In this monopoly-type game the properties are (existing Hungarian) companies and players can only buy shares of the companies. Moreover, when a player arrives to the appropriate space, the other players also can buy the shares of that company. But it is more expensive, since when shares of a company are bought, the value (and price) of all the shares of...
Players are director of a bank and will invest in products, develop and bring them to the market. At the beginning of the game everyone receives a card which states which products are to be purchased. With some starting money and one first random product, every turn dice are rolled and paws moved. The board shows all available products, and whenever the...
Your goal in Speicherstadt Hamburg is to become a Senator in Hamburg during the late 19th century. To do this, you'll buy goods from the ships arriving in the harbor, repackaging some of them to create "donations" (i.e., bribes) to the Senate, while placing other goods onto the market in order to recoup funds needed for future purchases. The Senate gives...
Spellcraft is a competitive team-based game, where teams of mages split into two sides, each fighting for their throne while also crafting powerful spells through elemental management (by gathering elements to craft spells from the available menu). Each player controls a single Hero. All players move and perform actions on the same map, whilst having their...
Microbadge: Spellfire is a CCG put out by TSR, using many of the monsters and personalities from the various Dungeons and Dragons settings (Forgotten Realms, Dark Sun, Ravenloft, Dragonlance, etc). The first player to play 6 realm cards and successfully protect them wins the game. To attack enemy realms and defend their own, players use heroes, monsters...
June 1994 - These boosters were also released with the first edition double decks. They had 14 cards that could be found with standard decks, plus every pack had one of 25 chase cards. These chase were the first AD&D champions. It also had 6 cards names for people at TSR: Gib Ekim (#4), Gib Evets (#11), Gib Htimsen (#13), Dori the Barbarian (#12), Red Zeb...
August 1994 - Making their premier at GenCon '94 in clear plastic packages, not that which we know them in today. Many new concepts were brought in this set. First and most obvious, Ravenloft became the 4th world to formally join Spellfire. This Set also gave us the first werebeasts (Loup Garou, Sir Heirgaard, etc) and the first real undead (sorry, but 4...
September 1994 - This set added a lot to the game of Spellfire. First and formost, Dragonlance became the 5th world of Spellfire. Also, this is the set that first started denoting champion race. This included dwarves, elves, and kender (there still is only 2!). This caused much of the past cards to get bluelining, which means that even though Drizz't...
November 1994 - This is one of the most powerful sets ever made, and it really didn't add much that was new. Instead, it just expanded upon core game concepts and used them for many powerful ideas. The most intreaging idea that has been a large concept was that of "draw and discard a card, noting its last digit." Because of this, an element of randomness...
May 1995 - This set, on the whole, is my personal favorite. While it's got lots of power, that isn't the reason. This booster add no new concepts. Instead, it took the under developed concepts in the game, and expanded to make it playable with inventive powers. Artifacts were made for many worlds that had few, rule cards had a rarity less than full rares...
Septemebr 1995 - This set brought some new concepts to the game, but still had some tragic flaws that could have been corrected if more playtesting had been used. In this set, we saw two new types of cards used: Psionicists and Psionic Power Cards. There always mixed reviews of psionicist due to this set. Some thought (for some unknown reason to me) they...