rubbish (2001)

Ratings

3.97778 out of 10 with 9 ratings
Board Game Rank: Not Ranked

Description

Contents: Game board, 8 recycling bins, 50 small cards, 4 litter bug cards, 4 counters, spinner, 3D bin.

Players move around the board and collect rubbish. They attempt to fill their recycling bins.

Too Many Teddies! (2003)

Too Many Teddies! (2003)

Ratings

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

Description

From the box: "Don't tip the teddies! This matching game is a fun way to teach object discrimination and the rocking "bed" cardholder adds a fun fine motor skill challenge."

Players take turns matching either color or number of buttons to the card on the bed. If the bed tips over, you must now add the tipped cards to your hand. The player who rids their hand of cards (teddies) wins the game.

Teaches children colors, patterns, turn-taking, and dexterity.

Stock Car (1965)

Stock Car (1965)

Ratings

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

Description

Simple roll and move game that was issued by the Grey Rock Brake Lining Company in 1965 in order to promote their Brake Lining Products.

Angus: Batalhas Medievais (2004)

Angus: Batalhas Medievais (2004)

Ratings

6.78086 out of 10 with 81 ratings
Board Game Rank: 6778
War Game Rank: 2139

Description

Medieval Battles is a strategy game with a certain dose of luck and emotion. The rules are very accessible and the possibilities are multiple.

The game takes place in Britain, around the 9th century. Each player represents one people fighting for occupying space and developing their civilization.

To gain victory points you must build temples and cities. For that, it is necessary to generate resources that come from the conquest of new territories and from the founding of new cities. And to conquer new territories you must also build troops and buy cards.

The troops move through the territories and also by ship, which gives them more mobility. The battles are fought with dice, affected by cards played with the face down and revealed at the same time. The presence of a leader also affects the result.

The end of each round is marked by a Viking attack, the Vikings being the most feared warriors of that time and of the game. After that, there comes the scoring and each player receives victory points markers that he hides from the other players.

At the end of 8 rounds, the player with more points wins the game.

The challenge is to balance economic and military development, aiming at gaining the most victory points.

From the instructions:
For 2 to 5 players ages 9 and up.

Catch Me! (2004)

Catch Me! (2004)

Ratings

5.14286 out of 10 with 7 ratings
Board Game Rank: Not Ranked
Children's Game Rank: Not Ranked

Description

From the publisher's web site:

"Catch Me! is a fast and exciting children’s game! On their turn, each player turns one card from the deck to the table and all the players try to grab the animal depicted in the card from the game board. If you are quick enough, you may be able to grab the right animal – before somebody else does – and receive the card for yourself to mark a scored point. But watch out, because sometimes the card is empty and you are not allowed to grab at all; sometimes the card shows that you can grab any one of the animals! Who collects the most cards and wins this amusing game? It could be you!"

Ages 4 and up

Men of Iron (2005)

Men of Iron (2005)

Ratings

6.82952 out of 10 with 488 ratings
Board Game Rank: 2284
War Game Rank: 418

Description

(from GMT website:)

Men of Iron covers the re-emergence of infantry in the early 14th century, along with a more perceptive understanding of the value of combined-arms warfare especially with good use of defensive terrain. The scenarios highlight the key elements that made these battles so fascinating: the defensive power of the longbow, especially when used in coordination with dismounted, or even mounted, men-at-arms. Given the right deployments and forces, the inability to take advantage of the marvelous abilities of the vaunted knights, the finest mounted force in Europe, became something of a surprise to many "experts."

Men of Iron is designed for quick learning and easy play. Game rules are short, there are no "turns" - play is Continual, with ample opportunities to steal play from your opponent - and combat resolution is a single dieroll. Playing time is about 1 hour per battle. Really!

Men of Iron is also GMT's gift to the gamer who enjoys playing solitaire - the system is designed for both individual and face-to-face play without any loss in insight or Fun - to see what happened in these famous battles and why.

The battles included in Men of Iron are:


Falkirk - Scotland, 22 July 1298 - Wallace's great disaster, despite his massive schiltron. Good infantry is fine, but it needs support. The ultimate solitaire scenario.
Courtrai - Flanders, 11 July 1302 - The Battle of the Golden Spurs The Flemish shock the elite French army with one the earliest displays of the power of solid infantry using defensive positions.
Bannockburn - Scotland, 23-24 June 1314 - Robert the Bruce's famous triumph over a numerically superior but literally bogged down English army.
Crecy - France, 26 August 1346 - The first great battle of the 100 Years War. It showed that infantry, supported by archers, could defeat the best knights in Europe.
Poitiers - France, 19 September 1356 - The French fight dismounted this time and almost win. But the longbow, and solid English infantry prevail again.
Najera - Castile, 3 April 1367 - The Black Prince goes to Spain with a marvelous combined arms force to further English plans of "expansion".



The units feature longbows, crossbows, men-at-arms (mounted, dismounted, and unhorsed), hobilars, genitors, nasty Scots with axes, and even a couple of bombards! And the commanders! The great English King, Edward III and his son, The Black Prince, Wallace and The Bruce, Captal de Buch, and a host of kings. Each and every one a Man of Iron.
Components:

3 counter sheets (700 total)
Two 22x32 inch mapsheets (six game-maps)
Battle Booklet
3 Play Aid Cards
Rule Book
Two ten-sided die




DESIGNER Richard Berg
DEVELOPER Jack Polonka
MAP ART Knut Grunitz
COUNTERS Rodger B. MacGowan, Mark Simonitch, & Mike Lemick

Four Seasons (1987)

Four Seasons (1987)

Ratings

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

Description

Children's variant of Pachisi/Ludo. Players roll a die that shows 6 different symbols and move one of their figures to the next position on the board which shows the same symbol. The board depicts a tree that changes its appearance during the four seasons (4 Jahreszeiten).

Cities (1932)

Cities (1932)

Ratings

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

Description

Cities is a simple, old rummy-style card game with a 54 card deck consisting of 3 cards sets of 18 cities. The object of the game is to collect all three cards for a city--CHI/CA/GO, for example--which is scored based on the city's population. (The game is from 1932, so Houston is half the size of Milwaukee!)

Each card contains picture of a famous building and a brief factoid about the city--did you know that Pittsburgh has (had?) more viaducts than any city in the world?

Trip Hammer (1974)

Trip Hammer (1974)

Ratings

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

Description

Trip Hammer is a game of speed requiring an accurate eye and a fast hand to score points on your opponent by being the first player each round to trap and lock the “trip hammers” on your opponent’s side of the board.

The game begins with two “trip hammers” on each side of the board; each player then attempts to strike their respective hammers with a game ball. When struck correctly, each hammer will flip to the opponent’s side. When a player has all the hammers on his opponent’s side, he or she must push a red knob to lock the hammers and freeze the action, scoring points. The first player to 10 points is the winner.

Char (1993)

Char (1993)

Ratings

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

Description

Char is a three dimensional alignment game similar to the many flavors of 3D tic-tac-toe that have appeared over the years. Its rules and production values raise it above the level of these titles, however.

Rules: The play space is a 4x4x4 volume. Players alternate placing black and white pieces into the volume; the goal is to create a row of four like-colored pieces either orthogonally or diagonally within any plane of the space. What makes the game unique is the pieces: There are "whole" pieces shaped like solid disks, and "half" pieces that are either rings or nubs that fit into the ring's center. Discs count as either other type; a valid row contains either rings and/or disks OR nubs and/or disks. It is allowed to place, for instance, your nub into an opponent's ring (quiet, you!). Therefore, potential lines can intersect one another. Furthermore, the pieces must be played in rotation, i.e. white disk, black disk, then white ring, black ring, then white nub, black nub; then again from the top.

Production: the board is a very nicely designed laser-cut acrylic affair, with two supports that slot into one another, and etched levels that rest on the arms of the supports. The pieces are molded of black and white plastic. Molded clear trays are provided to keep the pieces sorted in the proper playing order.

Also included is a patently ridiculous but highly amusing booklet about the game's "history" full of quotes from fictitious Zen masters and a bibliography of alleged texts about the game and its historical significance.

This was Games Magazine's "Best Abstract Strategy Game" for 1993 and Mensa Select for 1994.

North Cape (1978)

North Cape (1978)

Ratings

7.07143 out of 10 with 7 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

NORTH CAPE is a simulation of surface naval combat during 1939-43, using C in C's unique game system combining the visual appeal of naval ship miniatures with the convenience of a boardgame. Two players, representing the respective commanders, maneuver scale warship replicas and engage in combat to achieve victory for their commands. Eight different historical scenarios provide you a chance to try your skill in a wide variety of tactical situations. Two can also be played solitaire. In addition, a campaign game offers wider scope and endless variety.

Based on the General Quarters miniatures rules.

Money Monsoon (2004)

Money Monsoon (2004)

Ratings

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

Description

Money Monsoon is a simple auction game with some twists. The board is simply a track, and each player has two pawns. The game ends when any one pawn reaches the end space, and the player with the most money then wins.

The turn player rolls an 8-sided die, and the result of the die roll is then auctioned using a silent bid (written on pieces of paper). The high bid wins but pays the second highest amount (like Knizia's Last Paradise), and that player can move one of their pawns the die roll amount. Money is paid to the die roller, unless they win in which case they pay the bank. Rolls of seven and eight have special properties. Moves can be made forward and backward, and this is relevant since when landing on another player's pawn, that owner of the pawn hit pays 50 points to the mover. There are bonuses for finishing in first, second, and third place also.

Skogsspelet

Skogsspelet

Ratings

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

Description

Swedish trivia game.

Contents:
- Game board
- 6 pawns
- 3 different dice
- 500 question cards
- 25 price cards

Sleepy Time (1974)

Sleepy Time (1974)

Ratings

4.33333 out of 10 with 3 ratings
Board Game Rank: Not Ranked

Description

Sleepy Time is a very basic game for young children Ages 4 - 8. You have a hand of 4 animal cards and 4 animal cards to choose from on the table (face up). The object is to find a pair of matching animals and put them to bed in your cardboard sleeping area of 6 beds. You must make a match with a card from your hand and a card on the table - you can not 'put to bed' pairs from within your hand. If you are unable to make a pair, you discard a card face up to the table. The first player to put six pairs of animals to bed first, wins.
This game is easy to teach and moves very quickly to hold attention little one's spans.

Spider-Man vs The Green Goblin (2002)

Spider-Man vs The Green Goblin (2002)

Ratings

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

Description

Tie-in game for the first Spider-Man movie. Players roll a die to move around board collecting power tokens. If they land on a battle square, they draw a battle card and follow the instructions--most, if not all, cards call for one or more power tokens to be discarded. Once a player has a set of all five tokens they may attempt to enter the central track to fight the Green Goblin. This is accomplished by using a special piece of apparatus: the Battle Wall. This consists of a 3-D office building with a spinner attached to the base. The spinner is spun and a button in the center is pressed whenever the player wishes. The button causes either Spider-Man or the Green Goblin to pop out of one side or the other of the building. If Spider-Man comes out, the game is over and that player wins. If the Green Goblin comes out, the player must make one more circuit of the board before they may try again. Youngest player moves first, according to the rules, so perhaps there's a very slight German influence here?

Data Finans

Data Finans

Ratings

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

Description

Swedish finance game similar to "Nya finans", except that parts of the gameplay is controlled by a small "computer". Earn as much money as possible through building houses and investing money in stocks etc. A Monopoly variant with a mini computer instead of dice.

The Incredibles Game (2004)

The Incredibles Game (2004)

Ratings

4.45833 out of 10 with 12 ratings
Board Game Rank: Not Ranked
Children's Game Rank: Not Ranked

Description

Back of box text:

The Incredibles Game
Deactivate the Omnidroid!

Syndrome's menacing Omnidroid is wreaking havoc in the city. Mr. Incredible, Elastigirl, Violet and Dash each use their super powers to be the first to stop him.

To save the day, you must collect the controller and make your way to the Omnidroid to shut him down. But watch your step! The Omnidroid will attack and try to send you back down the street.

Be the first to the top of the street with the controller and you win!

Contents:
-Gameboard
-12 Superpower tokens
-4 Hero pawns with stands
-2 Frozone ice walls
-Controller
-Instructions
-Label sheet
-Die

Jag vill ta körkort (1967)

Jag vill ta körkort (1967)

Ratings

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

Description

In Jag vill ta körkort, each player moves his vehicle according to his dice rolls about the game board while paying attention to the traffic rules. When his vehicle lands on a colored space, the player has to draw a card and answer the question on the card. Correct answers are rewarded with points. The first player to score 20 points wins the game and gets his driving license.

Jag vill ta körkort was published in conjunction with Sweden transitioning from left-hand traffic to right-hand traffic in 1967.

Tempo (1971)

Tempo (1971)

Ratings

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

Description

A strategy game of subtle movement. Game comes with a wooden board with 15 gold and 15 silver pegs. Points are scored for all opponent pieces still left on the board.

The board is set up as per specific directions. Pieces may be moved only when flanked by 2 other pieces. Those pieces must lie in an unbroken straight line, vertically, horizontally of diagonally.

The game is won when an opponent in his turn does not have a piece that can be moved to an empty space or make a capture.

Select 11 (2001)

Select 11 (2001)

Ratings

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

Description

You are the trainer of the national soccer team. Choose the players that you want in your "dream team" and your team's starting line-up. The winner is the one who first completes his team.

G-Men (1936)

G-Men (1936)

Ratings

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

Description

This card game is similar to other trick-taking games such as Spades or Bridge, but simulates the old battles between Eliot Ness and the G-Men vs. the "Public Enemies".

The game consists of four 12-Card suits and one 4-card independent suit. The cards are ordered from greatest to least, and are used to take tricks.

The four independent cards are "Master Mind", "District Attorney", "X Marks the Spot" (opening trick card), and "Public Enemy" (no value during play, but scores points when captured)

Points are scored for taking tricks, and, more importantly, taking tricks with certain cards in them. Bonus points are awarded for capturing the "Public Enemy". Capturing the Public Enemy scores and "Indictment", with three such Indictments scoring a "Conviction", with the reward of enough bonus points to "usually" win the game.

Escape from Hauberk Station! (1991)

No Image Available

Ratings

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

Description

Appeared in Buck Rogers Comics Module #8. Game consist of 45 cards. 6 cards are the characters, the rest are cards to be played against your opponent or towards yourself.

Object of the game is either to take out your opponents 3 characters, or to reach 5 points of movement/countdown before the other player does.

Communication (1990)

Communication (1990)

Ratings

5.9375 out of 10 with 8 ratings
Board Game Rank: Not Ranked

Description

Game based on the advertising industry where each player is an agency trying to get contracts creating the best campaign for the specific customer. Cards contains words and phrases to compose a campaign with fantasy and humor.

Revenge From Beyond, An R.I.P. Card Game (1991)

Revenge From Beyond, An R.I.P. Card Game (1991)

Ratings

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

Description

Card game that came with the R.I.P. Comics Module #8.

Each player draws a victim card and 2 clue cards, while the 5 murderer cards are placed face down on the table. Players take turn to draw a card, and discard or play a card, either in front of their own victim or in front of another players victim. Once the player reaches enough points, they are allowed to examine one of the murderer cards. Once you find your own murderer you win the game.

NE-spelet (1999)

NE-spelet (1999)

Ratings

5.69298 out of 10 with 57 ratings
Board Game Rank: 10968

Description

NE-spelet (`the NE game´) is a Swedish trivia game published by Nationalencyklopedin (the Swedish National Encyclopedia). Plays a lot like Trivial Pursuit but with some differences. Players move on the board and answer questions in ten different topics. On the board are ten `topic rooms´ where players receive a plastic `book´ if they answer the question correctly. The winner is the first player to collect all ten books and return to the spot in the middle of the board.

To spice things up a little players may use cards. These come in three types: One gives you a clue for your current question, one lets you steal a book from another player, and the third kind lets you choose which book to get when you answer correctly in a topic room. Thus, if you know that History is not for you, than you may win two books in the Biology room and exchange one of them for a History book.

The game comes with 8,000 questions on 800 cards.

This game is related to Det store norske spillet.

Reimplemented as Kunskapsjakten.

Par-Golf (1965)

Par-Golf (1965)

Ratings

5.14286 out of 10 with 7 ratings
Board Game Rank: Not Ranked

Description

"A game which simulates with uncanny accuracy a round of golf over a full 18-hole golf course.

"Par-Golf is a first class family entertainment as well as a challenging diversion for the keen golfer, whether "rabbit" or scratchman."

Those taking part decide whether they wish to play as professional golfers for the par score of 73, or ordinary club amateurs taking between 80 and 100 strokes for a round.

Depending on their situation and the course of play, players draw from either the 52 card pack of Fairway cards, or the 40 card pack of Hazard cards.

Types of games to play include Match Play, Playing to beat "par", Stroke Play, and The Stableford Game.

Saturankam

No Image Available

Ratings

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

Description

Saturankam is an ancient game from India that is similar to Sadurangam and Ashtapada. It is played on a 9x9 board of cells with a winding path that spirals to the center. The middle squares along each edge and the square in the center of the board are safe places where pieces cannot be attacked. Movement is determined by two four-sided dice. The object is to enter pieces on the middle square on one's own side of the board and race them to the center. Each player has two pieces. Pieces that are not on safe squares can be hit and must be reentered, as in Pachisi.

Sadurangam

Sadurangam

Ratings

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

Description

Sadurangam is played in India and Sri Lanka on a 5x5 board of cells with a winding path that spirals to the center. Players pieces start in the boxes on the sides of the outer ring of the board. These middle squares along each edge and the square in the center of the board are safe places where pieces cannot be attacked. Movement is determined by coins, casting sticks or cowrie shells (traditional).

On a turn, the player throws four cowries and may move a coin from 1 to 8 places according to the result. If the player lands on a space occupied by the opponent, the opponent's coin is "cut" and must return to the starting space. Once a coin has returned to the space before the player's starting space, provided the player has cut the opponent at least once, the coin moves to the inner ring and continues around the board and then into the innermost square. The first player to move all of their coins to the innermost square wins.

Advanced Tobruk System: Tank Tactics Guide – Includes Complete Armor Basic Game (2004)

Advanced Tobruk System: Tank Tactics Guide – Includes Complete Armor Basic Game (2004)

Ratings

6.09375 out of 10 with 16 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

(from Critical Hit website:)

Our Goal: Here come the TACTICS GUIDES—each aimed at enlightening ATS enthusiasts about a portion of the game system.

ATS TACTICS GUIDES are for you. Perhaps we should clarify. These publications are for you if you are interested in playing the game the way it was meant to be played—and becoming an expert.

We feel confident you will read these TACTICS GUIDES from cover-to-cover the first time you crack one open.

The TOBRUK TANK TACTICS GUIDE covers tank vs tank warfare in the ATS in a brief, readable format. Chock full of examples, it should have you 'getting' the way tanks are to be handled in 15-20 minutes of review.

Cupola ring not included.

WHAT YOU GET:
A 24-page publication with heavyweight 4-color cover and pages printed on durable 70-lb stock for longevity on your bookshelf;
An Armor Basic Game rulebook;
A sheet of tanks to use with the Armor Basic Game;
An 11x17 4-color Basic Game mapsheet.


(BGG description:)

An analysis of utilizing tank tactics in the Advanced Tobruk (by Critical Hit) - 20 pages and includes mapsheet #2, a counter sheet with German IVF2s and American M4A1s, M4A2s, Valentine IIs, Crusader IIIs, and Deacons - although the rules and charts are more limited.

There is a 4 page insert with the ATS basic rules and player aid card. Could be an interesting tank platoon vs tank platoon wargame, playable on a small 11x17 map and playable very quickly. Might be a good introductory tactical wargame.

Coast to Coast (1964)

Coast to Coast (1964)

Ratings

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

Description

From the box: "Travel across Canada and the United States from East to West. Follow the traffic rules all the way... Have a good time."

A rather simple game using where players race across North America from the east coast (starting at St. John's, Sydney, Charlottetown, or Yarmouth) and ending at the west coast (Prince Rupert, Vancouver, San Francisco, or Los Angeles). As players travel, they make choices as to which path to take. Green stops on the path affect the players (Engine overheats, miss a turn" or "Finish at this San Francisco". Players may not pass another player on a route unless a player is stopped on a Red (actually Orange on the board) stop which represents a major city, or a player has been penalized by a green stop. The first player to the west coast wins.

Components include a foldable gameboard with a map of North America on one side marked with the various routes and stop points, 4 pawns, two dice, and a single rule page that includes both English and French instructions.

Federation & Empire: Combined Operations (2003)

Federation & Empire: Combined Operations (2003)

Ratings

7.66667 out of 10 with 27 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Expand your Federation & Empire campaigns with new ships, rules, and systems: Statis Field Generators, Electronic Warfare, Light Tactical Transports, Marines, and the list goes on.

Eight scenarios, over 800 counters, and revised/expanded rules.

Expands:

Federation & Empire




Reimplements:


Federation & Empire: Module 1 – Special Operations
Federation & Empire: Module 2 – Marine Assault


Federation & Empire: Module 1 – Special Operations (1993)

Federation & Empire: Module 1 – Special Operations (1993)

Ratings

6.94737 out of 10 with 19 ratings
Board Game Rank: Not Ranked

Description

Special Operations includes Statis Field Generators, Electronic Warfare, Light Tugs & Tug Pods, and Auxiliary Carriers.

Two scenarios are included - Koval's Lighning and Thunder Over Kzintai.

16-page rules folder, 4 new fleet charts, 2 set-up charts, 324 die-cut counters, and special scenario mini map.

Expands:

Federation & Empire




Federation & Empire: Module 2 – Marine Assault (1995)

Federation & Empire: Module 2 – Marine Assault (1995)

Ratings

6.78571 out of 10 with 14 ratings
Board Game Rank: Not Ranked

Description

This expansion includes Marine Ground Assaults, Special Attack Forces, Monitors, and Prime Teams.

Six scenarios included: The Hydran Expedition, The Wayward Wind, Reptilicon Revenged, Cold Front, Tholian Gambit, The Late Kingdom.

16-page rulebook, Sector A map, and 432 die-cut counters.

Tripoley for Kids (2003)

Tripoley for Kids (2003)

Ratings

3.16667 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

From the publisher:

Play a combination of kid favorites, Fish, Snap and War. Includes game board, kids deck and 120 colorful chips.

Nevada 15 Gin Rummy (1975)

Nevada 15 Gin Rummy (1975)

Ratings

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

Description

This game is a new, unique way to score Gin Rummy. Scoring consists of of three games totaling 15 hands.

Rainy Day Golf (1980)

Rainy Day Golf (1980)

Ratings

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

Description

[From the back of the Box]
The Golf Game designed with the non-golfer in mind, yet so realistic that a golfer has the feeling of actually playing on a golf course. The instructions will not teach you to play golf, but in a matter of a few moments you will be a "pro" at playing "Rainy Day Golf."

Ages 10 and up

There and Back

There and Back

Ratings

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

Description

In There and Back, a game published in England c. 1930s, players attempt to score points by building a sequence of towns leading back to the town that started the sequence. No publisher is listed anywhere in the instructions or on the box, but it's of typical professional quality for the period. The cards are approximately 1" x 3", a rather unusual size.

A new edition of this game was published by Gazebo Games in 2006.

Battle for Midway: Decision in the Pacific, 1942 (1976)

Battle for Midway: Decision in the Pacific, 1942 (1976)

Ratings

5.40909 out of 10 with 11 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Battle for Midway is a large scale air-naval simulation of the naval action between Japanese forces attempting to invade and seize Midway Island, and the American air, naval and land forces dedicated to holding it at all costs.

Counters representing American and Japanese aircraft, ships and troops maneuver across the maps, searching for the enemy while attempting to remain concealed themselves. When the enemy is located, intense efforts are devoted to his destruction, and to the achievement of strategic objectives.

2 Maps
480 die cut counters
Rules
Deployment sheets
CRT player aids
Large ziplock package format

The game looks very playable. Being initiative based there is no certain way for a player to set a concrete strategy and so must respond to weather, turn order and the mystery of where the enemy task force is.

Shunto (1927)

Shunto (1927)

Ratings

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

Description

This old wooden game from designer F.H. Ayers came in a large box which opened up into a large railroad track. Trains were attached to the engine and then pushed down the track using wooden paddles.

Soccer Manager (1976)

Soccer Manager (1976)

Ratings

4.69231 out of 10 with 13 ratings
Board Game Rank: Not Ranked

Description

In this game, you play a soccer manager and you have to make your club the champion club in the First Division. Starting at the bottom, you chose a club, put together a team, purchase star players, play football matches and build amenities for your club. All without going bankrupt of course! It is for 2-4 players Ages 8 and up.

The Worst-Case Scenario Survival Game: Golf (2002)

The Worst-Case Scenario Survival Game: Golf (2002)

Ratings

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

Description

From the publisher:

Play golf the Worst-Case way and get ready for the most frustrating—and funny— game you’ve ever played. First, choose your putter. Will it be a ruler? Your foot? Next, you’ll be given a dreadful golf predicament and three possible ways to get out of it. Do you know how to proceed when your ball lands in a bird’s nest? Pick the right answer and you’re free to make your putt. Pick the wrong one and you’ll get a hilarious penalty. You may find yourself trading scores with the losing player, playing on your knees or worse! Comes with 3 real Worst-Case Scenario golf balls, a cardboard putting green, water hazard and bunker, a scorecard and an erasable crayon. For 2 or more players.

Sunday, July 30, 2017

Hilarious Headlines (2003)

Hilarious Headlines (2003)

Ratings

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

Description

From the publisher:

Children will cheer and grin from ear to ear as they create their own newspaper headlines! 110 word cards are color coded to reflect nouns, verbs, adjectives, and prepositions. Players are dealt 7 cards, and will try to construct a sentence using those cards. It can be zany, goofy, and completely off-the-wall, as long as it’s grammatically correct: Huge Monkey Eats Acrobat! Kids will learn sentence structure and build their vocabulary, all while cracking themselves up with their nutty headlines. They can even build upon someone else’s headlines with words in their own hand: Huge Monkey Eats Acrobat On Skyscraper! Now that’s headline news! Players earn points for each card they play, and the first to 30 points, wins the game. Game comes with 110 playing cards and game instructions. For 2 – 4 players, Grades 1- 4.

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