Two players are alpinists competing to reach the top of the mountain. Every player has five pegs (climbers) of their colour connected by a string (rope). On their turn, a player can move one peg and place it in a hole on their side of the mountain, but the reach is limited by the string and other pegs. Players can also push each other out. Whoever is the...
In Prepotent, players breed, bet on, and race horses. Designed by Tom Russell, Prepotent blends the short term tactical thinking found in its streamlined racing mechanisms with the long term strategy of horse breeding. Additional intrigue is found in the betting mechanisms: Do you want your horse to strive for only second place so the opponents lose their...
Game description from the publisher: Prescience is a two-player, action-based time travel board game. The goal of Prescience (as determined by which scenario you play) may be simple, but things become more complicated each time the players travel back in time to relive the opening of the game. Players always control the most current version of themselves...
(from the designer:) The Price of Freedom: The American Civil War, 1861-65 is Renaud Verlaque's second published design after Age of Napoleon, winner of 2003 Best Pre-WW2 Historical Boardgame CSR award. The Price of Freedom is a true grand-strategic-level look at the American Civil War. Using an original card-driven system, it provides strong historical...
Epic building in Ancient Britain. Players control small clans near 2 mounds -- within one they shall construct a Burial Complex for their High King, and on top of the other Stonehenge shall rise and Druids shall gather there to bless the land. To accomplish this players need to feed their population and master the Wheel. Those that do so shall earn glory...
Prigozhin's March of Justice is a solitaire wargame from Conflict Simulations LLC covering the attempted Wagner coup of Russia. The player controls the Wagner forces as they attempt to move assets around, outmaneuver Russian forces and attempt to get units to switch sides, the AI controls the Russian side. The game is developed to be extremely difficult....
The players have to move their three pawns on the track of their color from space 1 to space 100. Movement is determined by the "Verolette" in the center of the game board. The "Verolette" gives results from 1 to 9. Some spaces have a Symbol with Special meaning. Dot: Move 3 spaces forward and move an opponent 3 spaces backward. Cross: Move 6 spaces...
Primus is deducted from the game Neutron from Robert A. Kraus (I). But while Neutron is for 2 players and heavily unbalanced, Primus is for 2-4 players and by using 4 instead of only 1 neutron it is a really great enhancement to Neutron. The whole board is 8x8 spaces, but the outer rows and columns serve as home bases for the players only. The game itself...
The game is for two players Ages 9 and up. The play pieces of two colors are positioned in each players field. All the pieces are top filled with unique prime numbers only. The players start the game launching the dice and one of the six possibilities can occur: -don't play -change -retire the piece -go back -Advance The objective is fill the last field...
From the publisher's website: Princes of the East is a political/military game of the period immediately after the first crusade. Each nation strives for supremacy. Only the strongest, most cunning, will leave a legacy of stability and survival for his people. This game can be played face-to-face or by mail/e-mail. Included are the rules, counters, sheets...
From the box: In the land far far away there are this ball where all the most beautiful princesses will gather. They all want to be the queen of the ball and they all have prepared well for this. Sadly maid have mixed all their clothe chests and taken them into the wrong rooms as well. Now the princesses need to find the clothes and get to the ball at the...
The box folds out to form the garden board, with a castle backdrop added on one side. Each player/princess moves along their own garden path towards the castle, turning up helping or hindering tokens as they go. Some rolls make you obtain or relinquish the game's one bracelet. You win by reaching the end of your path and also holding the bracelet. Not to...