This expansion to Win, Place & Show is a second program to use with the game. You will need a copy of Win, Place & Show to use it. It was originally included as an insert in The GENERAL Magazine Vol. 30, No. 4 (July-August 1996). It includes six full new races with new horses to use sometimes in place of the original program, for variety. The accompanying...
The skinniest and the weirdest race begins right now! You – yes, you – have received an invitation to participate in the "skinnies" race, a race in which only skinny people can compete. Problem is, the stadium that holds the race has incredibly strong winds that can blow skinny people like you in directions you don't want to go. Can you win this race...
From the publisher: Sumo wrestle anytime, anywhere with the ultimate Japanese wind up game! In its very first US release, Tomy Classics: Sumo Smash combines old school style with timeless fun. Wind up your wrestler and cheer him on in possibly the maddest sport of all. The first wrestler to force his opponent out of the ring or knock him down wins! Great...
This is a yacht racing game from the 60's. Sort of like Regatta or Yacht Race. Board is big & very nicely painted. The yachts are in a plastic holder & have a little metal bar for a sail (that wasn't included). There is a wind marker that moves every turn & a die. On the board are "Flier" spaces that give your sails an extra gust of wind for an extra space...
Windscorers is a boardgame tribute of the Neo Geo's videogame called "Windjammers". Windscorers is an sports boardgame in which two players face off in a court separated by a net and surrounded by walls. Your aim is throw the frisbee and make point in your rival’s goal. Mechanics summary: There are 6 characters with different technical characteristics:...
Dubbed "A Tactical Sailing Game", Windshifts uses a novel game system combined with unusual components to recreate international yacht racing. The board is randomly created as the race develops using 19 plastic map cards that lock together. The race is in three segments; a windward leg, a downwind leg, and then another windward leg to the finish line. As...
Each player takes one surfer and places him in his Windsurfing School (Start). The dice are then thrown in turn. Each player moves his surfer forwards according to the number of spots on the dice. When a player stops on a particular picture space, he has to follow the instructions on that space (for example, miss a turn). If two surfers stop on the same...