Microgame #4 in the Metagaming Microgames series, Warpwar is a fast playing mini-game of interstellar maneuver and combat. You select the tactics and weapon power settings. No chance is involved in the diceless combat system. You must out-think your opponent. You design your own spaceships with beams, screens, missile tubes and power drive. Ships move...
What was the greatest warrior of the Medieval age? Prepare to answer that question once and for all. Choose your favourite warrior, and go head to head with other warriors. Prove to the world that you are the greatest. Warriors of Legend pits warriors from differing centuries and cultures against each other. You could be the greatest, only by playing will...
Two Lancastrians and two Yorkists draft cards that give them control of major towns, nobles, bishops and royal castles. Income generated by these enables them to raise armies and to bribe nobles, bishops and ship captains to change allegiance. Players then use secret planning and simultaneous deployment to gain control of the six areas in England and Wales...
Richard III: The Wars of the Roses (formerly known simply as Wars of the Roses) is an epic two-player game concerning the long and bloody dynastic struggle between the houses of Lancaster and York for the throne of England. The game depicts both the vicious military campaigns and the rich political struggles that surrounded the late rule of the mad-king...
Sub-titled: "Present Day Tactical Naval Combat". Beginning with an excellent introduction about the evolution of 'Ships' from the "Post WW-2" era up until the 'present'-(circa 1979), and with some possible 'future' contingents. This is a set of RULES for use in conjunction with "Modern Naval Miniatures"(or 'counters') up to a scale of '1/1200th'-although...
Subtitled: Present Day Naval-Air and Anti-Submarine Warfare. Labeled as "The supplement to Warship Commander", this 62 page rulebook states that this volume is actually part 2 of the complete rules, covering all aspects of naval-air and anti-submarine warfare. It also includes updates to the Warship Commander rules and optional rules for a three player...
Explore the Waters of Nereus, a fabulous world with wonderful treasures in its vast seas. You lead a capable and talented crew. The captain determines the best direction to sail, the pilot and first mate maneuver the ship through the ocean, the purser controls your funds, the scientist performs important research, the merchant buys your treasures, and the...
The game of What are the Odds where you don't need to think about what scenario of odds to give your friends next. We're not saying your going of friends is boring, but, we're saying it takes a little bit more effort to create an unforgettable night. So, that's why we've come up with 130 ridiculous scenarios that will embarrass everyone one card a time and...
Demo case for Watson & Holmes game. "My sister is in jail, but she is innocent. She did not kill the doctor!" - This was said by a young boy on the first floor of 221B of Baker Street. My friend Sherlock Holmes was sitting and listening quietly to the full story. Finally, when the boy finished, Holmes opened his eyes and I listened to his voice: Watson...
This unique and cunning pencil and paper game features a magical duel between 2 wizards. Variants for more are easily devised (last wizard standing, teams, etc.). The two opponents perform 6 magical gestures with their hands to cast spells - each spell created by performing a specific sequence of gestures. As gestures for the 2 hands are written secretly...
This version of We Didn't Playtest This at All includes the Chaos Pack Expansion and comes in a sturdy 2-deck-playing-card-type box with a lift top. The Chaos Pack Expansion contains a side deck of 15 cards you can use alongside We Didn't Playtest This at All. Every game, you randomly draw one Chaos card, and it becomes a rule that must be followed for the...