Simple Norwegian roll and move game. With the help of a die your boat move forwards in this race game of small sailboats (dinghys). On the route(s) there are also 21 fields you could land on, which either represents an obstacle (eg. "You get distracted by a beautiful gal on shore. Bad flag rounding, move 4 spaces back") or a help (eg. "The wind gets...
From the Italian company International Team comes this fairly simple game of piracy on the high seas. On a map that can only be considered a fantasy world you sail your galleon around the outer islands picking up treasure chests in the hope of delivering the treasures to his island in the middle of the board. Movement is handled by way of a wind disk....
extrapolated from the translation: Jolly Roger A card game for 3 – 5 players Ages 8 and up Designed by Franz-Josef Lamminger Manufactured by Fun Connection Pirates have found the fabulous treasure of Captain Flint. However, everyone is fighting to reach into the treasure chest first. The order changes constantly, because everyone wants to be the leader of...
Even to the Russians, a hardy race with much experience at living in a cold land, swept by bitter winters, the Kola Peninsular and the Murman coast represented the very extreme of a distant, harsh and God forsaken place. Hence, they named their first colony there Murmansk. The end of the Earth. To the Allied sailors of many nations who sailed there during...
The original Fleet Admiral was designed in the mid-1980’s by Jack Greene while running Quarterdeck Games, a small part-time vanity press producing cardboard and paper war-games. The game is a highly-sought after collector's item on ebay; commanding top dollar. Fast-forward to today, and Consim Press is collaborating with Jack Greene on an all-new game to...
Imperial Germany laid down her last dreadnought in January 1915, and never completed her. But planning continued for new classes of battleships, battle cruisers, armored cruisers and scout cruisers. All understood that they could not possibly be built during the course of the ongoing First World War, but would be laid down afterwards. Reflecting the...
NAVAL WARGAMES RULES FOR THE DREADNOUGHT ERA, 1906-1918 These rules are quick and simple to play, providing a fast game of naval action in the era of the Dreadnought between 1906 and 1918. In the scale we use, 10cm represents 1 nautical mile to 10cm. The rules incorporate weather, spotting, submarines, aircraft, shore batteries and minefields. They take...