Originally published as Texas by db-Spiele. The battle between farmers and ranchers is fairly abstract. A single pawn travels on a square grid. Each player has a hand of cards face up. These each have a direction and a distance. The player can either draw a card and add it to his hand, or play a card. If he plays a card, then the pawn moves the appropriate...
Each player has 20 playing tokens: 1 fighter plane, 1 combat plane, 1 anti-aircraft gun, 1 artillery gun, 1 tank, 2 machine guns, 2 motorcycle gunners, 1 flamethrower, 2 hand grenade launchers, 6 soldiers, 2 paratroopers. The players take turns to move a token and/or capture an enemy token. Firing tokens (like machine guns)may capture enemy tokens without...
Each player gets 20 playing pieces (cardboard tokens) to represent different army units: 1 commander, 1 occupying force, 1 bulwark, 2 cavalry, 3 warplanes, 3 artillery, 3 tanks and 6 infantry. The game board is a square grid with buildings and lakes as obstacles. Only the planes may move over the obstacles. each kind of unit has it's own way to move or to...
Two or four players can participate. If you play in pairs, each player receives 10 Halma figures (smowmen) of one color to place. With four players each takes only 6 figures. Two dice are rolled alternately. If it is your turn, you must place one of your snowmen on the black circle in front of your starting square with every 6. According to the number of...
Basically the game is very similar to the much better known game Pachisi. Each player is trying to move his pigs from his starting position around a race track and get them to the brick yard, which is "home" for the game. There are some differences to the regular Pachisi game. There are only four safe spaces marked on the board. Also there are special...
To win this game, you need to be able to do math: adding, subtracting, multiplying, and dividing. The key is to use the cards skillfully to occupy the highest possible numbers on the clock face with your own pieces (single or multiple), while capturing other players' pieces. The winner is the player who achieves the highest score with the number they...
Standard Checkers rules with a robot for each player. The Robot is placed next to the board on each player's end. On any turn a player may move the robot in one of the following ways: To enter the board, the robot must jump in and capture an enemy piece. The robot may choose to not jump in if the opportunity arises. A robot that jumped in must complete the...
The playing pieces are placed on their colored starting spaces, and the horses on space 9 (the stable). With 2 players, 4 horses are placed on the stable; with 3 players, 5; with 4 players, 6; and with 5 players, all 7. The players' objective is to get as many of their mounted pieces as possible to reach the finish line. Players take turns moving a piece...
Witt incorporates the single piece movement and the jump and capture mechanism of checkers along with allowing players to jump their own pieces as in chinese checkers. There are multiple objectives that individually could be an agreed upon as a single win condition or in various combinations where all are needed to win. The possible winning objectives are:...
The wolf and 17 sheep are placed on the spaces indicated on the game board and the game can begin with 1 player taking on the role of the wolf and the other that of the sheep. The wolf starts in the middle of the board whereas the 17 sheep occupy two neighboring sections. The wolf begins moving from point to point, forward or backward in any direction. His...
This game is a variant of chess inspired by international chess, shogi, and xiangqi. The differences from chess are: 1. the board is 8x9, where the startup position contains the traditional pieces at left hand-side and the additional pieces at right hand-side; 2. various additional pieces were introduced: - a wizard piece which can teleport or move two...
Each player in turn throws a number die and moves along his line of advance by the number thrown until he reaches the middle space 13. This space can only be reached if the corresponding number of free spaces is rolled. If, on the other hand, the player has thrown more eyes than there are spaces up to 13, he must wait until he rolls the right number. The...