AdSense1_728x90_as

Thursday, November 30, 2017

First Sino-Japanese War (2006)

First Sino-Japanese War (2006)

Ratings

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

Description

This is a Japanese wargame on the First Sino-Japanese war 1894-1895.

A small game with only 30 counters with monthly turns.

Yoshitsune (2006)

Yoshitsune (2006)

Ratings

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

Description

This is a Japanese wargame about the Genpei war (1180-1186) opposing Taira and Minamoto clans.

120 counters with yearly turns.

High School Drama! (2006)

High School Drama! (2006)

Ratings

5.40476 out of 10 with 168 ratings
Board Game Rank: 13297

Description

Play as a student in a high school drama. Hook up with other students, spread vicious lies and rumors about your rivals and pretend to bond with your fake friends. Earn yearbook signatures by going to special events like homecoming and sci-fi movie openings or by earning student standouts like cutest couple and most artistic. Each player controls one main student but quickly forms a growing clique by hooking up with other students and organizations. Everyone starts as freshmen, but only the player who has the most yearbook signatures at the end of graduation wins!

Nominated as an ORIGINS AWARDS finalist for Best Non-Collectible Card Game of 2006.

Nice Middle (2004)

Nice Middle (2004)

Ratings

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

Description

Nice Middle is Japan-glish shorthand for "Nice Middle Aged Person". This trick taking game exclusively for three challenges players to secretly select a numbered card between those chosen by his opponents. The cards include caricatures of well known celebrities. Like other games in the genre, there will also be hands where you will try to avoid tricks as well.

Trumpalar (1983)

No Image Available

Ratings

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

Description

Trumpalar Based on the book "The Riddle of the Trumpalar" by Judy Bernard-Waite.

The aim is to be the first to travel from the Trumper Tree, through the tunnels marked on the large colorful gameboard, to the Throne of the Trumpalar. As the game progresses, players are given the opportunity to choose between improving their own position or placing one or more of their opponents at a disadvantage.

The game is won by entering the Throne of the Trumpalar, which can only be achieved through the tunnel indicated on the spinner.

Dunkirk: The Battle of France (1971)

Dunkirk: The Battle of France (1971)

Ratings

6.59375 out of 10 with 8 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

German, Dutch, Belgian, French and British units fight it out on a 30 inch by 30 inch mounted map displaying from Southern London to Western Germany.

Four scenarios included:
Introductory - Germans must hold two key French cities for two consecutive turns.
Advanced -- Brings more realism.
Shortened -- Omits the side-show in the Netherlands.
Fortress Holland -- Maximum challenge.

Old Macdonald: The Farmyard Round-up Game (1987)

Old Macdonald: The Farmyard Round-up Game (1987)

Ratings

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

Description

Intro from the rulebook. The playing board represents a farmyard. It is playtime in the farmyard for the animals and they are all coming in from the fields to play together. The hens only want to play with the other hens, the ducks with the other ducks and so on. But Old Macdonald is busy working in the farmyard and keeps leaving his buckets in the way.

Summary. The object of the game is to be the first player to gather his or her 4 animals to play together in a square formation. Each animal starts on a separate side of the board and is moved across the farmyard (in the form of a grid) by rolling the dice. When a six is rolled, Old Macdonald and his buckets can be placed in the way of the other players' animals.

Boxers or Briefs? (2005)

Boxers or Briefs? (2005)

Ratings

5.65135 out of 10 with 185 ratings
Board Game Rank: 11365

Description

From the back of the box:
"Grab some friends and get ready for rounds of laughter as each player is put on the hot seat. The hilarity begins when you have to choose from the wild & wacky statements your friends pick to describe you. Will they reveal hidden quirks or will you all share a good laugh at their absurd choices?

This easy-to-learn game will get the party started! More than 2000 unique and funny phrases provides hours of entertainment"

Each turn a new player will roll a die and then everyone else choose a card from their hand based on the line the dice rolled. The player then chooses the funniest and the truest.

Panic (1903)

Panic (1903)

Ratings

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

Description

Stock Market based card game with cards featuring major Railroads and commodities that those resources transport. PANIC is played with a deck of 65 cards, representing 8 different kinds of Wall Street Stocks. Each stock has 8 different cards and one Panic Card.

Panic is very similar to Gavitt's Stock Exchange in game play.

Department Store (1904)

Department Store (1904)

Ratings

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

Description

Card game designed by Elizabeth Magie, the real inventor of Monopoly.

107 cards plus red and white cardboard discs

Cards show items you might buy in a department store.

World Banking Game (1938)

World Banking Game (1938)

Ratings

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

Description

Card game featuring 192 cards. cards include various Dollar denomination cards and various Bank job title cards such as "teller" "bank President".

Who You? Game (1968)

Who You? Game (1968)

Ratings

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

Description

"A funny game of crazy animal chatter. Fun for all ages."

This game is basically Celebrity Head, farmyard style. All players use plastic headstraps that are secured on the forehead with elastic and which act as card holders. Players begin the game with a predetermined number of cards, depending on the number of participants. These cards, each depicting an animal, are placed in the headstraps. Each turn, players are allowed three attempts to identify the front card in their headstrap; if successful the card is removed. THE NAME OF THE ANIMAL MUST NEVER BE SAID - players are only allowed to make renditions of animal sounds.

The first player to empty their headstrap of cards by making the correct animal sounds is the winner.

After Dinner Games (1996)

After Dinner Games (1996)

Ratings

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

Description

From the back cover: "A collection of games ideal for each and every dinner party or late night gathering - Some require acting, some drawing, some imagination and some call for just plain silliness! The perfect way to round off an evening, along with the coffee and mints" NOTE: most of the games in the book seem to require two 'teams' of players. Some games require props commonly found in homes.

Valley Forge 1778 (1976)

Valley Forge 1778 (1976)

Ratings

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

Description

From the front cover: What if General Howe's British forces had attacked General Washington's Army at Valley Forge ? Who could have won the most important battle never fought ? Find out as you study the encampment map,scout the defenses,plan the strategy and order your brigades into action.

Contents: historic background, game board map of Valley Forge,thirty four color coded vinyl playing pieces,Battle Result,Battle Factor Calculation, and Brigade Movement charts,complete instructions, and glossary of historic military terms.

OBJECT OF GAME: To see what might have happened if King George III had ordered General Howe an attack. The British must attempt to overrun Valley Forge and destroy the army. The Continentals must defend,destroy,or turn them back.

All American Baseball (1962)

No Image Available

Ratings

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

Description

Spin and move baseball simualtion game. Appears to be self published in 1962. Similar to Cadaco's All-star baseball, but without cards for individual players. Roll dice to determine play outcome. Includes a spinner for special plays such as Hit and Run and Bunts.

Marlin Perkins' Zoo Parade (1955)

Marlin Perkins' Zoo Parade (1955)

Ratings

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

Description

Your goal is to capture wild animals and bring them to the zoo as a Zoo Director. Featuring animals native to 4 continents(North America, South America, Asia and Africa).

Occhio! (1997)

Occhio! (1997)

Ratings

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

Description

Perfect information abstract strategy game.

The game is played on a circular board.
Every player starts with six pieces of two kinds (plus other four pieces to "set free").
At your turn you have two moves (move two pieces, or move a piece twice).
It is possible to jump over other pieces (friendly ones or enemy ones), but only in straight line.
A piece is eliminated when, at the end of a turn, it is adjacent to two opponent's pieces.
Goal of the game is to reduce opponent's free pieces to one.

A variant in the rulebook adds some random factor.

This game won the "Best of Show" prize for the best Italian game in the "Lucca Games" convention, year 1997.

"Occhio" is the Italian word for "Eye".

Collect the Chicks (1986)

Collect the Chicks (1986)

Ratings

4.95833 out of 10 with 12 ratings
Board Game Rank: Not Ranked
Children's Game Rank: Not Ranked

Description

From back cover of Game box :
Find your chicks that have escaped and are hiding with the other chicks and bring them back to your home.
Every hen and every chick has a magnet inside, which causes the hens and chicks to be attracted to each other or repelled.

Twelve chicks are hiding in the fields from the mother hens who must bring them home to the poultry-yards. Each of the chicks and hens fit on magnetic bases. Players throw the die and move their hen along the path. When the hen comes to a hiding chick, she moves as close as possible. The chick will either cling to the mother or be repelled, indicating which hen is the mother. The clinging chicks are taken back by the mother to home. First player to return 3 chicks wins.

Note that this game cannot (fairly) be played with three players, as this would leave one player (who has the hen polarized differently to the other two) with a wider selection of chicks, and thus would need to move less to obtain them.

Who's Who? (1989)

Who's Who? (1989)

Ratings

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

Description

All of the 480 game cards are placed in the bag. Each card contains a famous name, either real or fictional. The players divide themselves into teams of two. In turn, one player will draw a name from the bag and give clues to the partner so that the partner will guess the famous name. The clue-giver keeps this up for one minute. The team keeps all cards won for scoring purposes.

Play continues until ten rounds have been played. The team with the most cards after ten rounds is the winner.

Milt Larsen's Magic Castle Card Game

Milt Larsen's Magic Castle Card Game

Ratings

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

Description

This game is produced and sold by The Academy of Magical Arts, an organization devoted to the art of stage magic, based at The Magic Castle in Hollywood, CA. The game is named for Milt Larsen, a writer on the game show "Truth or Consequences," who helped restore an old Victorian home into the Magic Castle. The object of the game is to be the first player to match your six squares on the game board with matching cards.

The Game on Total Defence

The Game on Total Defence

Ratings

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

Description

This Singaporean game is intended to be a 'fun way of learning total defence'. It is a simple roll-and-move game in which players move their counter around a track on the board and follow instructions based on the squares they land on. The objective of the game is to obtain one tag in each of the five components of total defence:
Civil Defence
Economic Defence
Psychological Defence
Social Defence
Military Defence

Points are used as currency in this game. Most of the squares give you more points or the option to buy a total defence tag at 15 points each. In addition there are bonus cards which give you goodies like more points or actions to take(e.g. moving your piece forward a certain number of steps). It's not all sweetness and light though - there are not enough total defence tags available for each player to have a full set and players can go on 'Power Hunts' which allow them to 'hunt' (steal being possibly too strong a word to feature in the game) a total defence tag from another player. Players might also have the misfortune to land on a 'Risk' square, which forces them to travel on an inner track where they might possibly land on squares that make them lose points.

The game states it is for players aged 10 years to adult.

SeaTac (1979)

SeaTac (1979)

Ratings

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

Description

Modern Naval Miniature Rules for Surface / Air / Submarine by Q-Games 1979, 1980 by William Likens. This game is designed for 1:2400 or 1:1200 scale modern naval miniatures. Aircraft figures of 1:250 scale or smaller may be used. Two 20-sided dice will be needed for play. The game scale is 1' = 4 miles (1:24,000 scale) with each turn of play lasting two minutes.

Out of the 40 pages of the rulebook, only 10 pages are dedicated to actual rules of the game. The remaining 30 pages detail all of the stats for each ship per country with a black silhouette of each unit. A naval forces inventory per country is also listed in the back.

Wizards & Warfare (1976)

Wizards & Warfare (1976)

Ratings

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

Description

"Wizards & Warfare - Rules of Wargames" was one of the earliest fantasy miniatures rule sets to be published. It was heavily inspired by Tolkien's "The Lord of the Rings", and thus includes references to Treemen, Huorns, evil wizards with gunpowder, Nazgul, etc.

From the Introduction:

"Followers of Good Wizards, minions of Dark Lords, this is for you. Cowards all, why suffer the slings and arrows of abject defeat! All you can lose are your paint skins. No longer suffer the permanent scars of sorcery so that your own mothers won't know you, webbed feet, pointed ears (sorry Mr. Spock) and other aids to charm and elegance. See no more your followers disappear in a puff of smoke or vanish with the light of day - just put them away until next time, etc., etc., etc. This is for you, a representation of those days of long, long ago. Fight the Men of the West, defeat the powers of darkness in safety on a wargames table. By the wizardry of Miniature Manufacturers the forces of Dark and Light are reduced to 1/75th their full size. At least, manageable Treemen! Read on for further enlightenment."

Paranoid Delusions (2006)

Paranoid Delusions (2006)

Ratings

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

Description

In the game, each player adopts simultaneously two roles: the “Paranoid”, who represents a lone conspiracy nut; and the “Enemy”, who represents a network of real or unreal groups hiding a nefarious secret.

Each Paranoid must struggle with his own weakening grasp on sanity to reveal the Groups, Methods and Goals used by the other players' Enemies. Meanwhile, the Enemies do their best to mislead the Paranoids, betray their competing plotters to them, or just drive them insane (for purposes of entertainment only, though some people do take their games much too seriously).

There are two ways to win the game, and part of a winning strategy is attacking yourself!

This game was one of the entries in the 2006 Microgame Design Contest. Currently (late 2006) available for free download at http://tomhiggins.googlepages.com/mdc2006.

Stop and Go: A Safety Game (1939)

Stop and Go: A Safety Game (1939)

Ratings

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

Description

Stay safe as you navigate streets like College Street, Center Street, Jefferson Boulevard, Washington Avenue and State Street. This vintage game features wooden dice and wooden pegs (red, yellow, green, black). If you're not careful - who knows - you might get hit by a car! (Try not to do that.)

Sonic The Hedgehog Card Game (1992)

Sonic The Hedgehog Card Game (1992)

Ratings

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

Description

This easy-to-play card game has two ways to win - are you an expert enough to win both ways? The object of the game is to be the first player to win the most Gold Ring cards OR to win all six Chaos Emerald cards before all of the six Zone cards are played. Comes packaged with a score pad and 108 cards with tray. For ages 6 and Up.

4Word (1985)

No Image Available

Ratings

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

Description

(From the box bottom)

4WORD - A Family Rummy Word Game

The player rids his selected tiles by creating simple to complex words and rummy plays using his 4WORD game tiles or if possible creates new combinations from previously played tiles with one or more of his 4WORD game tiles. The game ends when a player reaches 400 points and the player with the lowest score wins.

The game is for 2 to 4 players (Ages 7 and up) and includes rules, four plastic two tier tile racks, tile pouch, and 108 engraved playing tiles.

Tired of games that lead you in circles or pit you against some unseen brainy computer, then this new game 4WORD is for you. Once again man can now challenge man (or child) in a game designed to give everyone and anyone a chance to come out a winner. More than any card game or ordinary word game 4WORD combines skill, knowledge, reasoning, logic, and luck to provide a refreshing excitement lacking in today's trivia type games. 4WORD is a fast paced family game, its basic design provides equal footing for any member of the family, young or old to compete with any other member of the family. So parents be alert your son or daughter could easily put you in your place. It's skill, fun, some knowledge and luck all boxed up to provide hours, days, and if you don't set a time limit, years of friendly game playing. So get your family or friends together, pass out the cold drinks, open this box, and let the tiles fall where they may, and enjoy the truly creative new game 4WORD.

Hundred Years War (2006)

Hundred Years War (2006)

Ratings

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

Description

Card Game for 2 Players simulating the Hundred Years War 1337-1453 between England & France. A colorful Event deck may give you that much needed excuse to attack or ruin your plans. Players recruit Armies, Fleets, and Leaders from a common deck. Battle results are determined by a pair of dice rolls. If you're lucky, you may be able to cross the channel and attack England. A Complete copy of the game rules is available for free at: http://www.angelfire.com/games2/warpspawn/100YW.html

Early Kings of England (2006)

Early Kings of England (2006)

Ratings

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

Description

Wargame for 2-5 Players. England circa 800-1000 AD. Players can choose to be: Vikings, Anglo-Saxons, Welsh, Scots, or Picts. Area Map. Racial Special Abilities. No Dice. Simple rules for Unit recruitment & Movement. Players share a common deck which is used to resolve Battles. Card types include: Warrior, Weapon, Armor, Fort, & Siege. Conquer the most territory in 10 turns. Complete copy of the rules available at: http://www.angelfire.com/games2/warpspawn/EKE.html

Space Dreadnought 3000 (1999)

Space Dreadnought 3000 (1999)

Ratings

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

Description

Space Dreadnought 3000 is a fast play game in which military and economic conflicts are fought out and decided through strategic skill and daring. Battlefleets leap across light years to compete for control of strategic stars and star-clusters.

Contents: 48-page rules booklet. Counters are provided for play without miniatures.

The rules are designed for use with Kallistra's Space Dreadnought 3000 1/3000 scale starships and 1/600 scale fighters, but spaceship models from any manufacturer may be substituted. A model represents one ship or a large number of fighters.

A 6ft x 4ft table is required if using miniatures or 3.5ft x 2.5ft table if using counters.

Rules are included for playing Tactical, Strategic and Campaign Games.

The TACTICAL GAME is played for 10 turns. Each turn is composed of the following steps:

1. Secretly write movement orders
2. Simultaneously execute movement orders
3. Secretly write combat orders
4. Resolve combat

Ships are grouped into fleets which move together between a dozen or so giant hexes representing a star system. The hexes are positioned in any of ten recommended configurations. The hexes are not arranged in a hex grid, but rather form paths or rings. Fleets unable to trace an uncontested path to a supply planet hex are at an extreme disadvantage in combat.

Aggressive movement plots can have dire consequences; fleets plotted to move THROUGH hexes occupied by a NON-MOVING enemy fleet are summarily destroyed.

Opposing fleets in the same hex battle. There is no movement during battle. Players simply roll a twelve sided die for each attacking ship and reference the ship's offensive table. The result is compared to the target's defenses. Combat may last several rounds until one side is destroyed or withdraws.

After 10 turns, the player with the greatest point value for all surviving ships is the winner.

The STRATEGIC GAME includes a couple scenarios played out using tactical rules.

The CAMPAIGN GAME is played on an area map for which players fight for supremacy. Each area represents a star system. Players may build naval bases. Conflict is resolved by playing a tactical game.

Optional rules include supply ships, command and control, alliances, team-play and multi-force campaigns.

Ancient Warfare (2004)

Ancient Warfare (2004)

Ratings

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

Description

Miniatures/Wargame for 2 or more players. Compatible with DBA Army lists. Grid or Hex Map. Players share a common deck. Cards are used to Move, Attack, and Defend. No Dice. Auto-Kill rules make for a quick game. Crusader Campaign Setting Included. See Web Links for rules.

Operation Solstice

No Image Available

Ratings

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

Description

This game is also called Operation Sonnenwende. 200 DTP counters The game depicts the 11Pz SS Army attack in Pomerania on February 15, 1945. This offensive had the purpose of hitting th weaker Russian Northern flank of the future drive to Berlin which was strung out a very long front ending on the Oder river. The offensive was planned by Heinz Guderian. The Germans were able to assemble 200 tanks unknown to the Russians, achieved tactical surprise and managed to reach one of its objective, the city of Arnswalde and to save the encircled garrison, but they did not advance much further. (batallion, regiment size units with some companies for the Germans, regiment, and brigade size units for the Russians), one 11 X 17 map.

Trafalgar (2005)

Trafalgar (2005)

Ratings

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

Description

Card game for 2 Players simulating the Naval Battle of Trafalgar 1805. Be the first to win 3 Hands in a row. Poker type mechanics. Common deck with 4 Suites: Strategy, Tactics, Morale, and Fighting. Extra card interaction to keep things interesting. Designed to be an even match. A Complete copy of the rules can be seen at: http://www.angelfire.com/games2/warpspawn/Trafalgar.html

Seven Years War (2006)

Seven Years War (2006)

Ratings

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

Description

Two Player card game simulating the Seven Years War 1756-1763 between the English & French Alliances. Compete for influence in: Europe, North America, India, and the West Indies. Players share a common deck but with cards specific to certain players and campaigns. Victory can be achieved in Europe or the Colonies. A complete copy of the rules can be had for free at: http://www.angelfire.com/games2/warpspawn/7YW.html

Italian Wars (2006)

Italian Wars (2006)

Ratings

5.83333 out of 10 with 3 ratings
Board Game Rank: Not Ranked

Description

Two Player card game depicting a battle as fought in the Renaissance Era.

The battle is fought over a series of Hands. The first to win 8 hands or 3 in a row wins the field.

Period representative cards depict Leaders, Infantry, Artillery, Cavalry, Terrain, Morale, and Tactics. All cards interact in some way directly with other cards.

Huzzah! (2006)

Huzzah! (2006)

Ratings

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

Description

Huzzah! comprises two games in the new Rebel Yell Lite System.

1) Rosey and the Woodpecker, the battle of Iuka, MS, September 19, 1862
2) Old Burn at Newbern, the battle of Newbern, NC, March 14, 1862

Game components:
2 11x17 maps depicting the environs of Iuka and Newbern at between 150-200 yards per hex
A 25 page battle manual (rules of play) with Designers Notes, Index & Glossary, and Bibliography.
A 15 page scenario booklet with historical commentary that places each game in a strategic context. It also includes Hints on Play to step first time players through a range of possible strategies
260+ double-sided, mounted, and cut counters. Nothing to assemble or punch out! Each combat unit beautifully renders period state or national flags
2 Chart and Tables reference cards summarizing the most important elements of the game
Game unit manifest and Orders of Battle

Important: the players must supply their own game dice (2 ten-sided and at least 3 six-sided dice are recommended)

Maida and Castel Nuovo, 1806 (2006)

Maida and Castel Nuovo, 1806 (2006)

Ratings

7.5 out of 10 with 23 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

The 14th and 15th battle of the Jours de Gloire series, this one's a DTP effort from Canons en Carton.

SYSTEM: Jours de Gloire Series (JDG)
- scale = 297 m/hex;
- time = 75 min/GT;
- strength = 200 men/SP.

M&M/Mars Attacks! (2000)

M&M/Mars Attacks! (2000)

Ratings

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

Description

Appeared in the September 2000 issue of Shred Magazine.

"The world's first CCG (Collectible Candy Game)."

"Miniatures combat game depicting the deadly battle between mankind's own saucer fleet, designed in the wake of the Roswell crash, and an invading armada from the Red Planet. It's intended to offer minutes of delectable, candy-coated warfare, followed by a coup-de-grace you can really savor."

You need the board (included in the magazine), 2D6 and at least two kinds of M&M's (saucers).

Object: To either penetrate your opponent's defenses and bombard their home world or to destroy (and consume) the entire enemy fleet.

Fleets are made of 2 different kinds of M&M's (one kind for each player) - the bigger they are (say, Peanut M&M's as opposed to Plain M&M's), the more resistant they are to damage, but the slower they move. Color determines weapons abilities.

Assemble your fleet of 10 M&M's of one kind (color combination of your choosing) and place them on your base. The Earth player gets two more on the moon.

Saucers move and engage in combat, resolved by rolling the 2D6 and using combat tables. Space and Ground attacks are possible (saucers can attack a planet). Planets have different defense capabilities.

There are also rules for ramming.

Top Careers In Science (2007)

Top Careers In Science (2007)

Ratings

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

Description

Top Careers In Science is first in a new series of educational games from LOOP Card Games (UK) based on the popular Top Trumps system.

Players attempt to obtain the entire stack of cards by calling out and comparing specific attributes from the cards... the player holding the card with the highest value of that attribute wins all of the cards in the round, and the player who eventually wins all the cards, wins the game.

Each custom-illustrated card displays information on a specific career in the Sciences, with number values attributed to a variety of career-related attributes. Each card is sponsored or supported by a prominent employer in the related field, and provides website information which might help students further their interest towards a career in that field.

Don't Quote Me: TV Guide Edition (2005)

Don't Quote Me: TV Guide Edition (2005)

Ratings

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

Description

By successfully identifying famous (and not so famous) quotations, players move their pawns around a pentagonal board. Players move three spaces by guessing without taking a hint, two spaces with one hint, or one space for picking the right answer from a multiple choice list. The first player around the board wins.

The categories are:

Comedy (Sitcoms, Variety Shows)

Drama (Action, Adventure, Sci-Fi, Western, Romance)

News/Talk/Sports (World Events, Politicians, Newscasters, Talk Shows, Sports Figures)

Movies (Movies, Movie Tag Lines)

Stay Tuned (Cartoons, Children's Programs, Game Shows, Reality Shows, Commercials)

Home Page: http://dontquoteme.com/

Realms: Elves & Orcs (2006)

Realms: Elves & Orcs (2006)

Ratings

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

Description

Jarn watched as the orc hoard rushed forward, heading right for him and the other elves standing beside him. They all stood in a straight line before their sacred forest home, each having sworn an oath to protect it from these foul folk.

Overhead the high elven king rode the winds upon the back of his dragon steed, but even with such a mighty beast on their side, Jarn did not think he and the other elves would hold the day. The mass of green orcs were to many he feared, and his folk far to few.

Realms is the newest Mini-game from Bad Baby Productions. Take the side of the bright elven nations or the foul orc hoards, as the two battle for control of the world.

A fast paced fantasy game of warfare, spells, magical items and mighty beasts, all will be under you control as you battle your foe. Can you out last, out fight and out maneuver your enemy, or will you fall to their sharp edged sword.

Armored Assault (2006)

Armored Assault (2006)

Ratings

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

Description

Armored Assault is the first expansion to Battle Armor.

Jones ducked back into the gravity tank as the communication link started blasting orders. Damn Federation troopers were on their way, so he and the rest of the unit had been ordered to the front lines to meet them. Gee, five light gravity tanks against a small squad of power armored troopers, it just didn't seem fair. What had he ever done bad to deserve this?

Armored Assault is the first expansion for the Battle Armor game system. Within these pages you will find rules for adding heavy tanks and gravity-propelled vehicles to your futuristic battles fields.

One of many Mini-games from Bad Baby, this and others like it will take you on short, fast paced gaming adventures, and for only a few bucks.

This is not a stand alone game and require that you have a copy of Bad Baby's Mini-game Battle Armor.

Expands:

Battle Armor




Great Battles of World War Two: Volume II – Drop Zone (1997)

Great Battles of World War Two: Volume II – Drop Zone (1997)

Ratings

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

Description

From the introduction:

Drop Zone - Introduction

As was indicated by our labeling our first publication, "Great Battles of World War II - Volume 1", we always intended to publish more additions and make a series of the rules. The question quickly arose; which topic, era, theater etc. should our second volume cover? We wanted something limited in scope, but that would offer a good number of ping-pong table sized battles. We also prefer to do subjects that have not been yet covered in miniatures. Island War came immediately to mind. The battles of the Pacific islands would certainly provide the proper size actions and only a game of Great Battles scope could cover the forces and time scales needed. Finally, we could include a Canadian action (Hong Kong) - always a bonus in our view. There was also German operations in Poland, France and the Mediterranean. Finally, of course there was the whole Eastern Front to choose from. We felt, however, that we should experiment more with the system before we wrote the definitive scenario book for WWII miniatures gamers - the Steppes of Russia.

I think it was Marcel Van der Sleen who first floated the idea that Great Battles was the perfect vehicle to present airborne actions. He had done a fair bit of work on Operation Market Garden and insisted that Great Battle's scope and time scale could be worked into three or four linked scenarios leading to a grand-campaign that would reflect the whole operation. In addition, Marcel claimed that very few adjustments would be needed. The movement, combat and morale would be left unchanged. We had already worked with the basic organizations in Canadians in Europe. He was correct. Great Battles remained unchanged, throughout the project. The only differences were the additions of landing rules and the use of activation cards instead of a set number of activation points.

Once into the research, I found that not only did the airborne operations offer interesting scenarios, but there was "a little bit for everyone". There are air-drops of course but also tank-to-tank confrontations, elite units, militia units, street fighting, battalion operations, division operation and even corps operations. In addition, the Operations Mercury (Crete) and Operation Market Garden (Holland) could be linked into a grand campaign using defined battlefields (ping-pong tables) but allowing for area-to-area movement between tables - a rarity in miniatures gaming.

Ultimately, we feel that Drop Zone offers a different type of miniatures scenarios. Those that have played Canadians in Europe will immediately notice the difference, in texture, between the set-piece co-ordinated attack-defend actions and the tenuous, nail-biting to-and-fro of an airborne operation. For those who have not played the other scenarios in this series, be prepared for a new gaming experience. Your games will not simulate a 40 minute fight for the local farmhouse or crossroads. Instead, you will have to plan a multi-day operation - to land parachute brigades or even divisions behind enemy lines and then relieve them. Great Battles puts you in the general's chair where deployment and activation of forces, weather, supply, recovery and reinforcements artillery and air support are more important than the penetrating power of a shell or the armor thickness of a turret.

We are quite proud of Drop Zone and very pleased that Great Battles has made the transition to this new topic with such ease. We look forward to exploring other eras and theaters with Great Battles of World War II.

Great Battles of World War Two: Volume I – The Canadians in Europe (1995)

Great Battles of World War Two: Volume I – The Canadians in Europe (1995)

Ratings

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

Description

From the

Bruce McFarlane's 4th miniatures guide-book covering large battles.

Each stand represents a company with maneuver elements being battalions.

The scale and scope of the game allows multi-divisional actions simulating weeks not minutes.

There is no game out there like Great Battles of World War II.
Canadian History, Organization, Weapons and Tactics.

A simple yet revolutionary rules set; 8 Scenarios
Dieppe, Agira, Ortona, Juno Beach, Falaise (Totalize I, Totalize II, Tractable) & Hochwald

MarketPlace (2006)

No Image Available

Ratings

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

Description

Based on a real-life online restaurant reservation business, MarketPlace aims to provide a new and exciting way of teaching entrepreneurial skills at all levels.

The game focuses on key marketing concepts: features, benefits, needs and objectives. Participants are divided in 2 groups. One group are the ‘sellers’; and the other group are the ‘purchasers’. The sellers then make their pitch, elicit needs and encounter objections from the purchasers.

Programmed Wargames Scenarios (1981)

Programmed Wargames Scenarios (1981)

Ratings

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

Description

From the book cover:

"Battles and campaigns for solo and multi-player wargamers -- with programmed enemy deployment, orders and responses for one or both sides."

The 18 scenarios and two mini-campaigns can be set in three time periods: "Ancient", "Horse and Musket", and "Modern."

Cold War Commander (2006)

Cold War Commander (2006)

Ratings

7.31176 out of 10 with 51 ratings
Board Game Rank: 6403
War Game Rank: 1134

Description

Cold War Commander is a wargame that allows you to re-create battles from the First Indo-China War right up to the present day using miniatures on a tabletop. Command anything from a company right up to a division and get a result in 2-3 hours. Suitable for any scale miniatures from 2mm right up to 28mm and no re-basing required.

The rules come as a 140-page A4-sized bound book with over 60 full color pictures. These feature real miniatures as you see them on the gaming table. You also get a double-sided A4-sized quick reference sheet.

The main features of the game include:


Command system that emphasizes the fog of war in a simple but effective manner.
The same mechanism for casualty resolution throughout.
Rules for infantry, tanks, artillery, aircraft, helicopters, missiles, engineers and fortifications.
Flexible figure ratio meaning a base of infantry represents either a section or a platoon.
Minimal set-up time - simply assemble your forces and play.
Unique points system that allows for unequal forces but an equal chance of victory.
33 well-presented army lists for 28 nations covering 12 conflicts.
16 generic scenarios suitable for any nation & theater plus a simple campaign system.
Suitable for solo, 2-player & multi-player games at home, club, or tournament.
One double-sided quick reference sheet included.
No supplements - all you need to play in one book.


DiceWarGame (2006)

DiceWarGame (2006)

Ratings

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

Description

Iconic dice (showing modern warfare units and tactics) and a straightforward paper-rock-scissors mechanic. Dicewargame is for military enthusiasts who want to give their brains a rest from hardcore strategy.

The object is to either capture cities (best accomplished with infantry)or destroy your opponent's army. Surrender is also an option and a valid one given that you can set-up and start another game in under a minute.

Each turn a player either attacks, re-rolls or withdraws. This provides a variety of tactical options.

Once you get to grips with 'who-does-what-to-who', play tends to be quite fast. It is best played as 'best of five' or in a match of games and sets.

Available as a download from Wargame Vault

Dragon Parade (2007)

Dragon Parade (2007)

Ratings

5.76231 out of 10 with 617 ratings
Board Game Rank: 5706
Family Game Rank: 1215

Description

Dragon Parade is a simple game by Reiner Knizia which is played on a small, beautifully decorated board depicting Chinese New Year fireworks in and around the Forbidden City.

Players alternate playing cards to move the dragon pawn back and forth along the street in front of the Forbidden Palace: red cards to move it one direction, yellow to move it the other. Each player gets a random hand of six movement cards and will play only four of them before the dragon's final position is settled.

Players individually deploy their three pawns ("street sellers") somewhere along the red/yellow number line, one at a time after each of the first three cards played, in the effort to be nearest to the dragon once it stops moving. Then coins (VP) are collected by each street seller depending on proximity to the dragon, the top payoff of 5 going only to the pawn on the exact same space.

You play as many hands as there are players, with each player going first once. It's a game of groupthink and should move pretty quickly once everyone gives in to the idea that it's not an exact science!

Wednesday, November 29, 2017

El Chino (1981)

El Chino (1981)

Ratings

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

Description

Spanish game for adults from the early 80s with ambiance in the "Barrio Chino" (Chinese Neighborhood, Spanish term for red light district) of Barcelona. With a mechanics like the Monopoly, the players play the role of prostitutes (whores), thieves and transsexuals.
The goal of this game is earn more money than others players(stealing, selling drugs or having sex) in a limit of time what must be choose by the players at the start of game.

Juego español para adultos de principios de los 80 ambientado en el "Barrio Chino" de Barcelona, centro en aquella época de prostitución y drogas. Con una mecánica similar a la del Monopoly, los jugadores son prostitutas, chulos navajeros y travestis que deben ganar más dinero que los demás (robando, vendiendo drogas o acostándose con clientes) en un límite de tiempo que debe ser escogido en común por los jugadores al principio.

From "The New Spaniards" (Penguin Politics and Current Affairs version) by John Hooper pg. 150:


In a historic lapse of taste, a board game called El Chino was marketed in Spain in the early eighties. Players moved pieces representing pimps, whores and transvestites. Those unlucky enough to catch a venereal disease had to be moved to a square marked 'clinic'


Related Posts Plugin for WordPress, Blogger...