Description from the designer: You are Portia Forthwright, an inventor with a dream—to build the world’s first steam-powered bicycle. Grapple with adversity and time to advance along the technology tree, but if you succumb to despair, your dream will be lost to the scrap heap of time. This is a solitaire game about invention in a steam-punk universe. The...
User Summary: The game is played by rolling five dice, and setting aside aside at least one scoring dice after each role, rolling only the dice that aren't kept for as long as the player keeps scoring. If, at any point, no dice rolled score, then all points set aside in that turn are lost, and the dice passed to the next player. Following any roll in which...
A Gritty Game of Hue-and-Cry. Stop, thief! — or are they? Posse Comitatus is a small-box bluffing card game in the Cockroach Poker family, themed on the historical hue and cry of pre-police London. The Mechanic On your turn you slide a card face-down across the table to any opponent and declare a suspect type ("This is a Smuggler"). The receiver picks one...
Poseurs is a party game that tests your ability to fake it till you make it. Each round, you draw a card that tells you if you're a Normie or a Poseur. Normies will all have the same word written on their cards, which they have to dramatize by striking a pose. If you're a Poseur, that's where it gets interesting. Your card is blank, so you don't know what...
Rescue as many monks as you can from the demon infested monastery. A Run consists of several consecutive encounters and may be ended after any of them. If the player’s paladin character dies, all rescued monks are lost as well. From two standard decks of playing cards, select the 40 cards indicated on the reference sheet; these form the game deck. The game...
Post Captain is a solitaire PNP game of sailing, sea chases, and espionage during the Napoleonic Wars. You take on the role of a young captain who has just been given command of his first ship. The game's missions revolve around the the tangled web of political intrigue surrounding Napoleon's plan to invade England. The game play focuses on navigation, 1...
Fast 8-turn game about Operation Market Garden 13-29Sep44, from south of Eindhoven to north of Arnhem. 12 Allied and 15 German pieces. "Monty Fantasy" 50% possibility the German SS panzer divisions *won't* be there at game-start to confront the paradrops. Basic 25%-50%-25% combat odds allocation/resolution system. Weather 50% good after Turn 1. Hidden city...
NOTE: As long as you keep (only) my copyright statement, its Dedication, and my war&history quotes on it, you are - ANYone is - free to print off copies of my English language edition in postcard 4"x6"/A6 format to send to family and friends or whomever. VERY fast and simple hex-and-counter Postcard Barbarossa! postcard size/format board wargame about the...
Postcard Brittany is a relatively fast and simple - NO "Zones of Control!" - but historical little 6-turn sudden-death postcard wargame about General George Patton's August 1944 coup de main attempts to grab the major French ports of Brittany, before the Germans could organize their defenses. Regimental level: 14 German units, 3 French FFI groups, and 11...
VERY fast and simple hex-and-counter postcard size/format boardgame about the December 1944 German Ardennes counteroffensive, using my previous, popular little Ardennes Petite map which I discovered fits *perfectly* on a postcard. 5 2-day turns. Plays in 30? minutes. As for Postcard Barbarossa 24 units/pieces. 10 German and 14 American. (There just wasn't...
Postcard Civil War East is a little postcard size/format Strategic level board-wargame about the American Civil War in the East to mail/give to family & friends. 6 turns per year, 1861-65, but just a single year's campaign can be played. 7 Union and 5 Confederate pieces. Lots of Fog of War, Jackson's Foot Cavalry II Corps while it lasts, etc. A one-year...
Micro game necessitated by postcard format. 11 day and night turns. SECRET Allied code-breaking possibility to get Yorktown as well as Lexington fleet carriers. Neat Port Moresby landing rule: number of surviving (of 11) Japanese transports plus UnDamaged shore-bombarding Japanese cruiser units roll 2 dice to see if they take it. Battle can continue in...