In order to keep browsers of the site appraised about the Board games played we are listing what we have played.
Advanced Squad Leader (ASL)
A tactical-level board wargame, originally marketed by Avalon Hill Games, that simulates actions of approximately company or battalion size in World War II. It is a detailed game system for two or more players (with solitaire play also possible). Components include the ASL Rulebook and various games called modules. ASL modules provide the standard equipment for playing ASL, including geomorphic mapboards and counters. The mapboards are divided into hexagons to regulate fire and movement, and depict generic terrain that can represent different historical locations. The counters are cardboard pieces that depict squads of soldiers, crews, individual leaders, support weapons, heavy weapons, and vehicles.
Twilight Imperium 3
Thousands of years ago the galaxy was ruled by the Lazax from their centrally-located capital of Mecatol Rex. After centuries of decline their empire fell and the Lazax were seemingly exterminated by their enemies. The Winnarian custodians of Mecatol Rex maintain the imperial libraries and oversee the meetings of the galactic council until the day that a new emperor arises to unite the galaxy under a single race’s rule once again. Twilight Imperium is a strategy board game produced by Fantasy Flight Games.
Shadows over Camelot
As the incarnation of the Knights of the Round Table, you join forces against the game itself in an attempt to protect Camelot.
Your victory hinges on the successful completion of legendary Quests, such as the search for Excalibur, the Holy Grail, or Lancelot’s Armour; the tournament against the Black Knight; and numerous wars against the Saxons and Picts.
But beware… all is not as it seems among these noble Knights. One of your number might yet turn out to be a traitor-in-waiting, biding his time while sowing havoc and destruction from the Shadows!
Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out. Players must work together, playing to their characters’ strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. But the diseases are outbreaking fast and time is running out: the team must try to stem the tide of infection in diseased areas while also towards cures. A truly cooperative game where you all win or you all lose.
Follow the wild-eyed Poet, the obsessed Artist, and the expeditions of the Professor, as they investigate Eldritch Secrets no mortal was meant to discover. Someone has stolen the Necronomicon from the library at Miskatonic University, and a Farm in the hills is undergoing a horrifying Metamorphosis. Meanwhile, unspeakable abominations stir in Penguin-riddled Tombs beneath the ice. Are you Inevitably Doomed to a lifetime of Nightmares in the Sanitarium, or are you, in fact, a Secret Cultist, worshiping the Minions of Darkness? Gaze upon the ever- changing face of Madness with Cthulhu Fluxx!
Set thousands of years in the future, Dune the boardgame is based on the Frank Herbert novels about an arid planet at the heart of the human space empire’s political machinations.
Players each take the role of one of the factions attempting to control Dune. Each faction has special powers that overlook certain rules in the game. Each turn players move about the map attempting to pick up valuable spice while dealing with giant sandworms, deadly storms, and other players’ military forces. A delicate political balance is formed amongst the factions to prevent any one side from becoming too strong. When a challenge is made in a territory, combat takes the form of hidden bids with additional treachery cards to further the uncertainty.
The game concludes when one faction (allied factions) is able to control a certain number of strongholds on the planet.
Not in print any more but reimagined as Rex: Final Days of an Empire
Power Grid The First Sparks
As clan leader you are responsible for the well-being of your clan during the Stone Age. You need to develop new hunting technologies and get new knowledge, to successfully hunt food or to learn to control fire. With help of these skills you will harvest enough food to feed your clan and to spread it far enough to reach new hunting areas. In this game you are always confronted with manifold decisions: which technology cards offer you the biggest advantages, when it is the right time to spread your clan on the game board, which hunting areas will grant the most food? Reaching new hunting areas or trying to secure parts of the game board for your own clan are important factors for your strategy. Empty spaces are cheaper for your clan to settle in compared to spaces, where other clans already settled earlier. If you are the first to increase your clan size to 13 clan members you will win The First Sparks.
The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!
The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.
Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
A rich new world has opened up. Resources are plentiful, the economy is booming, and the capital city of this new world is expanding like never before! Even though many corporations scramble to stake a claim in the exploding prosperity, only one can claim ownership! Who will take over the Infinite City?
Will you place the capitol next to the port, claiming both as your own? Will you use the transit station to move another player’s military base out of the way, or place your embassy to steal his temple? Will you try for a greater area under your control, or move to capture key buildings?
Infinite City is a stand alone tile game where players become the leaders of corporations building an ever-sprawling city, manoeuvring to control the largest districts while holding on to the most valuable buildings.
Now you can try to control the Infinite City!
Battle of Britain
Hitler’s war machine has rolled like a juggernaut across the Continent, crushing all opposition. Only Britain still stands, isolated and defiant, readying itself for a mortal struggle between the Luftwaffe and the Royal Air Force. For the first time in history, air power will decide the fate of a nation.
August 1940: The Royal Air Force has been awaiting massive German air raids since Churchill refused to make peace with Germany. And they did not have to wait long – in fact, far too short to build up the RAF to a strength that would be able to match the German Luftwaffe. But besides its fighters, the RAF has other weapons to help deal with the “Huns”: a chain of RDF (radar) towers along the British coast, and an elaborate system of communications, signal evaluation and fighter control and guidance. If those are used skilfully, the resulting economy of Fighter Command operations might just be able to offset the sheer power of the German Luftflotten (“air fleets”).
You are in command of all four RAF Fighter Groups to match them against the incoming raids. Can you deny the Luftwaffe its objective to weaken the British air defence system beyond the breaking point?
A two-player wargame on the Allied invasion of France in World War 2. The game concentrates on the initial landings and the subsequent breakout attempts. The German player tries to prevent the successful Allied landing, and if that fails, to contain the beachhead. The Allied player wins by establishing a beachhead, an successfully breaking out of the landing area.
The mapboard depicts the Normandy area where the initial landings took place. Units are regiments and brigades, representing infantry, airborne, armour artillery, anti-tank and anti-aircraft units.
The game uses the area-impulse system used in Storm over Arnhem, Thunder at Cassino and Turning Point: Stalingrad.
World in Flames
Strategic game of World War II. Five full-colour maps portray all the theatres of war: Europe, Russia, Africa, the Middle East, India, Asia, the Pacific, the Atlantic and Australia.
Counters represent the armies and corps, the aircraft carriers, the naval task forces and the air groups that took part. Everything you need to re-fight the greatest conflict in history.
World in Flames contains all the latest top quality components, 1400 counters, 5 maps, 2 combat charts, one Production Circle and the comprehensive rules and scenarios booklets, that have been extensively updated and revised based on 2 million playing hours of the world’s greatest game.
I have to be honest this game is epic and has been played every other Thursday and has been for about Six months
All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first?
Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette’s hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire!
Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area.
The cards in the playing area start face down, with each player controlling a card (their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter.
On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that’s easier said than done.
When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same colour or lots of transports. Each action has a single numeral on it, e.g., “Command  ship for one jump” or “Build  cruiser at home”; when you boost an action, you increase that numeral.
Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!
Roll Through the Ages
In Roll Through the Ages, players roll dice to obtain commodities and workers to build up their civilizations. Dice can be rerolled twice unless they come up as a hazard. Players use their workers to build infrastructure to support additional works or to build monuments that are worth points. At the same time, commodities are gathered that allow your civilization to develop. Once all monuments or five developments are achieved by a player, the game ends at the end of the round, points are counted, and a victor is declared.
In Coup, your goal is to be the last player standing. Each player starts the game with 2 influence, represented by facedown character cards. Each turn, a player can take an action from either a set list, or a special action based on what character cards they were secretly dealt. The key is, players can lie about which character they have. However, if you are caught in a lie, you will lose an influence (character card). Although if it turns out you weren’t bluffing, then the accuser loses an influence. If a player loses both of their characters, they’re out of the game. Whoever is the last player to have a character card left is the winner.
A simple, fun and funny card game you have had a hard day’s adventuring you all retire to the local tavern for a drink. As the beer flows their tales of derring-do get even more wild and outlandish, until they’re competing with each other for best boast. The more outlandish the boast the bigger the score but beware – being called out as a liar will not only reduce your points but also make you look foolish!