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Slapshot
Danny Ferguson, Brian Tenholder, Danny Ferguson
Voters:
Danny Ferguson,
Brian Tenholder,
Danny Ferguson,
Playing time: 30 minutesPlayers: 2 to 10 Year published: 1982 Designer: Tom Dalgliesh Description: Full list of authors: Tom Dalgleish, Lance Gutteridge, Ron Gibson, John Gordon and Alan R. Moon First published as "Phantoms of the Ice" by White Wind; currently in-print as "Power Play" by Amigo. Slapshot is a wheeling, dealing game for hockey nuts of all ages. Each participant in Slapshot assumes the role of a team manager. The object is to skillfully manage your team into the playoffs and then win the championship. During the regular season, you will be able to improve your team with trades and drafts. Injuries and luck will play a part, but it is your skill as manager that will guide your team to victory or defeat. Contents: 1 gameboard, 66 Player cards, 1 Season log, 8 pawns, 1 die & rulebook See also Waddingtons' Face-Off for a comparable game. Here's a variant for 4-5 players (by Frank Nestel); it may be the best possible fix for those who believe that the game is too random: Substitutes - Each player receives an extra defense man & forward. (This variant expands the hand size to eight cards) In a match, players can now decide which forwards & defense men they will use. However, players are still restricted to the original lineup of 3 forwards, 2 defense men, and 1 goalie. More info at boardgamegeek.com |
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Banana Republic
Nathan Clark, Nathan Clark, Brian Tenholder
Voters:
Nathan Clark,
Nathan Clark,
Brian Tenholder,
Playing time: 30 minutesPlayers: 2 to 5 Year published: 1993 Designer: Doris Matthäus Description: Extrapolated from the Doris & Frank site. Very tactical bluff game that requires a good memory and features a great showdown at the end of every game. Essentially the game is very easy, the players use money to bribe voters. They can also use killers, bodyguards and journalists to affect the vote. All actions are done by placing cards face down! Though you can have a peek at some of those cards every turn, you're forced to act with incomplete information till the end. The game is meant to be played with from 2 to 5 players. It probably works best with 4 players, but it also plays pretty well as a 2-player game though it feels differently played that way. Half an hour playing time. More info at boardgamegeek.com |
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Citadels
Matt Sears, Nathan Clark, Danny Ferguson
Voters:
Matt Sears,
Nathan Clark,
Danny Ferguson,
Playing time: 60 minutesPlayers: 2 to 7 Year published: 2000 Designer: Bruno Faidutti Description: Players seek to build a collection of buildings worth from one to eight points. Once someone's built eight buildings, then the game is over and the player with the highest total value wins. However to facilitate the process (and make the game interesting), players sequentially chose a character from a rapidly dwindling pool of eight each turn. The characters give players special abilities for the turn. Winner of the 2001 [[Nederlandse Spellenprijs]]. Playable online at [[BrettspielWelt]]. More info at boardgamegeek.com |
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Vom Kap bis Kairo
Brian Tenholder
Voters:
Brian Tenholder,
Playing time: 30 minutesPlayers: 2 to 4 Year published: 2001 Designer: Günter Burkhardt Description: Players attempt to be the first to build a railway route from Cape to Cairo through various terrain types in Africa. Players begin with 100 pounds, which is used to bid on terrain cards and purchase missing tracks necessary to cross terrain. Each turn, a number of terrain cards equal to the number of players in the game are auctioned off and placed before the appropriate player's train, representing the next space to be crossed. Terrain cards show a number of tracks ranging from 0 to 3 and require from 6 to 10 tracks to cross depending on the type of terrain. In turn order, players flip additional terrain cards, and decide whether to build (cross terrain) or pass. When a terrain is crossed, the card is flipped face down and the player who completed the crossing receives back a number of pounds as indicated on the card. The track-building phase continues until one player has no terrain cards lying in front of their train, at which time a new set of terrain cards are auctioned. The first player to complete the crossing over eight terrain segments is the winner. More info at boardgamegeek.com |
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Bohnanza
Voters:
Playing time: 45 minutesPlayers: 2 to 7 Year published: 1997 Designer: Uwe Rosenberg Description: As card games go, this one is quite revolutionary. Perhaps its oddest feature is that you cannot rearrange your hand, as you need to play the cards in the order that you draw them. The cards are colorful depictions of beans in various descriptive poses, and the object is to make coins by planting fields (sets) of these beans and then harvesting them. To help players match their cards up, the game features extensive trading and dealmaking. The original German edition supports 3-5 players. The newest English version is from [publisherid=3 Rio Grande Games] and it comes with the [gameid=467 first edition of the first German expansion] included in a slightly oversized box. One difference in the contents, however, is that bean 22's ''Weinbrandbohne'' (Brandy Bean) was replaced by the ''Wachsbohne'', or Wax Bean. This edition includes rules for up to seven players, like the ''[gameid=467 Erweiterungs-Set]'', but also adapts the two-player rules of ''[gameid=980 Al Cabohne]'' in order to allow two people to play ''Bohnanza''. '''Note:''' The Rio Grande Games edition supports more players than the Amigo release, and also sports two-player rules. You should keep that in mind when perusing the ratings. '''''Bohnanza''''' is the first in the [[Bohnanza series|Bohnanza family]] of games and has been published in [[Bohnanza editions|several different editions]]. More info at boardgamegeek.com |
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Circus Flohcati
Voters:
Playing time: 15 minutesPlayers: 3 to 5 Year published: 1998 Designer: Reiner Knizia Description: In this light, fun filler players try to complete sets of cards before the game ends. A player begins her turn with several face-up cards to choose from. If she doesnÂ’t like them, she can draw another, but if a card gets turned that matches one of the face-up ones, she loses her turn. Also during her turn she can combine three cards of the same value and lay them down in front of her. Such sets will be worth 10 points at the end of the game; additionally, the highest card from each suit in her hand contributes its face value to her score. More info at boardgamegeek.com |
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Coloretto
Voters:
Playing time: 30 minutesPlayers: 3 to 5 Year published: 2003 Designer: Michael Schacht Description: Friends of "quick and easy, but fun" card games may rejoice, as this is certainly a winner in this respect. It is not the deepest of games, but can be a satisfying filler or closer for an evening of games. Draw a card to play to a row, or take a row -- it's that easy! You score points for collecting cards of the same color. The game is very easy, but not dumb, and appeals to both gamers and non-gamers. This game also contains a kind of "unofficial" Expansion Set for [gameid=1263] (same publisher, same author). Depending on the edition you purchased, you received 1 or 8 (?) "Creepy Castle" cards that are used for making your own expansion cards from the Abacus catalog: [gameid=23101] [gameid=23102] [gameid=23103] Alternately, you can make your own cards for [gameid=1263]. The name for the game was subject of a competition -- the winner was Sebastian Herzog, member of the "Spuiratzn" gaming group, Munich. More info at boardgamegeek.com |
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Hattrick
Voters:
Playing time: 30 minutesPlayers: 4 to 6 Year published: 1995 Designer: Klaus Palesch Description: extrapolated from the Game Cabinet: A card game with an unusual rule where two tricks can be opened at the same time The player to the left of the dealer starts by playing any one card. Now each player follows in clockwise order playing a card, until everybody played one. The second player has the option to play either a card with the same color, or to open a second trick by playing a card of an different color next to the allready played card. When someone plays a second color, he starts a second trick on the table. If the second player started a second trick, the third player just has the options to follow either one of the colors or discard a card of the third color (pass). He may not place a card of the third color on one of the existing tricks or start a third trick. If the second player followed the color of the first card, the third one has the option to start a 2nd trick (and so on). The players who played the card with the highest number in the respective trick win the respective cards. They place them visible to everyone in front of themselves on the table, stacked by colors, so everyone can see which color they are collecting. The player with the highest card in both tricks starts to play a card for the next round After all rounds are completed highest score wins. More info at boardgamegeek.com |
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Wyatt Earp
Voters:
Playing time: 60 minutesPlayers: 2 to 4 Year published: 2001 Designer: Richard Borg Description: The aim of the game for each player to earn the most money from capturing famous outlaws. 2 to 4 players take up the roles of Sheriffs who are hot on the outlaws tails, trying to capture the outlaws with most rewards on their heads. While not officially included, Wyatt Earp is often considered part of the [[Mystery Rummy series]]. This game is #1 in the [[Alea small box series]]. More info at boardgamegeek.com |
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Wizard
Voters:
Playing time: 20 minutesPlayers: 3 to 6 Year published: 1984 Designer: Ken Fisher Description: Shades of Spades. With a 60 card deck comprising a standard deck plus 4 Wizards (high) and 4 Jesters (low). In the first hand 1 card is dealt to each player. In the second 2 and so on. The game is over after the hand in which all cards are dealt. After examining your cards you state the number of tricks you will win. Each round each player puts down one card. The first Wizard played wins the trick followed by the highest trump card followed by the higest card in the suit of the first card played. You get 20 points for correctly predicting how many tricks you will win plus 10 points for each trick won. You lose 10 points for each trick over or under the amount you predicted. More info at boardgamegeek.com |
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Category 5
Voters:
Playing time: 45 minutesPlayers: 2 to 10 Year published: 1994 Designer: Wolfgang Kramer Description: There are 104 cards numbered from 1 to 104. Every card has at least 1 small ox-head on it, which will score against you. The deck is shuffled and players are dealt 10 cards each. 4 more are dealt up on the table to form the start of 4 rows. When each player has chosen a card from their hand, these are revealed and put on the ends of the rows according to simple rules. As the rows get longer, a row with 5 cards in it is full. If your card is to be the 6th, you pick up the 5 cards in the row, and your 6th card goes to the front to restart the row. The cards you pick up do not go into your hand, but sit in front of you to score against you at the end of the round. Play rounds until someone hits -66 and the least lowest score wins. The game plays from 2 to 10 players and the dynamics change the more you have. Whilst luck of the draw has effect, there are some tactics you can apply and timing your choice makes a difference. Winner of the 1994 [[Deutscher Spiele Preis]]. Playable online at [[BrettspielWelt]]. More info at boardgamegeek.com |
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Mü und Mehr
Voters:
Playing time: 90 minutesPlayers: 3 to 6 Year published: 1995 Designer: Doris Matthäus Description: While the headline trick-taking game (Mü) is the main attraction, this deck of custom cards also has rules for several other games - hence the "and more" in the title. Mü is quite complex, but the other games include simple and interesting variations on well known games such as [gameid=6887], [gameid=15878], and [gameid=1116]. The deck consists of 60 cards in 5 different colored suits. Each suit contains cards numbered from 0 to 9, with two of each the 1 and 7 cards. Cards also have 0, 1, or 2 triangles printed on them to show the point value of that card. Rules are included for the following games: *Mü - A complex trick-taking game. For 3-6 players, ages 12 and up. *The Last Panther - A trick-taking game similar to [gameid=6887], where players try to avoid negative points. For 3-8 players, ages 10 and up. *Wimmüln - A trick-taking game where players must estimate how many tricks they will take. For 3-6 players, ages 8 and up. *Rummü - A [gameid=15878]-like card laying game where players try to get rid of their hands by playing high-scoring combinations of cards. For 3-6 players, ages 8 and up. *Safarü - A card "catching" game using basic adding skills. For 2-4 players, ages 10 and up. *Calcory - A memory and calculation game, where players push their luck to uncover the most cards. For 2-4 players, ages 7 and up. (See note below.) Mü is regarded by many as one of the best offerings in the trick-taking genre. Players reveal cards to declare their bids: the highest bidder becomes the Chief and the second highest bidder is the Vice. Both the Vice and Chief choose a trump (either number or suit), and then players try to capture tricks to score the most points. The Chief chooses a partner and tries to cover the bid to score bonus points, while the Vice and remaining players seek to stop the Chief from reaching his goal. '''Note:''' Calcory uses additional wooden markers that were not included in some subsequent releases of this game. Hence, some rulebooks do not contain the rules for Calcory. More info at boardgamegeek.com |
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Tryce
Voters:
Playing time: 10 minutesPlayers: 3 to 6 Year published: 1970 Designer: Description: The game consists of two standard card decks including the jokers from each deck. In addition to the standard numbers and suits the cards also contain a letter of the alphabet. The players are attempting to create "runs", "groups" and "words". A Run is four or more cards in the same suit in sequence. A Group is three or more of a kind. A Word is formed using the letters on the cards and can be any non-proper word found in a standard dictionary. A game consists of seven rounds, and in each round a player must form a specific number of Runs, Groups and Words. Each player is dealt a number of cards, the exact number of which varies depending on the round in play. Each turn the player draws the top card from the deck or from the discard pile then plays as many cards as possible (either by forming new Runs, Groups or Words or by adding them onto cards which have already been played, either by themselves or by other players). Finally, they discard one of their remaining cards. The round ends when one player manages to empty their hand. Players gain points by forming the number of Groups, Runs and Words specified for the round and for the cards in the melds they created. They lose points for cards left in their hand when the round ends. The player with the highest total after all seven rounds is the winner. An interesting variation of Rummy, Tryce adds an element of strategy to that game. Cards Belongs to the [[3M Gamette Series]]. More info at boardgamegeek.com |
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No Thanks!
Voters:
Playing time: 20 minutesPlayers: 3 to 5 Year published: 2004 Designer: Thorsten Gimmler Description: With "Geschenkt" (meaning Given as a Gift), Thorsten Gimmler has managed to create a card game that can be explained in a minute and can keep up to five people happily occupied for an evening (or longer). Anyone who can hold cards in their hand and also play a small plastic chip once in a while can play "Geschenkt". (description of the game from Amigo, courtesy of Spielbox) More info at boardgamegeek.com |
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Memoir '44
Voters:
Playing time: 30 minutesPlayers: 2 to 8 Year published: 2004 Designer: Richard Borg Description: From the press release: Days of Wonder announces the upcoming release of Memoir ‘44 ™, a new historical boardgame where players face-off in stylized battles of some of the most historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes. Memoir ‘44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units – infantry, paratrooper, tank, artillery, and even resistance fighters – to their greatest strength. “By design, the game is not overly complex”, says Memoir ‘44 designer, Richard Borg. “The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory.” In addition to the large, double-sided gameboard, Memoir ‘44 includes 144 amazingly detailed army miniatures - including historically accurate infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command cards, 44, Special Terrain tiles and 8 Custom Wooden dice. Memoir ‘44 is designed for 2 players but easily accommodates team play. And with Memoir’ 44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other. More info at boardgamegeek.com |
