If you've played paintball, you've probably found it to be hot, sweaty and painful. Mini Paintball is none of those things! Let your table top be the speedball field, let your little lead people take the pain, and cheat just like players do in the real game! But don't let the Marshal see you do it or you could be expelled from the field! —description from...
Tabletop miniature 10 pin bowling. All the fun of 10 pin bowling only on a smaller scale! The objective is to knock down as many pins as possible. Each bowler has ten frames in which to knock down pins, with each frame being composed of up to two bowls. Line up the aiming handle and push the marble down the alley. Skittles that are knocked over should be...
Each player is a mailman from the city and his goal is to deliver the nine cards, in his corresponding block according to the color. The winner of the game will be the one who first delivers all his cards. Tour the city using vocabulary in English related to places, actions that we perform in each of them, questions and indications about how to get from...
The idea is to win a MiniT (=Mini-Tennis) Tie-Break. The game has 56 position cards, 20 running cards, 32 forehand cards, 32 backhand cards. The game starts with the usual serve of a normal Tie-Break. The played cards are put down on the table so that a pattern of cards is being developed into the size of a tennis court (8 by 5 cards). Player A starts with...
Operation Barbarossa is an Operational level Japanese board-wargame covering the first months of the German World War II "Operation Barbarossa". Division level with single step units - Russian units are back printed with an untried side similar to system pioneered in SPI's Panzergruppe Guderian. CRT uses an AE-AR-C-EX-DR-DE range of results. First and...
The BIG Match in a Tiny Tin! This is a 2-player card and dice game recreating the flow and pace of a football/soccer match between two teams (Red and Blue), and is easily playable within 15-20 mins. It was originally designed to fit inside a standard Alto Mint Tin. Using two standard ten-sided dice (2d10), this cracking little game helps to recreate all the...
Minuteman: The American Revolution in the North was included in Issue #2 of SDC's CONFLICT Magazine. The game covers American Revolution conflict in the Northern colonies from July 1775 through potentially December of 1779. Voluntary combat for adjacent units, with volley combat being decided on a matrix table weighing unit types and total strength factors...
Minuteman: The Second American Revolution is a simulation of future partisan warfare in the United States (the future at the time the game was designed was 1984). Up to four players take on the roles of Rebel or Government forces. The object of the Rebel player(s) is to spread their rebellious anti-establishment movement and eventually declare a...
"Miracle sur la Loire: Jeanne d'Arc à Orléans" is a mini-wargame included in "Vae Victis issue 30", released in honor of the film by Luc Bresson. This mini-wargame covers a year of campaigning--from September 1428 to September 1429--of the Hundred Years War at one week per turn. The English are on the offensive, trying to take the fortified castles of the...
The MIRU Hex Kit is a physical manifestation of the solo game series: MIRU. Set in 2125, after an accident with a robot that kills your brother, you set out on a long and harrowing journey to kill the god responsible, an AI that took over the world a century prior. Spanning across 3 books, you'll adventure through an unknown world and face its horrors as...
Missile Boat: Tactical Combat On, over, and Beneath the Sea, 1964-1984 . . . Recreates the conditions of present day naval warfare. The subject matter is that of tomorrow's headlines, not of history books. Using the capacities and weapons of the actual ships, players can explore the fascinating ramifications of modern naval fighting. Two players each take...