The players start at the center of the star on the space of their color, stagger clockwise around the star. Movement is determined by a die. The first player to reach his starting space with an exact roll wins the game. The players move straight along the blue lines. Changing lines is only allowed, if the movement is starting on a crossroad or junction. If...
The unicorns from all over the world organize a competition flight. Player with his unicorn has 2 options: move forward 1 space on the game board or risk and roll 6 dice with combination of courage, foresight and luck. If he lucky he may move more than 1 space or sometimes needs to reset his character this turn. Who plays and sent at the end arrives first...
Based on the popular comic strip, Steve Canyon, this game lets up to four players fly their F-105 Thunderchiefs to three different air bases. The first person to complete this circuit wins. Very luck driven, in that a roll of one die determines movement on the map and also altitude increments of 1,000 ft. Player choices amount to deciding what altitude to...
Another game of the scarce Pepys double feature series. Game box contains 14 high speed cards, 14 low speed cards, 7 hazard cards (black letter) and 5 hazards (red letter). For movement players use 6 car cards: Jaguar, Sunbeam Talbot, Riley, Bentley, MG and Ford Zephyr. Added are 3 long card strips depicting various towns, scenes and check points along the...
Stirling Moss Rally sees 2 to 6 players race along a hazard strewn course, across snow and ice, through rocky canyons, and across arid deserts. Players can buy equipment to help them through certain terrain (ice tires, sand ladders, improved shocks, spare fuel), although often players will find themselves breaking down and having to walk to the nearest...
A tin race circuit for 1-2 players. The winner is the first to travel 100 miles to the finish. Players have a car and matching color marble. Players attempt to shoot the marble into indents "holes" marked 5 miles or 10 miles in order to advance their car. Additional holes create delays for drivers. Components: 2 die cast cars - red and blue 2 marbles - red...
Every player has 5 tiles with numbers from 2 - 6. On the other side of the tiles you can see a broken car. The board is a circle with 16 fields, 8 in blue, 8 in red. Each player places his tiles on his half of the racetrack. The numbers are hidden, all tiles are revealed at the same time. Red starts the game. A car is pulled as many fields as the number...
Racing game driven by cards. There's a central track deck which simulates a given track. Each card in it can be an event (a yellow flag, crash, blown engine) or simply a lap count which players must attain for that turn. Each player has a driver deck which they draw from to make a hand. They play cards each turn to reach the lap count. With their remaining...