The swiss army defends her county with the help of italian and french allies against german and austrian invaders. In a second scenario the swiss army allies with german and austrian troops against french and italian invaders. The swiss army (red) and the allies (green and violett) consist of one unit (meeple) each, while the invaders consist of five units...
Objective: gain as many winning points as possible taking photographs from wild animals. - moving by turns - simple 'Roll & Move' game; ending on a 'pictured' space you may collect appropiate card be the first one, otherwise collect winning points only. Some spaces send you back or forwards... remarks: game - as usual for GDR products - praises socialist...
Game 1 (4 players) The players take turns to roll and move. They start at space 1 in Mainz. The first to reach space 70 back in Mainz wins the game. On some spaces events hinder or benefit the players. Game 2 (3 players) Each player gets 15 produce tokens. The players take turns rolling 3 dice. The results of the dice are added and a corresponding produce...
The first player to get all 3 cars on a parking spot wins the game. Movement is determined by 2 dice. Even cars already on a parking spot can be forced to leave the parking spot by the roll of the dice. Each car that gets on a parking spot, gets a parking-ticket. The car is safe, if the ticket has a "0" on it. Every other number means, that the car has to...
One complete game consists of two game rounds. The first round is a hiking tour played with 1 die, the second a bicycle tour with 2 dice. Each player starts with a score of 10 points. On the hiking tour the players have to draw an event card if they get on a "DJH" space. If a player rolls a 1, one point is deducted from his score. On the bicycle tour an...
Wisp in the Vale is a four-player asymmetrical “path-puzzler”, inspired by the folklore of the Will o’ the Wisp. The game utilizes the Larklamp tabletop game system. Game boards made of shadows are cast from patterns cut into the lantern’s removable side-panels. In Wisp in the Vale, three players are villagers attempting to make their way safely home...
Cirilla Fiona Elen Riannon, sole princess of Cintra — daughter of Pavetta and Duny, granddaughter of Queen Calanthe. By the Law of Surprise, her fate was bound with the White Wolf Geralt of Rivia, leading her to undergo witcher training at the School of the Wolf at Kaer Morhen. Among her many titles and aliases, one stands out in particular: The Lady of...
Each story has its silent heroes. Those who do not expect applause and hide in the shadows. Those about which epics and poems are silent. After all, those without which the events of the epic stories could not have happened. It is said that witcher horses are so trained that - when called - they will travel any distance, having no regard for narrow roads...