A tension-filled and fast paced card game of deduction and misdirection for personal gain, set in a dark neo-feudal world recovering from years of enslavement by insectoid oppressors. Players must manipulate the powers of a series of 16 characters in order to gain tokens of power (coins). The object of the game is to be the first player to acquire 10...
Ambush Alley: Motor Pool contains the game statistics for the vehicles of twenty nations, providing players with all the info on nearly any APC, IFV, or AFV likely to be encountered on the world’s modern battlefields. Motor Pool also contains a section that updates and clarifies the core vehicle rules and includes guidelines for writing up vehicles not...
DAY OF THE RANGERS is an Ambush Alley scenario pack and rule expansion focused on US military actions leading up to and including Operation Gothic Serpent – a tumultuous period that culminated in the violent and dramatic events depicted in Mark Bowden’s award winning book, BLACK HAWK DOWN. DAY OF THE RANGERS contains ten scenarios, ranging from historical...
In a world where steam and gears reign supreme, the tranquility of the cities is threatened by the arrival of a Mechanical Giant. Its origin and motivations are a mystery, but driven by an inexhaustible energy, this colossus of metal sows chaos in its wake, leaving behind ruins and hearts filled with fear. Faced with this unprecedented challenge, three...
ACW does not use a turn sequence. It has a “variable length bound” instead of fixed turns. ACW uses an order system. Each command -brigade, division and corps - operates under orders. Orders should contain reference to a ground feature or specific enemy force. They may not be conditional or contain the word “if”. A Change of Situation (COS) may be enemy...
The advent of 2mm scale figures represents a major step forward for those who wish to wargame the large-scale engagements of the past with miniatures. These rules use a groundscale of 22cm to the mile which makes it possible to model the very large areas occupied by big American Civil War battles on tables of conventional size. The rules use a 'Variable...
Players aim to reach the magical fragment at the end of the maze by placing cards between the paths. When you shout "Ami Dungeon!", you place cards where you want to place them at the same time. If there is a conflict at this time, you will not be able to place your card where you want, so it is important to read your opponent's mind. You can place cards...
アミーゴ! (AMIGO!) is a Japanese speed word game. Players must determine the start letter of a word, then call out a word that fits the chosen theme. Each player has two thumbs up cards. After a theme card and a word card card are turned up, players choose how to play their thumb cards. A thumb up is +1, a thumb down is -1. All players reveal their thumbs (you...
You're a coward, but we'll help you! In amigos de merda (shitty friend) you can say to your friends all you've ever thought, but never had the gut to say. Draw a card from the deck and read the description out loud - "This person definitely snores", for example - then count down to 0 and have everyone on the table point at the one they think match the...
In order to assist in the construction of their space stations, each race has formed a team of ambassadors to visit other space stations in need. These ambassadors are willing to offer their services and strengthen the bonds of the newly-formed alliance. These ambassadors are introduced in the game with the addition of a fourth action that allows the...