Ameritrash is not a political or ecological statement. Ameritrash is a genre of board game. Ameritrash games are heavy on theme, cool pieces, conflict, cards & dice, and they're generally a bit longer and have a few more rules than one expects in a typical Eurogame. These are the games I love most. So this month, let's get trashy.
Started off the night with a recent goodwill purchase, Mystery Mansion. It's a favorite of the kids, and Maly sat down with 5 of the game boys to race to find the million dollars. Unfortunately she had to go to bed before the game was over. Before she left she whispered to me where she thought the money was. Turns out she was right. Brian took down the loot, but in the books this one goes to Maly.
Now that we had the loot, it was time to divide it up. Out came the Cash and Guns. We played one game with the first six special powers. After the smoke cleared, Dan was the big money man and I was dead. Not sure about every one else. Then we played again with the same powers and the undercover policeman. Officer Danny didn't survive the night. I don't remember who made it out with the most cash. This is such a fun game. Again, I pulled Will's weapons out of the toy box. We had hand guns, space blasters, a bow and arrow, and chainsaw around the table. Good times.
Time to get to some serious Ameritrash. Out came Duel of Ages. Once the rules were explained (three new players, three who had played before), the timer was set for 2 hours. We each had a couple characters. Game stayed pretty even, Danny, Caleb and I may have even been ahead for the first hour. But then we lost a couple characters and things started to slip. In the end Ben, Brian and Dan had it wrapped up, but at the last minute they decided to jump one of Danny's characters just for fun. They killed him, but Danny ended up killing one of them, and almost the other, which would have brought things to a tie and sudden death. But it was not to be. I just have the basic set and there are so many characters and weapons I could keep playing this one a lot. (I'd still like one of the expansions.)
Now it was late and half of the group (the responsible half) went home. Brian, Danny, and I stayed for a quick game of Dungeoneer. This was the first go with this one for all of us. I'm sure I missed a couple rules here and there, but we got the basics figured out and are ready to give it another go after another run over the rules. (And I wouldn't mind and expansion or two for this one too.) Danny and Brian picked cool characters for themselves. I kept my random draw of a cute little elf girl. My little elf girl swept though the dungeon like a walk in the park, picking up my three quests before Brian had any. Good little dungeon crawl that made the three of us want to do some real rpging.
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Ca$h'n Gun$
Matt Sears, Danny Ferguson
Voters:
Matt Sears,
Danny Ferguson,
Playing time: 30 minutes
Players: 4 to 6
Year published: 2005
Designer: Ludovic Maublanc
Description: In an abandoned warehouse a gangster band is splitting its loot, but they canÂ’t get an agreement on the split!
ItÂ’s time to let the guns talk and soon everyone is aiming at everyoneÂ… The richest surviving gangster wins the game!
[gameid=19237] will make you relive the best scenes of your favorite gangster movies. Fun, bluffing and tough negotiations are guaranteed, but will you dare to play? It's simply killing!
[gameid=19237] is a game by Ludovic Maublanc for 4 to 6 gangsters illustrated by Gérard Mathieu (SuperGang, Knightmare Chess, Valley of the Mammoths).
[gameid=19237] box contains:
• 6 foam guns.
• 6 sets of 8 bullet cards. One set for each player (5 "Clic Clic Clic" cards, 2 "Bang!" cards and 1 "Bang! Bang! Bang!" card.
• 10 super power cards.
• 3 telephone switchboard cards, 2 busy and 1 swat sent.
• 6 secret role cards : 5 gangsters and 1 infiltrated cop.
• 1 double sided phone card : "unused/used".
• 1 quick reference card.
• 14 wound markers.
• 14 shame markers. These markers have two sides: a normal side and one with a flashing light used in the version with the undercover cop.
• 40 banknotes: fifteen $5,000, fifteen $10,000 and ten $20,000 banknotes
• 6 Characters to put on their stands. 2 stands for each.
• Game rules.
More info at boardgamegeek.com
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Cosmic Encounter
Danny Ferguson
Voters:
Danny Ferguson,
Playing time: 90 minutes
Players: 3 to 6
Year published: 1977
Designer: Bill Eberle
Description: Highly regarded by many people, this game definitely deserves a place in the Gaming Hall of Fame, if only because it was so original for its time. Originally produced by Eon in the seventies, Cosmic Encounter has since been produced West End and Mayfair as well. Each version is different, but a couple features are universal to all versions.
Player represent alien races that are seeking to spread themselves onto five foreign worlds. To accomplish this, they make challenges against other players and enlist the aid of interested parties. But all that would be boring without alien powers, which are unique to each race. The alien powers give players ways to bend or outright break some rule in the game...
More info at boardgamegeek.com
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Illuminati
Matt Sears
Voters:
Matt Sears,
Playing time: 120 minutes
Players: 2 to 6
Year published: 1983
Designer: Steve Jackson
Description: Illuminati is a classic Steve Jackson game of world domination. Each player takes on the role of a secret society attempting to spread its tendrils into special interest groups throughout the world.
The game consists of three different cards (illuminati cards, group cards, and special event cards) and money. During a player's turn, a new card is drawn from a deck containing both group cards and special event cards. If it is a special event, the player in turn keeps the card and plays it when desired. If it is a group card, it is turned up along with any other face-up cards. The player in turn may then attempt to take over any group. This can be either a group on the table or a group already controlled by another player. If another player already controls the group it is more difficult to take it over, but not impossible.
How difficult it is to take over a group depends on the strength of the controlling group, the resistance of the group being taken over, the proximity of the group being taken over to the controlling player's illuminati card (if someone already controls it), and other factors. Once this is determined, both the attacking and defending player can modify the odds further by spending "megabucks". Once a group is taken over, it has to be attached to the card structure the player already controls. How cards can be attached to each other is limited by in- and outbound arrows on the cards, and maintaining a well-structured tree of groups can be vital to success.
The winning condition for each player is different and depends on what illuminati card that player has.
Expansions:
Re-published as:
CCG Version:
More info at boardgamegeek.com
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Omega Virus, The
Danny Ferguson
Voters:
Danny Ferguson,
Playing time: 20 minutes
Players: 1 to 4
Year published: 1992
Designer: Michael Gray
Description: You and the three other greatest heroes of planet earth must save the BattleStat1 spacestation from the evil Omega Virus. Using a computer, you explore the station collecting access cards (red, yellow, blue) and weapons (negatron, decoder, disruptor) - all of which you must find in order to locate and destroy the Omega Virus. The BattleStat pleas for help and the Virus taunts as you try to locate which room the virus is hiding.
More info at boardgamegeek.com
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Dungeoneer: Tomb of the Lich Lord
Matt Sears
Voters:
Matt Sears,
Playing time: 60 minutes
Players: 1 to 4
Year published: 2003
Designer: Thomas Denmark
Description: Dungeoneer - Perilous Adventures in an Ever-Changing Labyrinth.
In Dungeoneer, you take up the mantle of a great Hero set out to prove your valor in the Tomb of the Lich Lord. To triumph over your rivals, you will need to explore the labyrinth of corridors, defeat the heinous monsters, overcome nefarious traps and be the first to complete all your Quests. But beware, the gods are fickle and to test their Heroes even further, they often bestow upon them Banes as well as Boons.
Game Description:
This simple card game is very reminiscent of Wiz-War (and the Atari video game Gauntlet). Players are dealt one of 4 Heros, each with varying movement, fighting and magic abilities. The Dwarf for example is very tough, but has no magic value at all. Each Hero also has a value for hit points, the amount of Treasure he can have (carry) at any time and also the number of "Boons" (special abilities) he may have. Players are dealt 3 quest cards initially in front of them (public knowledge) and have 5 Adventure cards in hand.
Each turn a player may:
- 1 Discard unwanted cards and draw back to 5 cards.
- 2 Play Encounters and/or Bane cards (always on opponents never on yourself).
- 3 Build the Dungeon.
- 4 Move (collect Peril and Glory tokens).
Players will collect Peril tokens as they move which then makes them targets for others to play Encounter/Bane cards against them (Encounter/Bane cards have a fee to play - which is paid for by the person who the card is played ON with Peril tokens). This simple mechanic balances the game by spreading the attacks around as you can't attack someone that can't pay the Peril price.
Players attempt various quests (some are simple die rolls in a certain room, some are tough combat and some a series of things to do), with each completed quest having you Hero "go up a level" which increases his abilities.
Treasures & Boons help you, Banes, Traps & Encounters hurt you (which are played on you by other players).
The dungeon map is different each time as it is made up of cards played one at time onto the table by each player.
This game was introduced at DunDraCon 2003, in San Ramon, Ca. There are several planned expansions (which may/may not be collectable depending on to whom you talked), and two special cards available by mail if you purchased at the convention.
Expansions:
Epic Levels
Legendary Levels
More info at boardgamegeek.com
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Nexus Ops
Voters:
Playing time: 60 minutes
Players: 2 to 4
Year published: 2005
Designer: Charlie Catino
Description: Nexus Ops is a light-medium science fiction war game from Avalon Hill (Hasbro). Players control competing futuristic corporations that battle each other for control of the moon's rubium ore. By winning battles, you can obtain victory points, although you'll earn more if you plan your battles to correspond with the Secret Mission Cards in your hand to earn bonuses.
Units are composed of various alien races and have stats not unlike those used in the Axis and Allies series (Milton Bradley). Combat is also performed in a much similar way to Axis and Allies. Players who lose battles are compensated with "Energize" cards which grant them special powers later. The game boasts a hexagonal board that is dealt differently every time, as well as cool "glow" miniatures, and lots of combat.
More info at boardgamegeek.com
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Battle Masters
Voters:
Playing time: 60 minutes
Players: 2 to 2
Year published: 1992
Designer: Stephen Baker
Description: Battle Masters is a fantasy miniatures battle game by Milton Bradley, presumably liscensed from Games Workshop. The sizeable game box comes stuffed with tons of plastic miniatures, a deck of combat cards and some dice. Players move and fight their armies based upon what card is turned over from the deck. Combat is held on a large vinyl mat 4.5 ft square.
More info at boardgamegeek.com
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Junta
Voters:
Playing time: 240 minutes
Players: 2 to 7
Year published: 1978
Designer: Eric Goldberg
Description: Players represent various office holders in the ruling Junta. Depending upon his office and the various cards he holds, each player has a certain number of 'votes'. These are important as they must first elect El Presidente and then vote on the budget that he proposes. Here's where it can get sticky. El Presidente draws cards face down from the money deck (which varies in denomination from $1 to $3) and must propose a budget for the year, distributing the money as he sees fit amongst the various offices. Of course, loyalty to him is usually rewarded, while those pesky 'thorns in his side' are usually cut off completely. The beauty of all this, though, is that El Presidente can - and most always does - keep some of the loot for himself. And since no one but he knows the value of what he drew, no one knows how much he's keeping. Suspicion is always keen.
If the players are unhappy with the money distribution, and there is an excuse, they can call for a coup, where the opposition players seek to take control of a majority of the power centers. Rebel players control the forces of the role which they were assigned (e.g. army, navy, air force), and players loyal to El Presidente do the same, seeking to control the strongholds until the rebellion is quelled.
Additionally, if there is no coup attempt during a turn, players may attempt to assassinate the other players by guessing where they will be from among five locations. Players who successfully assassinate another player take that player's money, as the only safe money is the money that has been deposited in a Swiss bank account.
The goal is to amass the greatest wealth secreted away in your Swiss bank account.
More info at boardgamegeek.com
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Kremlin
Voters:
Playing time: 75 minutes
Players: 3 to 6
Year published: 1988
Designer: Urs Hostettler
Description: A game of political intrigue set in the Soviet Politburo. Players secretly influence politicians, using them to expunge other players politicians to Siberia, promote their own, or wheel and deal. The player who successfully gets their controlled Party Chief to wave 3 times at the May Day parade wins the game. Nice balance of chrome and playability, and the theme fits tightly.
Expansions:
Kremlin: Revolution!
More info at boardgamegeek.com
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Risk - The Lord of the Rings
Voters:
Playing time: 120 minutes
Players: 2 to 4
Year published: 2002
Designer: Stephen Baker
Description: A new version of Risk, with the following differences:
The map is of Middle Earth, and the tokens represent armies of that fictional world.
You play either good or evil.
Leaders, missions and sites of power have been added.
The One Ring acts as a timing mechanism, when it leaves the board, the game ends.
Intended for ages 9 and up.
More info at boardgamegeek.com
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Survive!
Voters:
Playing time: 60 minutes
Players: 2 to 4
Year published: 1982
Designer: Julian Courtland-Smith
Description: An island made up of 40 hextiles is slowly sinking into the ocean (as the tiles are removed from the board). Each player controls ten people (valued from 1 to 6) that they try and move towards the safety of the surrounding islands before the main island finally blows up. Players can either swim or use boats to travel but must avoid sea serpents, whales and sharks on their way to safety.
More info at boardgamegeek.com
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Duel of Ages Set 1 - Worldspanner
Voters:
Playing time: 120 minutes
Players: 2 to 16
Year published: 2003
Designer: Brett G. Murrell
Description: From the Publisher:
Behind the stunning artistry of Duel of Ages lies an epic, deeply intriguing strategy game that will capture your attention for years to come. Build the uniquely modular game map (using the PAKIT board game system) to your own advantage, thwarting the enemy's attempt to do the same.
Accept a random roster of heroic characters, each with radically different abilities. Discover a way to turn this diverse group into an effective team. To survive, your team must acquire strange and deadly equipment by confronting the illusionary guardians of the labyrinths. But through every minute of play, the enemy will be uncomfortably close, hounding your team as you hound theirs...
Contents:
- 4 PAKIT Platters
- 10 PAKIT Keys
- 52 Equipment Cards
- 40 Guardian Cards
- 28 Character Cards
- 40 Game Markers
- 2 Chart Cards
- 1 Rulebook
- 4 Dice
Expansions:
More info at boardgamegeek.com
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Star Wars - Epic Duels
Voters:
Playing time: 30 minutes
Players: 2 to 6
Year published: 2002
Designer: Craig Van Ness
Description: Individual battles between famous Star Wars characters set on different board locations. Players choose a major character that has one or two minor characters with it. Each set of characters has its own deck of cards which are used for attack, defense, or special abilities. Each deck is unique with certain special powers relevant to the major character. There are different modes of play; one on one battles, up to three teams can play against each other, or up to six players can play a free for all, last man standing battle.
Battle fields included are Geonosis, Emperor's Throne Room, Carbon-Freezing Room, and a landing platform. The game includes 31 decorated figures from across the entire Star Wars spectrum, 12 character cards (which have major and minor character life trackers on them), 378 action cards (31 per character group), 4 battle field boards, 1 movement die, wound markers, and rules.
FROM THE BOX: What would happen if the force were no longer divided? Jedi knights could battle each other... Sith Lords could challenge one of their own... What if classic battles could be recreated and have completely different endings? Imagine the unthinkable. Anakin Skywalker versus Darth Vader. Impossible? Not anymore! Create your own match ups.
Has a sister game based on the same game mechanics: Transformers Armada: Battle for Cybertron
More info at boardgamegeek.com
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Small Soldiers Big Battle Game
Voters:
Playing time: 30 minutes
Players: 1 to 4
Year published: 1998
Designer:
Description: Gorgonites Vs. Commando Elite - Command Your Army
This game is played on a hex board with a 3-D backdrop and built in spinner. Spin the spinner, roll the die, move your men, load the catapult, remove your opponents men, and capture the flag.
Included with this game are twelve detailed and paintable figures and a skateboard catapult.
More info at boardgamegeek.com
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