This is the fourth in a series of 4 games in the Egypt to Canaan Hebron series of bible games published by Good Reading Limited. Like the other games in the series it is a roll-and-move game and uses a D8 which it calls a 'Pyragon'. Players race to encircle Jericho seven times to conquer it, capture Ai, capture five kings and move round twelve tribes. From...
Experience the glory of Ancient Egypt in this classic new board game for all ages. Imagine you have been transported back to the age of the Pharaohs. Your goal is to become Supreme Pharaoh and defeat all your rivals along the way. To become Supreme Pharaoh you will need Soldiers to do battle with. Musicians and dancing girls for entertainment. Food to...
Based on the movie with same name. In this co-op game local businesman want to cut off all the forest. Players must find evidence that there are living great grey owl in this forest. The species belong to red list so it is only hope to save the beautiful forest. Players roll the dice, move their characters and collect the evidence-cards. Also the...
From the box: "The dots on the dice determine how many rabbits jump, one after each other, from the back to the front. If there is an egg in one's supply, of the same color as that of the rabbit that ends up at the front once a jumping round has finished, the egg can be returned to the box. With a little luck with the dice and some tactical thinking you...
The players start with 6 meeples at the bottom of the game board. Movement is determined by a die. Any meeple that has reached space 25 can advance to a winning space by the apt roll of the die. For instance, on the roll of a 2 it can occupy a "100-space" or on the roll of a 6 the "1000-space". Each winning space con only be occupied by one meeple. The...
The players represent a pedestrian (yellow), a coachman (green), a bicyclist (blue) and a motorist (red) with a separate track on the gameboard. Movement is determined by a die. On sone spaces traffic situations hinder or benefit the players. The first player to reach his destination wins the game. This game was published between 1927 and 1934 as indicated...
Each player chooses a polar bear (=colour). They roll the dice and move forward accordingly. When they land on a polar bear field, they have to stop (excess steps expire). They then turn over one of the polar bear cards. If the polar bear on the card matches the one on the field, the player rolls the dice again and moves forward. The player who reaches the...
One player (Perry Clifton) pursues up to 4 burglars. Each piece moves on it'ts own track. Movement is determined by a die. Each space on the game board represents 1 minute. The burglars have a 10 minute headstart. If Perry Clifton overtakes a burglar, the burglar is caught and eliminated from the game. If a burglar reaches space 88 he has escaped. Perry...
Objective: be the first to finish the circle (climbing up to '20' & getting back - moving by turns - simple 'Roll & Move' game; each player rolls the die (1d6) & moves forward; ending on a red space you have to calculate (addition or subtraction) printed numbers moving to new space remarks: cute meeples published ~ 1920's belongs to series: 'Scholz...
Each player has 2 game pieces (José and a donkey), both of which he must bring to the target field. After rolling the dice, you can move your donkey or your José. On event fields (with "typical" actions of an Indio boy) you can earn or lose money, have to sit out, move forward or back. The target field (the sea) can only be reached by both game pieces by...