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Wednesday, July 18, 2018

Spunky Monkeys Game (2008)

Spunky Monkeys Game (2008)

Ratings

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

Description

From the back of the box:

Set up the tiles, spin the spinner, move your monkey marker, collect monkey tiles - catch the most monkeys to win.

Get a BANANA - Go Again!

15 - 30 minutes to play

Two ways to play for twice as much fun. Basic game or challenge game - either way, it's fun with Spunky Monkeys!

A simple game children can play on their own.
- No reading required to play
- Teaches color recognition
- Helps children learn to count and see directional moves of play
- Reinforces the lesson of taking turns

Ages 4 and up

QUEST for the Wish-fulfulling Gems (1985)

No Image Available

Ratings

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

Description

The Wish-fulfilling game challenges you to pursue your own unique quests in life. As in life, it can be played on many levels. Fulfill your aspirations before your opponents do and win.

The general idea of the game is to see who plays his or her life the best. i the game you spend time--years of your life--in making your wishes come true. The wishes you spend time on give you points to keep track of who is ahead.

Ambush Z (2008)

Ambush Z (2008)

Ratings

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

Description

“Sidewinder Actual, this is Sidewinder 3! We’re engaged on all sides! Mostly Zulus with some Romeos on the edges. We should be able to hold as long as our volume of fire … Kowalski’s down from sniper fire! Possessed on the rooftops! Repeat: Possessed on the rooftops! We have a Dexter! We have a Dexter!”
Welcome to the world of Ambush Z, where the Revenant Plague has unleashed legions of walking dead upon the living. Fight as a Spec Ops team tasked to clear a Hot Zone or as civilian survivors desperately struggling to defend their barricaded homes.
Ambush Z is a stand-alone game that brings Ambush Alley’s swift but nuanced style of play to the classic horror/survival genre. Although a background setting is provided, the rules are generic enough for any zombie setting! Included are all the rules you need to play and descriptions of four different “species” of zombies, including the deadly Dexter whose semi-sentience and psychic powers make it a lethal opponent indeed! Ambush Z also delivers five hair-raising, brain busting scenarios! A copy of Ambush Alley is not required to play Ambush Z!

Power Grid: Flux Generator (2008)

Power Grid: Flux Generator (2008)

Ratings

7.44407 out of 10 with 581 ratings
Board Game Rank: Not Ranked
Strategy Game Rank: Not Ranked

Description

Power Grid: Flux Generator (Funkenschlag: Flux-Generator) is part of the Power Grid: BGG Promo Card Set.

It was originally a free limited card for Power Grid (aka Funkenschlag 2nd Edition) at the Essen Spiel fair '08

The Flux Generator can fire any 3 resources to power 6 cities.

Washington's War (2010)

Washington's War (2010)

Ratings

7.6643 out of 10 with 2104 ratings
Board Game Rank: 431
War Game Rank: 36

Description

(from GMT's website:)

Washington’s War is the long awaited re-design of the original card driven game, We the People. Washington's War, like its predecessor, pits the forces of a world power (England) against its rebellious American colonists as they fight for their independence.

Washington’s War is a true re-design that maintains the deep strategy of We the People while creating a game with a very short playing time (approximately 90 minutes). Unlike most wargames, Washington's War allows you and your opponent to play twice while switching sides in one sitting. This feature allows for rapid tournament play either face-to-face or on the Internet. Washington's War is the perfect antidote for a time conscious crowd whose only option up to now have been Eurogames.

Washington’s War features a dice-driven combat system that quickly resolves combat and is very friendly to Internet play. The game also features a new CDG discard mechanic that makes every card in your hand playable by allowing your opponent to buy his discarded events for an operations card. Now, unusual card distributions create challenges and not insurmountable barriers for advancing your strategy.

The biggest design changes between We the People and Washington's War, besides the aforementioned new game mechanics, is the increased emphasis on the asymmetrical capabilities of the two sides. The British are a conventional army with a dominant naval capability that gives them great strengths in the coastal regions. The Americans are an unconvential force with a small Contintental Army led by George Washington who yearn for French intervention. While the British struggle to expand their influence inland, the Americans struggle to keep their militia forces in the field. In the end it is the side that is better able to play to their strengths and protect their vulnerabilities that prevails in Washington's War.

Washington’s War was broadly tested on the Internet in a tournament format to ensure clarity of rules under the stresses of competition. What was old is new again...be the man on the white horse and father a new nation, or be a king trying to save his empire during a world war.

COMPONENTS:
* 2 Double-thick Counter Sheets
* MOUNTED 22"x34" Map
* 110 Event Cards
* 2 6-sided dice
* Rule Book
* Play Book
* 2 Player Aid Cards

PUBLISHED: 2010
DESIGNER: Mark Herman
DEVELOPER: Joel Toppen
ART DIRECTOR: Rodger B. MacGowan
MAP & CARD ART: Mark Simonitch
COUNTER ART: Harold Lieske


(BGG description:)

Washington’s War is a card-driven game on the American Revolution. It pits the forces of King George III against the American colonists as they fight for their independence. In Washington’s War, you assume the role of either:


The King of Great Britain as he tries to bring his rebellious colonies back into the Empire, while at the same time dealing with a global war against ancient enemies bent on revenge for their losses in the Seven Years War; OR
The Continental Congress as they battle the forces of Britain, while trying to rally their countrymen to the cause of liberty.


Washington’s War is not just a re-tread of my earlier design on the same subject, but a true re-design that is keeping the basic feel while simplifying and speeding up what was already a fast paced game. Washington’s War features a dice-driven combat system that quickly resolves combat and is very friendly to internet play. The game also features a new CDG discard mechanic that enables a player to play a discarded event for the cost of an operations card. Now unusual card distributions create challenges and not insurmountable barriers to push your strategy forward. Washington’s War is being broadly tested on the internet to give players a voice and a source of input prior to publication. What was old is new again…. Be the man on the white horse and forge a nation or save an empire.

Great War at Sea: U.S. Navy Plan Crimson (2008)

Great War at Sea: U.S. Navy Plan Crimson (2008)

Ratings

7.69231 out of 10 with 13 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Description of 2008 (print-and-play) 1st Edition:

In the 1920s, United States military planners hatched a scheme for the invasion of Canada. Called War Plan Crimson, it was a subset of War Plan Red, the plan for war with England, the largest, most detailed and most amended of all the U.S. war plans. A war with Great Britain and the British Commonwealth would be a world-wide conflict, easily making the term “Second World War” appropriate.

Even without the expected aid from Japan, the powerful British navy would threaten U.S. interests in and control of the Philippines, Alaska, Hawaii, Guam, Samoa, Cuba and Puerto Rico as well as the Panama Canal. In exchange for these losses, the U.S. planned to conquer Canada. This would be a crown to Manifest Destiny and a platform to rebuild and eventually regain all that would be lost elsewhere.

Canada would be invaded even if neutral. The Canadian government would be abolished and the conquest held in perpetuity. It would be made clear to Canada she would suffer grievously for resistance. The British peoples were seen as tough adversaries capable of fighting against odds to the finish. Use of poison gas was authorized from the start of hostilities. It would be a terrible war where populations would be on the front lines.

Experience had taught the British the advantage of naval control, and geography provided an inland ocean. The Great Lakes would be a shield of the Canadian Dominion and another sword to cut and bleed the United States of America. A long period of tension during which both sides made military preparations would include building naval forces for the Great Lakes.

Great War at Sea: U.S. Navy Plan Crimson is the most unusual game ever published in our popular naval series. While we've created games based on wars that never happened, fought with ships that were never built, in each case military planners thought about these battles and the ships at least reached the planning stage.

In this case, designer Milan Becvar has created a game in which neither the ships nor the plans have a "real world" analogue. That allows for a wide-open strategic situation, in which friendly and enemy bases are so close together that fleets cannot hope to elude one another.

There are 80 "long" ship pieces, using a larger size than usual for our naval games — both to make it easier to assemble them and because they're just plain cool. This is further supplemented by 264 square pieces for smaller ships, aircraft, fleet and other markers. The American and Canadian fleets are almost exclusively composed of "lake battleships," similar to the coast defense vessels of other navies, with shallow draft and anywhere from four to seven big guns. There are also a handful of cruisers and a large number of destroyers.

The map, by Guy Riessen, covers the Great Lakes basin at the usual 32 miles per "sea" zone. All of the lakes are covered, linked by canals, both those that existed and those that could have been built. Both sides of the lakes are dotted with ports, with the American side hosting many vulnerable industrial centers and the Canadian shores within easy reach of the Dominion's vulnerable east-west lines of communication.

There are 13 scenarios, or separate game situations, included, with many more likely to join them in future Daily Content segments. The game uses the regular Great War at Sea rules, with some special rules to address this unusual situation.

U.S. Navy Plan Crimson is our first print-and-play game: The playing pieces are not die-cut and mounted, nor are the maps and rules printed. Instead it comes as a series of .pdf files that will need to be assembled into the game's components. The game isn't for sale; it's free to all members of our Gold Club.

The Great Potlatch (2008)

The Great Potlatch (2008)

Ratings

5.79231 out of 10 with 13 ratings
Board Game Rank: Not Ranked

Description

Four of the oldest families of the great Kwakwaka'wakw tribe have gathered for the biggest Potlatch ever assembled. For eight days and nights, there will be carving, rituals, and most important: gifting. The family giving the most gifts at the end of each day is granted the Speaking Stick, letting that family decide the course of the next day's festivities.

In The Great Potlatch, players control the actions of one of these four families for eight rounds to earn the respect of their fellow tribesmen. At the end of the festival, the family who accomplishes the most will lead the tribe until the next Great Potlatch.

Game Components:
6 Wooden Role Markers (2 each: Shaman, Elder, Carver)
1 Wooden Speaking Stick Marker
48 Potlatch Cards
20 Totem Pole Cards
4 Ancestor Cards
24 Wooden Potlatch Markers (6 in each player color)
1 Day/Night Card and Wooden Marker
16 Wooden Bad Reputation Markers

Available from Small Box Games November 2008.
The Great Potlatch
3-4 Players
Ages 10 and up
45 Minutes

The game was later revised as Potlatch.

Medieval Manor (2008)

Medieval Manor (2008)

Ratings

6.31739 out of 10 with 23 ratings
Board Game Rank: Not Ranked

Description

"Players are the inhabitants of a small European fiefdom in the middle ages. Players use their Peasants to gather goods and score Victory Tokens."

The game is played on a modular map of terrain cards formed into a 3x4 or 4x4 grid. Victory Tokens are earned by playing Upgrade cards onto terrain cards that are compatible with the particular Upgrade. The Upgrade cards represent various types of structures, installations, and activities such as a Cattle Enclosure, Quarry, Vineyard, Smithy, University, or Guild Hall.

"The game ends the end of the turn in which any player accumulates 15 or more Victory Tokens. The winner is the player with the most Victory Tokens at the end of the game."

Royal Palace (2008)

Royal Palace (2008)

Ratings

6.89864 out of 10 with 1945 ratings
Board Game Rank: 1075
Strategy Game Rank: 592

Description

Royal Palace is primarily a game of majority. Each player has servants he will place appropriately on the nine parts of the palace. On his turn, a player will perform actions based on the number of servants available on each location. If he has, for example, three servants on the mint, he gets three pieces of gold. As a bonus, the player with the majority of servants on a location receives generally a bonus extra action.

Some places allow you to add new servants or to move them from room to room. The purpose is to earn gold and royal seals and to use those to recruit the lofty noblemen waiting in the castle park. The latter will be the main source of victory points at the end of the game.

Some noblemen benefits are that you can break the balance in the rooms of the palace and there are also cards with privileges, offering bonuses of the same nature that it is also possible to retain them in hand to score points.

Hot Potato (2011)

Hot Potato (2011)

Ratings

5.22105 out of 10 with 38 ratings
Board Game Rank: 13407

Description

from the rulebook:

Pass the Hot Potatoes around the table using action cards. You can play seasonings onto the potato to make it huge, popping, or even flaming! If you can’t pass a potato away, it explodes and burns your hands! More potatoes arrive freshly baked each round, adding to the chaos. When all the potatoes have exploded, the player with the fewest burns wins...unless the player with the most burns can stir up enough sympathy to steal the victory!

Gladiators of Rome (2008)

Gladiators of Rome (2008)

Ratings

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

Description

Gladiators of Rome is a simple solitaire game depicting gladiator fights in ancient Rome. You are the gladiator and the system controls your opponents. Rules, combat tables, gladiator counters and ratings are provided but you must supply two dice and scrap paper. The game is played without a map and the object is to reduce your opponents' endurance to zero or below before it happens to you.

Game published in Panzer Digest #4.

Tuesday, July 17, 2018

Łubudu Goblinowo (2008)

Łubudu Goblinowo (2008)

Ratings

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

Description

Description from box back. Translated from Polish:

Card game about goblin fights. Players build their machines and use cards to defeat opponents and win. Planning and luck are elements which are needed to win.

Monopoly: Sephora (2006)

Monopoly: Sephora (2006)

Ratings

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

Description

Buy, sell and trade Sephora beauty products as you vie to own your very own Sephora store.

What's the same?
-The object of the game and the game rules. Vie to own it all and bankrupt your opponents to win.

What's different?
-Game board spaces and corresponding Title Deed cards feature Sephora beauty products. All property values are the same as in the original game.
-Sephora Experts replace the traditional railroad spaces.
-Beauty Dare and Beauty Bargain cards replace classic Chance and Community Chest cards, respectively. All cards are used in the same way.
-Primping Tax replaces Luxury Tax and Income Tax replaces City Tax.
-The money looks different but the denominations remain the same.
-Choose from six pewter tokens designed with the Sephora enthusiast in mind. Which will you be? The mirror, powder brush, compact, mascara, blow dryer or lipstick?
-Houses and hotels are renamed Sephora Bags and Sephora Stores, respectively.

Victory occurs in the classic fashion. Whoever is left when all other players have gone bankrupt wins.

Speed Rally (2009)

Speed Rally (2009)

Ratings

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

Description

Welcome to the world of SPEED RALLY, the game of fantastic auto racing where almost anything goes. Outlandish vehicles outfitted with buzz saws, booster jacks, and machine guns careen around obstacle-filled tracks or roar through dangerous terrain in cross-country challenges!

Speed Rally is a brand new set of miniature rules designed to be used with any 1/64 scale die-cast car—the kind you can find in any toy store, supermarket, or online. There are literally thousands and thousands of vehicles available from, just for example, toy lines such as Hot Wheels®, Matchbox®, Jada Toys®, Johnny Lightning®, and many more.

It doesn't matter if they're fresh from the package or from the bottom of your old toy box, Speed Rally gives you the tools to create game stats for virtually any kind of vehicle and race them against one another.

More importantly, you can race them anywhere you have space! You can make your own track (you can download here and print out on a home printer), but you can just as easily set up a race course around your backyard, across the kitchen floor, or over the family room furniture.
Whether you want to race wacky vehicles in a cartoon setting or coast-to-coast death races where points are scored for running over pedestrians, Speed Rally gives you the rules to generate your favorite cars and drivers—or create your own.

18NEB (2010)

18NEB (2010)

Ratings

7.56397 out of 10 with 141 ratings
Board Game Rank: 3675
Strategy Game Rank: 1249

Description

18NEB -- Railroads Across Nebraska

18NEB is an 18xx game set in the state of Nebraska. 18NEB is a small game inspired by 18VA, 18FL, 18GA, and 18AL. It is intended to be an alternative to some of the longer and larger games while still providing interesting decisions and tension.

It features partial capitalization, in which a RR may be floated just by buying the president's share. There are no par values and shares always trade at market value.

There is an original Priority Deal mechanic and a new Initial Auction system, both of which are highly regarded.

In the late game two "regional railroads" are available, similar to the granger railroads that operated in the American plains, making this game historically accurate.

Vegas Vacation (2002)

Vegas Vacation (2002)

Ratings

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

Description

Vegas Vacation

(c)1992 Carousel Games

In this travel, gambling, and wagering game players move along a representation of the Vegas strip as they play Blackjack and Roulette.

Includes a colorful board, cards, play money, six plastic cars, dice, chips, rules, and a working Roulette wheel!

Mow (2008)

Mow (2008)

Ratings

6.2053 out of 10 with 1241 ratings
Board Game Rank: 2779
Family Game Rank: 753

Description

Cows and flies are the main actors in Mow, Bruno Cathala's latest card game. Published by Hurrican and released at the 2008 Essen Game Fair, Mow is a simple card-game for 2-5 players and is illustrated by Sandra Tagliabue.

Players will gather points by creating a herd, but at the same time they have to avoid getting too many flies, or else their total score will be heavily reduced.

Mow is exclusively published by Hurrican, all printings of Mow are from Hurrican and distributed by other companies

Lónegan (2007)

Lónegan (2007)

Ratings

6.32353 out of 10 with 17 ratings
Board Game Rank: Not Ranked

Description

"The game of Lónegan: Hooray for Imagination!"
Imagination is imperative for winning in Lónegan. Logic, strategy and knowledge are also required, but are not as important.
(From the manufacturer's description back of the box).

Lonegan is a variation of a classical game where knowing the definition of a given word is less important than inventing one which sounds real for the rest of your gaming mates.

Home page: http://www.lonegan.es

Familys (2008)

Familys (2008)

Ratings

3.88333 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

In order to win, be the first to complete a family with 9 characters in one of the 4 colours.

To succeed, get rid of unneeded cards by making words, runs of numbers or symbols in order to get new characters.

Use the power of the union card or sacrifice couples in order to get a lot of new cards, and above all...beware of the Voisin and Vision cards !

Home Page: http://www.familys.fr

Bobby Sitter (2008)

Bobby Sitter (2008)

Ratings

5.57652 out of 10 with 158 ratings
Board Game Rank: 11765
Children's Game Rank: 275

Description

A sheepdog's life is never easy... Especially when the shepherd is half asleep...

The first player to bring 5 sheep in his sheepfold win the game.

At his turn, each player flip one card and depending on the picture on the card, every players must act and grab a counter or not. The quickest player can obtain a sheep while those who make mistakes can lose one...

Mecanisburgo (2008)

Mecanisburgo (2008)

Ratings

6.54941 out of 10 with 278 ratings
Board Game Rank: 4086
Thematic Rank: 554

Description

Mecanisburgo is a 2-6 player science-fiction themed game that lasts 120-150 min. It's set in an alternate present in which all the predictions of classic sci-fi (Asimov, Conan Doyle, Clarke, etc) have turned true. Mecanisburgo is the megalopolis capital of the world, where the struggles of the biggest corporations take place. Players control these different corporations, each with different special abilities.

The game lasts 4 turns and whoever has more victory points is declared winner, unless a sudden victory has happened before. This can happen because of fulfilling alternate victory conditions that change from one game to another, or satisfying some character's victory conditions. A third path to victory is for the last corporation (in VP) to become a global threat that must be stopped by the rest of the players.

Melt (2008)

Melt (2008)

Ratings

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

Description

In this battle between fire and ice, the goal is to protect your ice cubes while melting those of your opponents’. The freezer-themed board is configured using suggested placement of obstacles such as frozen pizzas, canned juices, and ice cream. The placement of these everyday freezer items can also be customized to create unique board configurations.

Players purchase fire and ice pieces and place them strategically on the board. They then take turns maneuvering their pieces and are rewarded tokens for successfully defeating and defending. With these tokens, additional purchases of pieces and action cards are made for the following rounds. Victory is achieved by melting all of your opponents’ ice pieces.

Adding to the replayability, alternate rule sets can be used to remove dice and card drawing from the game, resulting in limited chance while increasing strategic depth.

Universal: The Deck of the Future (1977)

Universal: The Deck of the Future (1977)

Ratings

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

Description

A trick taking game using a custom 54-card deck with a "revolutionary" alphabetic design. Similar to "Wizard" and other trick-taking games you must guess the number of tricks you will take each round, but the total number guessed cannot equal the hand-size for the round (forcing at least one player to lose each round).

Hand size starts at 8 then decreases by 1 each round until it is only 1 card, then it increases (1 card each round) back to 8.

The deck includes rules for three games:
UG I-is the standard 2–6 player trick-taking game
UG II—is played in partnerships
UG III—is a solitaire variant of the game

From the rule book:
In the future, the metric system will be adopted worldwide. The Universal Deck is the first to adopt a truly metric size, 6 x 9 cm. This makes the cards 1/8" narrower than a poker deck, 1/8" wider than a bridge deck, and 1/16" longer than both.

Samsara Tsemo (2002)

Samsara Tsemo (2002)

Ratings

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

Description

A game developed by Buddhists to explain to young children the beliefs and ideas of karma and rebirth. The goal of each player is to (1) become a Bodhisattva and then (2) assist the other players and in doing so, become a Buddha. This is achieved through roll and move mechanics.

Contents of box: rules and explanation booklet, game-board, 1 dice, 5 player markers.

Mutton (2009)

Mutton (2009)

Ratings

6.46667 out of 10 with 66 ratings
Board Game Rank: 8275

Description

Mutton is a game of bluff, deduction, and berserk farmers with AK-45s.

The wolves have infiltrated the flock; in deep disguise, they start eating the sheep one by one. Can the farmer with his trusty rifle find and kill the wolves, before all the sheep be reduced to mutton?

Each game is played in two rounds, with the players taking turns to be the wolf player. The wolf player who kills the most sheep wins.

You'll find the rules here:
http://www.cameronius.com/games/mutton/

Online Play


Boardspace.net (real-time, AI option)
Gamerz (turn-based, play by email or play by web)


The Entrepreneur Card Game (1987)

The Entrepreneur Card Game (1987)

Ratings

4.83333 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

The Entrepreneur Card Game is a strategy game for 2-6 players. The objective is to accumulate as much wealth as you can by opening businesses, collecting assets and incorporating those businesses.

It's easy to play - once you know what the powers of the cards are - and all that information is explained fully in the Official Rules. Rip-off your friends, bankrupt your family...make it in big business!

...Thank goodness it's played in the safety of your home.

Polar Quizz (2008)

Polar Quizz (2008)

Ratings

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

Description

Polar Quizz is trivia-type game about the polar environment, both arctic and antarctic: fauna, polar explorers, geography, indigenous people, etc.

No particular knowledge on the subject is required to play. Players just need to use their memory, as the facts are given along the game. Thus, kids can easily win against adults, and learn valuable information at the same time.

The game is made of 100 square cards. Each card displays the picture of an animal, a polar explorer, a map, etc... All the questions and answers are gathered in a booklet. Each card has a number referring to a set of questions and their answers in the booklet. This feature allows the games to be easily translated in many different languages. Currently, each box contains 4 languages: English, French, German and Norwegian.

Players try to win cards by answering their questions. Each card yields points and the winner is the first to score 7 points. If a player gives the wrong answers to a card, the right answers are given to all the participants. Hence, later in the game, this card becomes easier to be won, but only if you could memorize these answers.

NWTF Royal Slam Game (2007)

NWTF Royal Slam Game (2007)

Ratings

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

Description

The objectives of the players are to achieve a royal slam and collect 200 experience points by gaining useful knowledge in wild turkey hunting, outdoor safety and nature lore. A hunter achieves a "Royal Slam" by bagging the five subspecies of North American wild turkeys (Eastern, Rio Grande, Merriam, Osceola and Gould).

This is a roll and move game. Players move around a map of North America and hunt for wild turkeys. Strategic choices include type of weapon (shotgun or bow and arrow), money management and playing action cards at opportune moments.

End of Days (2008)

End of Days (2008)

Ratings

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

Description

From the publisher:

Doomsday Scenario
Date‭: ‬1966

The height of the Cold War‭, ‬the early days of the Space Race‭. ‬International astronomers discover a massive asteroid hurtling towards the inner solar system‭...‬and an eventual‭, ‬inevitable collision with Earth‭.‬

Your job‭: ‬
1‭.‬ Build rockets to get a chosen few of your people safely to Mars
2‭.‬ Sabotage the projects of your enemies
3‭.‬ Do not start a cycle of retribution that results in the extinction of humanity

End of Days is a tongue-in-cheek tactical card game for 3-6 players, where you have to cooperate and trade with the same people you're trying to sabotage and leave behind, in a Machiavellian cross between a game of Chicken and Russian Roulette.

Suitable for Ages 12 and up, and takes half an hour to over an hour to play, depending on the number of players.

A Cloud Across the Land: Battle of Chancellorsville

A Cloud Across the Land: Battle of Chancellorsville

Ratings

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

Description

From the publisher:

A Cloud Across the Land: Battle of Chancellorsville will be the first title in a series of American Civil War regiment/brigade level games. There are 6 progressing scenarios, which enable the play of either single aspects of the 3 day battle, or the complete battle. There are basic, advanced, and optional rules enabling the wargamer to play the game at the level of complexity he finds best suited. The advanced rules include command and control, constructing and dismantling of fortifications, special cavalry rules, attacking/combat modifiers, advanced unit step losses, special combat capabilities for Berdans sharpshooters, and morning / evening combat modifiers [The "Has Your Coffee Kicked In Yet?" Rule] that can be introduced singly or as a unified set of rules.

Optional rules deal with repairing / employing captured artillery, using a mounted cavalry attack, unit morale, concealed units, terrain values, and using variable leader values (ever wonder what would happen if a good leader had a bad day, and a bad leader had a good day?).

Contains:

one 22 by 34 inch map
500 die-cut back printed counters
rules booklet
6 scenarios
charts and tables cards
two dice -- one blue, one gray
boxed

Rencontre Cosmique: Extension No. 1 (1986)

Rencontre Cosmique: Extension No. 1 (1986)

Ratings

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

Description

This expansion was published by Descartes Editeur & West End Games. It is different than EON's Expansion #1 in the fact that it contains two planet systems (rather than one) and 15 aliens (rather than 10).

Add to the base game:

* 15 new powers
* Two planet systems and tokens for a fifth and sixth player

Expands:
* Rencontre Cosmique (Cosmic Encounter- French Edition)

Other expansions:
* Cosmic Encounter: Expansion Set #1
* Cosmic Encounter: Expansion Set #2
* Cosmic Encounter: Expansion Set #3
* Cosmic Encounter: Expansion Set #4
* Cosmic Encounter: Expansion Set #5
* Cosmic Encounter: Expansion Set #6
* Cosmic Encounter: Expansion Set #7
* Cosmic Encounter: Expansion Set #8
* Cosmic Encounter: Expansion Set #9

Monster Madness Game (2008)

Monster Madness Game (2008)

Ratings

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

Description

From the back of the box:

How many monsters can you catch?

Set up the tiles, spin the spinner, move your monster marker, collect monster tiles - catch the most monsters to win.

Watch out for Monster Munch, or you'll be lunch!

15 - 30 minutes to play

Two ways to play for twice as much fun. Basic game or challenge game - either way, it's fun with Monster Madness!

A simple game children can play on their own.
- Teaches color recognition
- Helps children learn to count and see directional moves of play
- Little reading required to play
- Reinforces the lesson of taking turns

Ages 4 and up

Warszawa 1920 (2002)

Warszawa 1920 (2002)

Ratings

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

Description

Warszawa 1920 is a Polish game about the Battle of Warsaw. This battle was fought from August 13 to August 25, 1920 as Red Army forces commanded by Mikhail Tukhachevski approached the Polish capital of Warsaw and nearby Modlin Fortress. On August 16, Polish forces commanded by Józef Piłsudski counter-attacked from the south, forcing the Russian forces into a disorganized withdrawal eastward and behind the Niemen River.
The rules are in Polish.

1865: Midwest (2008)

1865: Midwest (2008)

Ratings

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

Description

1865: Midwest is a railroad building, and stock trading game set in the United States Midwest, which is based on the 18xx game system. In this, as in other 18xx games, players assume the role of investors in railroad companies. Play alternates between share dealing rounds, in which players buy and sell stock in railroads, and operating rounds, in which players build track, run trains and ferries, and manage the assets of the companies in which they own controlling interest.
1865: Midwest uses 8 major railroads, 4 minor railroads, and 8 private companies to simulate the rich railroad history of the region. As the game progresses, the 4 minor railroads will pair off, each pair forming a larger railroad, or system. Later, two of the major railroads are destined to merge into a third system.
The game is designed, from the ground up, to give each player an equal opportunity to succeed in amassing great wealth during the game. In 1865: Midwest there is more than one path to victory, so don't be afraid of losing the game in the first few rounds. You have more control than ever before of the operations of your railroads, but be mindful: so do your opponents!
1865: Midwest should be a challenging, and engaging gaming experience for the seasoned 18xx gamer.

Rush

Rush

Ratings

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

Description

RUSH is a game of the drug culture. The players each become a drug addict on the street. The goal is to reach nirvana without killing yourself. Needless to say this is not easy and dead players are eliminated from the game. Along the way you must support yourself [and your habit] any way you can.

Find the game here:
http://www.rich-and-sharon.org/al/rush.htm

Logjam (1999)

Logjam (1999)

Ratings

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

Description

Logjam is a simple and exciting race game for two to six players. Each player tries to be the first to move all of his loggers through a treacherous maze of logs. The players build a different maze for each game, and all of the logs can move during play. Every game of Logjam provides a new challenge, and the winner is never certain until the very end. While a player moves his loggers through the logjam, he can also try to confound his rivals. With certain die rolls, he can move the logs to block his opponent's path and open new paths for himself. He may be able to squeeze an opponent's logger between two logs and make it start over. Strategy-minded players will try to position their loggers to take advantage of any number that they may roll. Others will enjoy raising havoc.

Get the full game here:
http://www.rich-and-sharon.org/al/Logjam01.htm

Cupido (2000)

Cupido (2000)

Ratings

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

Description

The planet Cupido is a peaceful and serene place to live, but its single population leads an intense social life. A young Cupidoian who wants to go out on a date must find nine other Cupidoians of different sexes whom it likes, who all like it, and who all like each other. Cupidoian parents receive government subsidies to help offset their phone bills.

Out of necessity, Cupidoians have a more hard-boiled view of romance than earthlings do. When they reach adolescence, they decide on exactly what they are willing to settle for in a relationship. They do not accept anything less or hold out for anything more. Most earthlings behave in the opposite manner.

While one God of Love is generally enough for Earth, Cupido requires several. Each player of the game is an invisible cupid, hovering around a small town that contains 100 single Cupidoians, ten of each sex. The first player who can get ten Cupidoians of different sexes to marry each other is the winner.

Cupido is a game for two to six players that takes about a half-hour for experienced players to play. The game requires a deck of 100 cards and a "love dart" prop [such as a matchstick or a coin] for each player. Each player will also need a long space on the table to spread out ten cards.

You will have to construct the card deck from images available on this web site. When the deck is completed, look at the cards. Each card represents a Cupidoian. It shows the Cupidoian's name and picture, and three pieces of information about it: it's sex, it's attributes, and it's desire.

Bullshot (2000)

No Image Available

Ratings

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

Description

BULLSHOT is a skill-action, fast-paced game.
In it, you spin the bull at your oppponents' matadors. You must knock them down, before yours get knocked down.
You can perform spins and tricks by applying different amounts of backspin and speed.
In the game you get a folding gameboard, and 9 matadors, along with the BullShot.

Domino-Puzzle

Domino-Puzzle

Ratings

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

Description

The game of Domino-Puzzle combines the fun of dominoes and puzzles. The game uses the basic rules of Dominoes, except players can play as many tiles during their turn that they can match to existing tiles You could, for example, play 5 tiles in one turn by chaining them end to end.

The pictures on the tiles are animals. And each end contains half an animal. Each end of the tile can only be matched to one other tile so when you are done, you have one long chain that wraps around to form a rectangle.

Scorpion Championship Snowmobile Derby (1969)

Scorpion Championship Snowmobile Derby (1969)

Ratings

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

Description

(from the rules)

In the 1920's a new concept of snow travel was invented in Canada! The Snowmobile! Since that time the snowmobile has developed from a large, bulky commercial type machine to the sleek personal machine it is today.

The snowmobile is a recreational vehicle that can be enjoyed by the whole family, but is also a vehicle for those who are competitive and like to participate in that fastest growing of winter sports, snowmobile racing.

There are three basic types of snowmobile racing: oval track; drag; and cross country. Of the three, cross country demands the most from both rider and machine. Burton Cole developed and designed the Scorpion Championship Snowmobile Derby game to give you all the excitement and challenge that normally occurs in an actual cross country race.

F#%& Yer Sister Funny!!!

No Image Available

Ratings

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

Description

From the publishers website:

It's a sister-f@#%&*n' redneck-bluffin' hootin'-hollerin' good time! Players take turns braggin' about their sisters. If you don't think someone's boast sounds convincing, you can f@#%* their sister to make sure!

Players have a hand of cards with different descriptors such as "...aint got no teeth" and "...can suck the chrome offa trailer hitch!" The starting player picks a saying and begins with "My sister...aint got no teeth." Each player in succession must repeat the previous players statements, then add one of their own: "My sister aint got no teeh and can suck the chrome offa trailer hitch." Play continues until someone calls "I'll f@#%* your sister!" at which point the last player to add to the chain must reveal cards from his hand that match each statement in the chain. Whoever wins the challenge discards a random card from their hand, and play continues. The first person to discard their hand wins!

Golfy (2007)

Golfy (2007)

Ratings

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

Description

Golfy is a marble game based on miniature golf that can be played indoors or outdoors. Each set includes 6 plastic holes, two ramps, 10 marbles, and a carrying bag.

Pacific 1942 SunRise (2008)

Pacific 1942 SunRise (2008)

Ratings

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

Description

Pacific 1942 SunRise is the first extension of the Pacific 1942 Admiral game.

Watch out! The Pacific 1942 SunRise extension cannot be played without the basic version of the game.

It adds new elements to the basic game and thus makes the game more varied.

To play the Pacific 1942 SunRise extension, it is necessary to know the rules of the basic version.

Contents of the extension:
- Five randomly selected hexagon sextets (i.e. tiles)
- Three extra battalions of the marines, three bomber squadrons and three fighter squadrons
- Six extra prisms, which, in the Pacific 1942 Admiral game, stand for the power and speed of ships. In Pacific 1942 SunRise extension, you will have also another use for them.
- Eight completely new island tiles
- 21 risk cards
- A typhoon triplet consisting of three tiles
- A night card

What does Pacific 1942 SunRise change?

Firstly, there is a new goal. To win the basic version, you had to seize four islands in the Pacific. Now, the task becomes even more demanding: You have to push your enemy out of all islands.
In the basic version, a player could seize an island and that was it. In Pacific 1942 SunRise, some islands can be turned into powerful bases. (See more below.)
Apart from the new island tiles, the risk cards represent another extremely important novelty. At the end of his or her turn, every player can decide to take a risk card instead of producing a new battle unit. (The use of these cards is specified below.)

Eight new island tiles

Eight new island tiles comprise two sets of four tiles. Every player receives a set of four tiles. The new island tiles are of the following types:
- A tile with a trench.
- A tile with an airfield.
- A tile with a harbour.
- A tile with a fortress.

Risk cards
There are 16 types of risk cards in the game. Before every game, they have to be thoroughly shuffled and placed with their face down. At the end of each turn, instead of production, a player can take one risk card. You can encounter the following risk cards:
1.Minesweeper
2.Rudder hit
3.Typhoon
4.Submarine
5.Paratroopers
6.False token
7.Extra production
8.New ship
9.Lifeboat
10.Reconnaissance
11.Fleet
12.SunRise
13.Open Card
14.Waves
15.Night
16.Last moment

Expands:

Pacific 1942 Admiral




Booya (2008)

Booya (2008)

Ratings

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

Description

Booya is a very unique strategy game. It has similarities to GO, Goblet and Connect Four. What’s unique about Booya is the BOOYA!, which is a rule, that allows you to replace your opponents, move.

Your goal is to get 7 sets of three before your opponent or after all the pegs are used, have the most sets.
Sets can share the same peg and they are connected horizontal, vertical or diagonal.

Booya has a very aesthetic design with its rubberized block, laser engraved rules and logo and the anodized aluminum pegs.

Overall, Booya is a very fun abstract strategy that is simple to learn but challenging to master!

1000 Bornes de la France (1999)

1000 Bornes de la France (1999)

Ratings

5.63333 out of 10 with 12 ratings
Board Game Rank: Not Ranked

Description

A Mille Bornes variant in which players attempt to complete specific trips to and from various French cities and towns. Trips require the collection of cards, which break the trip into segments, and include historical and geographical information about the area. Simplified hazard and remedy cards include Breakdown/Repairs, Lost/Directions, and Tailgating/Maintain Distance. A map of France is included.

Re-implements:

Mille Bornes




The Key To The Kingdom (1992)

The Key To The Kingdom (1992)

Ratings

5.58333 out of 10 with 6 ratings
Board Game Rank: Not Ranked

Description

This is a trivia game that comes with a set of transformation playing cards based on traditional nursery rhymes designed by Tony Meeuwissen.

from the rules: "These cards have been designed so that all the familiar games can be played with them. However, by means of the verses printed on the following pages, you may like to test the wits of your friends in the following simple game (for two or more players).
Discarding one Joker, neatly lay out all the cards, in any order, face upwards. Reading aloud from the verses, in the sequence shown, you invite the players to call out the card that matches the verse. The first player to guess correctly, keeps the card. Whoever holds the most cards at the end of the game is declared the winner."

Bonaparte (2008)

Bonaparte (2008)

Ratings

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

Description

Bonaparte is a card game for 2 players, which simulates the Napoleonic Wars, where one player manages a French armies of Napoleon and the other administers the British armies of George III.

The game consists in the administration of cards that represent military units and officials, where each battles occur between 2 armies, combining strategy, power of unit and dices.

The battles depends on the type of card, its military force, the strength and influence of the official card, all together define the outcome of battles, therefore, the game requires strategy in the selection of officers and troops to the fighting.

Every battle the winners compute the Points of Victory and add strategic choices for the next fight.

The Card Game is Print & Play

Nanji wa chou-ichimi nariya! (2007)

Nanji wa chou-ichimi nariya! (2007)

Ratings

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

Description

A japanese home-brew, a "Negima!" version of Werewolf.

To activate the "Forced Magic Recognition Spell" in order to eradicate all unhappiness in the world… that is the true goal for Chao Ling-sheng. But that cannot be allowed. You must crush her plans, together with the other students with magical powers!
But take heed, for the Chao team is after you. Each time the World Tree is activated, the Forced Time Jump Bullets rain down on the Negi team!
The keys to victory in this battle where magic and technology meet, are the students who don't know anything about magic. The last event on the Mahora festival is also the stage for the last battle.
Who will be victorious? Will it be the Chao team, burning for its conviction?
Or will it be the Negi team, believing in friendship?

Victory at Sea (1977)

Victory at Sea (1977)

Ratings

7.14286 out of 10 with 14 ratings
Board Game Rank: Not Ranked
War Game Rank: Not Ranked

Description

Victory at Sea is a simulation of World War II at sea. It combines War at Sea (second edition) and Victory in the Pacific, although it is advisable to use War at Sea 2 since Victory at Sea uses several maps included with this game.

Halma (1884)

Halma (1884)

Ratings

5.38808 out of 10 with 168 ratings
Board Game Rank: 13817
Abstract Game Rank: 785

Description

Halma (from the Greek word meaning "jump") is a board game invented in 1883 or 1884 by an American plastic surgeon at Harvard Medical School, George Howard Monks. An English game called Hoppity was the inspiration.

Playing equipment consists of a checkered board, divided into 16 x 16 squares. Pieces are typically black and white for two-player games, and of various colours or other distinction in games of four players. In the Royal Series edition the playing pieces are pink and yellow (not supplied with the game). It is also a two player variant only.

From a rulebook introduction:

"The game of Halma is played with a number of men on a board with 256 squares. Two or four persons can play the game, or it may be played by one person as a solitaire.

In each corner of the board there are thirteen squares, called a yard, inclosed (sic) by dotted red lines. These yards are used when four persons play. In two of the four corners of the board a heavy red line..."

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