FIRE puts one or more players in the role of a city fire department chief or battalion chief in a department. The mounted board is an 18 x 15 inch representation of an urban environment including streets and alleys, business and residential districts, industry and fire stations. Structures are color-keyed green for low buildings and blue for multistory....
The world of Fire Tower is expanding. In the Rising Flames Expansion, rapid crown fires, heavy winds, and tumultuous weather threatens the forest. Defend your tower with a powerful new deck and a flock of legendary firehawks! Beware the growing influence of the Shadow of the Wood, as destroyed towers now have a host of new abilities with which to claim a...
Similar to Trivial Pursuit but with a questions regarding fire. The object of the game is to successfully obtain a full set of six pawns (one from each category) to "man" your fire engine, then proceed to the center of the board and answera question to "put out the fire". The categories are: Fire Apparatus Tactics Safety Industrial Fire Protection General...
Fire and Water, the raging elements, play the main roles in this clever tactical game for 2 to 4 players. Who will get the upper hand? With the unrestrained strength of the elements on one hand, and with the help of the tender elementals on the other, a clever player will direct the outcome of the struggle of the elements and become the Master of the...
This is a simple little card game combining Rock-Paper-Scissors and War that you can play anywhere. All of the game pieces are held in your hands so you can play Fire-Water-Wood while waiting in line, riding in the car, walking from place to place, and so on. The object of the game is to collect all of the cards. Players start with one of each card type...
MicroHistory #5 in the Metagaming MicroHistory series. From the 1870's until 1906 was the age of pre-dreadnought battle wagons. The USA, Britain, France and other great powers began to build large navies of advanced ironclads. Fire When Ready explores this neglected era, allowing players to assemble fleets of battle wagons, cruisers, destroyers and torpedo...
NAVAL WARGAMES RULES FOR PRE-DREADNOUGHT ACTIONS Fire When Ready covers actions with pre-dreadnoughts. They come with a set of rules for creating your game statistics for your vessels using published sources such as "Jane’s" or "Conway’s". The rules features an choice of game systems. The "Duel" Game is intended for use with a small number of ships and...
"Fireball! Fireball! Fireball!" is a light card game of magic mischief. Mages hurl spells at each other in an attempt to defeat their opponent with superior spell casting. With their lightning reflexes, seconds feel like minutes - making them able to block incoming attacks with their own spells. All players starts with three Fireball cards and get to...
Fireball Forward is an innovative rules set for re-creating company-scale engagements in WWII using tabletop miniatures from 15mm to 28mm scale. The game is easily learned, fast-playing, and above all it emphasizes story elements of the battle so that the narrative which emerges has a natural feel of a historical written account. Attention is focused on...
The American Army in Normandy is embroiled in the "Battle for the Hedgerows". The key to breaking out lies in capturing the vital crossroads town of Saint-Lo. The US 9th and 30th Divisions have created a bridgehead over the Vire river, the last major obstacle before the town, and are pushing on. The Germans are determined to stop the drive and move the...
Villers-Bocage, Britain's Lost Opportunity is a book of tactical scenarios for the Fireball Forward! game system. It is centered around the British attack on the town of Villers-Bocage and the larger Operation Perch against German positions west of Caen, in Normandy, on 12-14 June 1944. It features engagements between the British 7th Armoured Division-the...