Simple card game about a knight's tournament. Each player plays a knight card, the cards are simultaneously revealed and everyone compares results with each other knight on the table. The knight cards hold a sword and a shield, either up, middle or down. A sword that points somewhere without protection of either kind scores three points (head), two points...
At the start of the game, the knights position themselves on the green spots at the corners of the tournament stages. Each player rolls the die once and advances the number of points rolled. On a 1, they move straight ahead. On a 2 or 3, they move in a lateral direction, changing course once. Only one square may be crossed diagonally. Green squares mean a...
This is a dice-rolling gambling game published in Vienna in the early 1800s. Around a central scene of knights jousting are 20 illustrated squares each with one of the possible combinations of two dice. The double six appears in the middle image. Most of the squares show pieces of a knight's equipment, while the rest have various animals or objects as well...
TUSC: The Universal Skirmish Combat Engine is a modular, setting agnostic skirmish wargame designed to allow you to create custom stat lines for any models you may desire. It is the debut title of indie tabletop games studio Sword & Board Games, and includes a supplement for playing games in Sword & Board Games' in-house sci-fi setting Tetrarchy to show...
Blackrock Games - Twelve heroes angol nyelvű társasjáték ár: 7 140Ft. Mindig is imádtad a középkor birodalmait, lovagjait? Akkor a Twelve heroes angol nyelvű társasjátékot neked találták ki! Minden az irányításod alá kerülhet! Figyelmedre igazán szükség lesz, ugyanis sok lehetőség áll rendelkezésre, de a legfontosabb a hadsereg, amivel különböző...
Fast play miniatures wargames rules for the Dark Age (AD 410-1054) British islands. Like the other games in the "Twilight" family, close combat and shooting are folded into the morale rules: the effect of being shot at or attacked in melee is simply to check morale. Units that fail too many morale checks rout and are removed. As is appropriate for the...
A fun, fast-paced medieval game that will keep everyone on the edge of their seat to see who will be crowned victorious. The game was made to be great for road trips and to unexpectedly lose friendships along the way. Be ready for anything as y'all take charge at one another with various and unique cards..... while you are getting yelled at of course! When...
In the two-player card game 'Two Crowns', you lay siege to your opponent's castle (represented by a 20-sided die) with a strategic mix of tactical insight and skillful bluffing. Luck is a minor factor in battle. By cleverly choosing when to go on the offensive with your knights, and by spending gold on special units like vassals, bishops or catapults, you...
Two Crowns is a two (or more) player game, in the attack/defend, turn- and phase-based realm, that anyone can play with cards they likely already own. It employs mechanics that serve as a gateway to more complicated Trading Card Games like Magic: The Gathering and Pokemon, while striving to be easy to learn with hidden depths and strategies. All that is...
Two Toned Tussle is a medieval offshoot of Rock, Paper, Scissors. While the main goal of beating your opponent with the better of the three options, (Sword, Staff, or Shield in this case) The over-arching goal of Two Toned Tussle is to be the player with the highest treasure score at the end of the game. To gain treasure, you must win bouts and earn White...
Tymor is a fast-paced, easy-to-learn, and highly replayable fantasy strategy game for 2-4 players. Set in a compelling world struggling to recover from a legendary apocalypse, it features a modular map that changes every game, an innovative season mechanic, and three ways to score victory points. The goal of Tymor is to excel in three categories of...
Typhoons & Turtleships. Two player card game simulating the various attempts of the Japanese and the Koreans (Chinese & Mongols too) to conquer each other across the Sea of Japan. Players alternate being the Attacker. If the Attacker wins both the Naval and Conquest phases he wins. Strategy favors the defender, but the attacker only has to win once....