(If the players finished the first part in 15 Game Rounds or more) VERY HARD / 3 SURVIVORS / 30 MINUTES With a lot of effort, we’ve reached the underground tunnels. Despite the darkness, we noticed something strange. Our group is incomplete and now there are just three of us! A few minutes ago, our fourth member was here, complaining about an injury... Oh...
Mast Year is an asymmetric partnership trick-taking game based on the real world phenomenon of a mast year. Two teams of two players each will compete to score points over several hands. Each hand as many rounds (“tricks”) where all players play a single card. The winner of one trick will take the cards and begin the next trick. Players take the role of...
Master and Commander is a print'n'play game of 18th century naval combat. Players will maneuver their sailing ships in a hex grid sea in an effort to cross their opponents T (naval lingo for getting into a good firing position), or even board and capture an enemy vessel to use it against him. Victory is achieved by either sinking all enemy ships or chasing...
Chesapeake 1781 is a scenario for Master and Commander v. 2 and is based on the rules found in that game. The first in a planned series, this scenario simulates the naval battle that took place September 5, 1781 between French and British fleets off Chesapeake Bay. The British under Cornwallis were under siege in Yorktown. A British fleet of 19 ships under...
"A strategic 2-player simulatiion of naval combat in the Napoleanic era." The game is played on an 8x8 grid. A chess board may be used. Each player has a set of eight Ship tiles. Ships are divided into four classes, numbered 1 to 4. Ship Class determines attack range, hull strength, and number of masts. Each ship is also rated for six skill types...
From Their Website: Master & Commander: Close Quarters is a set of rules designed for playing boarding actions between Napoleonic ships. Now you can play in detail such famous actions as ‘Nelson’s Patent Bridge for Boarding First-Rates’ in the battle of Saint Vincent, follow Captain Decatur in a boarding action against Barbary Corsairs, or board the Royal...
Master of Code is a print & play game of number logic and deduction for 2-4 players. The goal is to be the first to figure out what 6 digit code the other players have. You do this by asking questions regarding sums, differences and position of the numbers. However, the opponents can also block you from asking a specific question if they feel it gives away...
The Master of the Jade Temple School of Kung Fu has called out the students of the Demon Head School of Kung Fu for the lowlife, degenerate thugs that they are. Enraged, the warriors of the Demon Head School attack the Jade Temple, killing its Master and beating its students mercilessly. Some of the students, including the players, manage to escape into...
Masters of the Arena is the new strategy board game that will challenge you to become the ultimate master! Inspired by MOBA-style games, you control your own heroes and fight in an arena to become the winner. With a variety of available skills and strategies, each match is unique and exciting. Combining elements of RPG and board games, Masters of the Arena...
Master of Venice. Game of Renaissance Intrigue. You are a Merchant Family of Great Wealth & Prestige. Amass your Fortune by sending out your Cogs & Caravans along well Established Trade Routes. Buy Cardinals and Senators. Bid carefully in the Elections to gain control of the Doge and Pope. Beware Pirates, Plagues, Crusades, and Excommunications. All...
A Master Stroke: The Battle for Meiktila deals with the British offensive to the railroad town of Meiktila in Burma and the subsequent Japanese counterattack. This was a fight characterized by the bold move made by the 17th Indian Division to abandon their supply lines to take Meiktila, unhinging the Japanese defense line. Relying on air supply to hold out...
Master the Five is a cooperative hand-management card game for 4-5 players. One player will take on the role of a master, and all other players will initially take on the role of apprentices eagerly seeking to learn magic. To win, all apprentices must graduate to become masters by casting spells and gaining power in each of five different magic...