There are 120 of the 1/2" counters, map sheet with hex grid, rules, charts. Turns represent half-day turns from AM Sept. 17 - AM Sept. 29, 1944. Features airborne units and air bombardment, artillery and engineers rules. Allies get 3 victory points (VP's) per turn for control of the Arnhem Bridge and 2 VP's per turn for the pontoon bridge near Arnhem (if...
Arnold Takes Command is a new kind of card-driven wargame for two players, ages 12 to 99. Unlike most of its siblings, in this game movement plays an insignificant role. Additionally, prior experience with traditional wargames isn’t required. ATC isn’t a dice-rolling slugfest or a “take that” affair. Here, it’s all about the card play: what to play, when...
Array consists of 70 colored cards (with 2-4 colors per card) and 12 special actions cards. Your goal? Get rid of your cards before anyone else. To start the game, each player has a number of cards and a starter card is laid out on the table. Connect new colored cards to existing ones to create an array of colors across the table – or slam opponents with...
In Arribada, players lay out turtles during a mass nesting event known as an arribada, “arrival by sea.” The goal of the game is to place turtles in groups (sequences or sets) to score points and to make sure as few of your turtles as possible are left stranded by the end of the game. Family means no turtle gets left behind! Arribada is an approachable...
Thirty years ago, a large meteor crashed into a field outside Hagerstown Maryland, bringing the whole world to a standstill and halting the Civil War in its tracks. The United States had banded together, setting aside their differences, simply to survive the aftermath of this catastrophic event. It was soon discovered that the meteor was a curious metallic...
Arrr! is a semi-cooperative pirate game where the players control pirates on a ship and try to board the enemy, get treasures and gold and don't get sunk. Internal struggles forces munitys and backstabbing but the players can only survive as a team. If the ship sinks, all players lost, if the game ends, the player with the most gold in his treasurechest...
Arrrgh! Or not? is a competitive pirate card game set on the High Sea of Taradiddle. Players captain their ships through unpredictable voyages, gaining and losing Reputation as they encounter treasure, trouble, curses, monsters, ghosts, magic, and other hazards of the High Sea. On each turn, players make choices that affect their voyage, their ship, and...
ARRRGH! features 16 different pirates meticulously researched and chosen from the historical “Golden Age of Piracy” – Black Sam Bellamy Blackbeard, Stede Bonnet, Captain William Kidd, “Calico” Jack Racham, Mary Read, Black Bart Roberts, Charles Vane, just to name a few. Choose your pirate and ship and place them in their starting port on the map gameboard....
In Volume 1 of Ars Roma you are playing the role of an Ancient Roman family trying to secure the best marriages for the advancement of your career and gene pool. It is a card game (48 cards) and accommodates between two to eight players. Play is simple hand management and card play that tries to raid and secure women from four tribes of Rome. Self...
Arschlochkind ("Asshole Kid") is a casual card game for 3-6 players. Your goal is to nurture and (mis-)educate your own child as badly as possible, while helping other players children to become good kids. The Game is played in 3 phases with 4 rounds in every phase. Every phase represents a development stage of your kid (toddler, school kid, teenager)....
Arschlochmensh ("Asshole Man") is a casual card game for 3-6 players. Your goal is to nurture and (mis-)educate your own character as badly as possible, while helping other players Characters to become good man. Every player tries to bring his human up as badly as possible by laying transparent upbringing cards with negative values on his human. Only the...