In Mind Maze, each player builds a maze for the other to navigate, sight unseen. They then race each other. The board stands vertically between the players and serves as a screen. On your half, you build a maze by placing a number of baffles between posts. Handicapping can be achieved by reducing a player's number of baffles. When the race starts, you use...
One of the "Warriors of the Green Planet Trilogy of Games". The games are set on a future Earth that has suffered an "axial flip of 72 degrees", resulting in various disasters and changes that result in this hypothetical post-apocalyptic game world. In Mind War each player controls one, or perhaps a few mind warriors. Each player simultaneously plots where...
Meet Mikro and Chip, back in the 80s they were brand new and exciting to their tech nerd fans. Now they find themselves in a dusty old box, no one has use for their archaic technology but they will also never throw them away. We can all take a lesson from Mikro and Chip who instead of letting their fate get them down have invented games to play together...
Game description from the publisher: You've entrusted your nine courtiers to deliver a beautiful love letter to Princess Persephone, but your opponent also has nine courtiers delivering an equally moving love letter to the same princess! In each case, eight letters are decoys and only the letter with the red seal is the "true" love letter. Intercept your...
Each player secretly chooses 24 “Missiles” (pyramids), eight of each size, and combines them into a Battery of eight “Missile Silos” (stacks of pyramids). Each player also secretly conceals their President and Vice President tokens under one or two of the Missile Silos. Players take turns launching one Missile (removing one pyramid from one stack) at one...
As global tensions mount, leaders of powerful nations sit ready to defend their people or destroy their enemies. Alliances are formed, yet fragile. Deals made, but not always upheld. Diplomacy is just as important as strategic planning and procuring armaments. The missiles are at your command and the choice if yours: fire on your enemies or betray your...
Air Combat 1960 - 2000 Missile Threat is a simple yet comprehensive modern air combat game, covering every major air conflict from 1960 to 2000, and designed for use with miniature aircraft. Missile Threat is aimed at providing a realistic air environment and short games of less than 2 hours (including preparation). What does Missile Threat offer? Simple...
Missile Threat Solo Rules & Mercenary Air Campaign: this book gives you everything you need to play Missile Threat solo and to play the Mercenary Air Campaign. The Solo Rules: These include all the rules needed for solo games, as well as random aircraft tables for every conflict and faction covered in Missile Threat. Random Ground Asset and Naval Vessel...
Advanced Solo Campaign'' The Advanced Solo Campaign allows you to fight a map-based, objective-driven campaign, which escalates as you progress. These Advanced rules include: many unique pilot skills that can be earned, 3 different campaign maps (for a short, long, or medium campaign), rules for capturing enemy pilots, pre-made aircraft and ordnance sheets...
A tactical game of air-to-ground and air-recon missions. Each counter represents an individual aircraft, turns are 30 seconds, and each hex is 2 miles across. The game uses the same map sheet for all 10 scenarios. "This game simulates some aspects of air warfare during the period 1960-1980. One player or team called the A-player must carry out one or more...
Missúmdàlikoi is a large-unit, board war game set on M.A.R. Barker's world of Tékumel. It was published in Volume 2, Issue 1 of Seal of the Imperium, a publication of Zottola Publishing, Inc. (www.zotpub.com). The rules for the game appear on pages 132-199 of that issue. Rules for two scenarios are included: a two-player Salarvyáni offensive into Tsolyánu...