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1812:
The American-British struggle for control of the Great Lakes in 1812-14. The roles of navies, infantry and cavalry are depicted in this exciting game. Turns are each a year long, and consist of 10 movement/battle phases plus a winter supply and scoring phase where lead of more than 10 victory points, gained through control of lakes and enemy towns, results in a win. The rules are short and tight, as they should be after 34 years of production, and it`s a very easy game to teach. Because victory conditions are calculated during each winter phase, it can also be a very short one.
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18XX:
Play three different multi-player railroad games that captures the drama and excitement of this period. 1830, 1856 & 1870. Featuring 1830! 1830 is one of the most famous 18xx games. One of the things some gamers like about this game is that the game has `no chance` element. That is to say, if players wished to play two games with the same moves, the outcome would be the same also. This game takes the basic mechanics from Tresham`s 1829, and adds several new elements. Players are seeking to make the most money by buying and selling stock in various share companies located on eastern United States map. The stock manipulation aspect of the game is widely-regarded as one of the best. The board itself is actually a fairly abstract hexagonal system, with track tiles placed on top of the hexes. Plus each 18xx title adds new and different elements to the game. This game features private rail companies and an extremely vicious, `robber baron` oriented stock market.
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Acquire:
This Sid Sackson classic has taken many different forms over the years depending on the publisher. Each player strategically invests in businesses, trying to retain a majority of stock. As the businesses grow with tile placements, they also start merging, giving the majority stockholders of the acquired business sizeable bonuses, which can then be used to reinvest into other chains. All of the investors in the acquired company can then cash in their stocks for current value or trade them 2-for-1 for shares of the newer, larger business. The game is a race to acquire the greatest wealth.
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Advanced Civilization:
This is an expansion for Civilization. Included are more civilization advancements (both quantity and type), which give the players new options for advancement. As well as a slightly restructured commodity trading round, which has new resources and disasters to be traded. The most significant, and controversial, aspect of the game is a restructuring of the advancement/victory conditions, which removes the limits on advancement cards. Some claim this makes the strategies more homogenous, while others claim the reverse is true.
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Afrika Korps:
Recreate the legend of "The Desert Fox". From April 1941 through the climatic battle at El Alamein in later 1942. Afrika Korps simulates the mobile conflict between Rommel`s Panzerarmee Afrika and the British Eighth Army defending Egypt and the Suez Canal. During each monthly game-turn, the initiative may switch from the Germany to the Allied player as both come to understand why Rommel called North Africa "A tactician`s paradise; a logisitcal officer`s nightmare.
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Age of Renaissance:
AOR is something of a mix of other games. It consists of Epochs and special event cards similar to History of the World. It`s a multiplayer game involving trading similar to Civilization, and has elements which players of New World should not find unfamiliar. The combination of tried and true game design principles with a few new wrinkles makes AOR a novel gaming experience.
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Agricola:
In Agricola, you`re a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you`ll find on a farm: collecting clay, wood or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
Agricola is a turn-based game. There are 14 game turns plus 6 harvest phases (after turn 4, 7, 9, 11, 13, and 14).
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