Here is a description of the game from Spielbox: The game tries to simulate the development of farms and canals, irrigation and agriculture in the realm of the Sultanate of Oman. The game demands foresight from the players, as well as a balanced approach to land and water. The farmer family which, after the set number of game rounds have ended, has most...
A one-dimensional (played on a line) variation of Go that was first described by A.K. Dewdney in his book The_Planiverse. In 2001, Alan Baljeu modified the game into its present form. The rules (from Wikipedia): Black and white take turns placing stones on the line. Unlike Go, this placement is compulsory if a move is available; if no move is possible, the...
An SDC 'Bonus Game' within Conflict Magazine #7. "Although the Alamo has been enshrined in American history, it is a subject that is as suitable for a wargame as the 1940 invasion of Denmark, or the 1945 Battle of Berlin. However, such one-sided episodes CAN be translated to the game board..." One 17" x 22" mustard yellow map containing the Alamo (divided...
Description from the designer: Albarrana is a late medieval castle building game played with building blocks. The game rules are freely distributed for anyone to share. While designed for 2 to 4 players, it can be played with more as long as there are enough blocks available. After three rounds of building and fighting with rival castles the winner is the...
One of Ravensburger's Traveller-Series games. Loosely translated from a French Game Site: Alcazar is an abstract strategy game for two players that can be played in as little as 15 - 30 minutes. The object of Alcazar is to either immobilize your opponent's pawn by enclosing it within four walls or to occupy his/her starting square. The game comes with a...
Alexandros is an abstract strategy by Leo Colovini, thematically inspired by the military expansion of Alexander the Great. It includes the "triggered scoring for all" mechanism, which can be considered a trademark of the designer, implemented in many of his games. It forces players to evaluate their actions in relation to what other players can earn. The...
Every player takes one box with square plates and one roll with rings of the same color. The 1st player places a square plate vertically into any slit of the board. Then the 2nd player places one into any slit he likes and so on. If there is a square with 3 walls the player whose turn it is to play, must shut it by placing the 4th wall. If the square which...
The game is played on a square grid, usually 10 by 10. Each player starts with four amazons (which move as chess queens, but do not capture) placed in predetermined locations on their side of the board. On a player turn, he moves one amazon and then fires an arrow from the arrival position. Firing an arrow consists in placing a new arrow piece on the...
Amicitia is a finite territory game for two players: Black and White. It is played on the intersections (points) of an odd-sized, initially empty square grid (board). Players have access to a sufficient supply of pieces of two types (disks and tiles) and two colors (black and white). A group is a piece along with all identical pieces one can reach from it...
Friday the 12th, 1964 It is raining today as I stand in front of the Amityville Asylum. I'm here, well because I'm a detective and that's what I do - solve mysteries. This one began when a strange note fell into my possession. Now that I'm here, I don't feel as if I'm alone - the voices are back... Are they phantoms of an insane mind or possibly shadowy...
Anchor is a game of claiming territory by surrounding it with your stones. In that, it is similar to the classic game of Go. However, it is played on a hex grid and the life/death of a group is decided differently - in Go, a group is alive by having eyes; here, a group is alive by connecting to three edges (or in certain cases, two). More specifically, the...
Counters with numbered arrows indicate the direction along which each player will pick their following placement as players wrangle their counters across the hex plan board. Each player is attempting to connect 8 pieces or encircle any of the other players with 6 of their own to arrive at one of the four winning conditions first. Cultivating more than a...