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Can`t Stop:
In this Sid Sackson classic, there is a board with all the possible results of two six-sided dice: two through twelve. The object of the game is to move a little marker to the top of three columns by rolling that result, but you need many more sevens than you need twelves, based on the likelihood of each result. During your turn, you roll the dice and place temporary markers onto the board. You can continue moving these markers until either none of your dice match (your turn is over and all progress you`ve made is gone), or cut your losses and end your turn (placing a permanent marker in your rows). Nice light filler for opening or closing a session.
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Carabande Jr:
Kids use large, wooden, puzzle-like pieces to construct a race track that looks very similar to an electric car track when finished. But instead of using electrons, players use finger-flicks send little round pucks around the track, ala carrom. When the additional action pack is used, players are given a jump and a couple different chicanes to complicate their lives.
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Carcassonne:
A clever tile-laying game. The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. The players develop the area around Carcassonne and deploy their followers on the roads, in the cities, in the cloisters, and in the fields. The skill of the players to develop the area will determine who is victorious.
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Circus Maximus:
Like in the days of the Great Roman Games there was the Circus. It was played out on the great arena. You are one of the drivers of the great race. All you need to do make it around the track 3 times first. There is the matter of whips and daggers and horse grinding. The Wheels can only take some much strain in the corner. It is a wild ride. Everybody can play this great game.
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Combat Commander:
Combat Commander is a card-driven board game covering tactical infantry combat in the European & Pacific Theater of World War II. One player takes the role of the Axis while another player commands the Allies. These two players will take turns playing one or more “Fate” cards from their hands in order to activate his units on the mapboard for various military functions.
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Command and Colors:
Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray, stylized battles from this time in history. The 13 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.
The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.
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Conflict of Heroes:
Academy Games presents Conflict of Heroes, a new fast-paced tactical board game series designed by Uwe Eickert. The series follows the development of modern day squad and platoon level tactics starting with World War II through modern day Bosnia, Iraq, and Afghanistan. The first game in the series, Awakening the Bear! – Russia 1941-1942, takes you to the eastern front during Operation Barbarossa, the German invasion of Russia. Many consider this time period to be the birth of modern warfare tactics that continue to be used and perfected by today`s modern armies.
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