The object of this game is to be in possession of the greatest amount of Heavenly Gain when the word "FIRE" is shouted. As the player improves his position, he may "trans-mint" his Earthly Barter, "Wood, Hay and Stubble", which burns up completely when "FIRE" is announced, into Heavenly Gain, "Gold, Silver and Precious Stones", which is imperishable....
"Universal Skirmish Rules for all periods up to the 1880's, including Fantasy. Fast and playable, includes all the detail to cover any situations in a small scale action. Also perfect for western gunfights. Each miniature figure represents a single warrior. The scale of Fire, Hack, and Run is 1 centimeter equals 1 yard. This scale is easily playable and...
Fire-Ice-Slime is a very fast and simple, 2-player, 1 Treehouse game, similar to Rock-Scissors-Paper. Players attack each other with fire, ice or slime, with the more powerful attack type winning. Each attack type is represented by colours, and has both strengths and weaknesses. Red pyramids represent Fire, Blue pyramids represent Ice and Green pyramids...
Fire On The Suns: Tactical Command! is a fast-paced, easy-to-learn game of interstellar conflict set in the Fire On The Suns game universe. Fleet Book 1 adds a new race, new scanerios, and new counters to FOTS: TCOM allowing players to play out a scenario on their lunch break and an entire campaign over a weekend. Contains additional rules, maps, and...
Fire on the Suns: Tactical Command 2nd (TCOM2) is a tactical starship combat and war game construction kit. The product is a CD-ROM and the game can either be printed out for head-to-head play or it can be played via hot-seat/play-by-email with software such as V_MAP (Windows version included for free.) TCOM2 has been retired. The author, Todd Zircher, is...
Fire and Steel is GDW's set of rules for 15 mm Napoleonic miniatures. The rules set provides a complete rules for conducting battles in Europe between 1808 and 1858. This rules system is ideal for the beginning miniatures wargamer. The rulebook is only 6"x9" in size with the text printed in single column to a page. They are concise an easy to understand...
MicroHistory #5 in the Metagaming MicroHistory series. From the 1870's until 1906 was the age of pre-dreadnought battle wagons. The USA, Britain, France and other great powers began to build large navies of advanced ironclads. Fire When Ready explores this neglected era, allowing players to assemble fleets of battle wagons, cruisers, destroyers and torpedo...
From the box: 'IT'S A 5 ALARM FUN FILLED RIOT! Lickety-split! Quick! Quick! Before the mouse comes down the stick!' 'IDEA OF THE GAME - The object is to get 4 of the same cards before the mouse slides down the pole. This is done by drawing & passing cards just as fast as you can. Watch the mouse and try to guess which number he will point to when he lands...
From MNG-AJM Games and Collectibles description: Card game, simulation of a football season. Originally designed as a postal game, this version comprises 110 illustrated cards. Each player chooses which players to field in each match, and can buy overseas stars to bolster the team's performances. You can replay the whole season inside an hour. The short...
Angelic creatures descended from Heaven! Kings of the whole Europe joyfully welcome Aliens, and Сhurch declares them as envoys from the Paradise. But there is one tiny trouble - marvelous creatures do not speak Latin! They do not understand either Arabic or Greek. However, they strongly want Brave Knights and Fair Maidens to travel with them to the stars....
First Down is a competitive American football strategy game where every play is a mind game. Outsmart your opponent and fight for every yard. It is a head-to-head strategy experience focused on play-calling, anticipation, and decision-making, offering depth across a full match rather than relying on short, isolated moments. Players take on the role of...
SNAP is a fast-playing, pocket-sized football card game for 2 players set in the FIRST DOWN universe. Players take turns running drives through a mix of hidden card selection, dice resolution, weather effects, and positional bonuses. At the start of each drive, a weather card modifies the conditions. The offense then chooses a featured position, QB, RB, or...