Beyond being good for a laugh, Duel is a serious strategic blend of resource management, tough investment trade-offs, and sneaky combat tricks.
The rules are simple, if devious. Begin with 5 miners. Each turn, assign one idle miner to either the copper, silver, or gold mines. One miner can dig out a single copper, whereas two are required to mine a silver and three for a gold. Spend resources on strategic events or nefarious tricks, or use them to craft (yes, craft!) weapons and armour. At the end of each turn, you may declare DUEL on your foe to attempt to win either the fair maiden’s favour or the adoration of more fans (who you will inevitably send to work in the mines).
While you may certainly spend your resources to swing the tide of battle by setting momentous events in motion or by investing in sneaky acts of villainy, the most important use is yet to come…
In A Duel Betwixt Us, weapons are not bought. They are FORGED. After spending a small sum to play a blueprint — a mere shell of a weapon — from your hand, you fill in the empty spots with the ingots you have mined. Each copper ingot adds 1 strength to a weapon, shield, or piece of armour, while silver adds 2 and gold adds a mighty 3.
Will you build a quick and dirty copper blade, prison shiv style, or will you wait to smith it from pure gold, as if carrying the murderous spike of royalty itself?
Games take 15-45 minutes and everything you need is included in the box. What fun!
Scribe’s Arena is a new tabletop word game based in a beautiful fantasy world. In the battle between scribes, players will formulate their own Words of Binding, and the first player to decipher their opponent’s Words will be victorious.
Scribes will utilize a wide arsenal of powerful god powers and deadly spells, as well as calling upon a team of allies to assist them and conquer the battlefield.
In this race for victory, who will be prevail in the arena and claim the legendary artifact?
Prepare for fantasy battles beyond your wildest imagination with the onslaught of BattleLore Second Edition. Set in the fantasy realm of Terrinoth, BattleLore Second Edition is a two-player board game focused on squad-based battles between the hardy defenses of the Daqan Lords garrison in Nordgard Castle and the unleashed ferocity of the demon-worshipping Uthuk Y’llan. You must strategically command your troops and use the power of lore to tip your battles in your favor.
In every game, you will create new maps and scenarios, before mustering a new army for each game, so you can tailor your army to suit your favored play style. Command armies of fearsome warriors and deadly creatures, and lead them against the enemy in this intense game of warfare and military strategy. By seizing victory points from objectives on the battlefield and by eliminating enemy units, a skilled commander can raise his banners as the victor over the borderlands of Terrinoth!
BattleLore Second Edition comes with a game board, ninety-two detailed figures, forty-three map overlay pieces, more than one-hundred fifty cards, rules, four custom dice, and everything else you need to win the borderlands of Terrinoth!
Designer: Darwin Kastle
Publisher: Your Move Games (2011)
Wrapped in a plain olive card box while boasting black and white generic card art; The Battle for Hill 218 bears an outright semblance of the mundane that will be torn down and trodden upon as soon as you get this beauty to the table. While the idea of spilling blood and throwing waves of troops against the torn hill depicted on a card as a 2D muted brown line rendering sounds insane, you will be hovering on the edge of your seat as the tension boils higher than a sleeved Race for the Galaxy draw deck.
At its heart, Hill 218 is a clever abstract card game where you attempt to outmaneuver your opponent by controlling the area surrounding the hill at the center of the table. On your turn you may place two cards from your hand onto the play area, one at a time. The cards are organized in play into an invisible grid with the hill at its heart. The first card you place must be directly behind Hill 218 on your side of the table. From there your units spread like gangly arms attempting to choke the life out of the Fascist pig sitting across from you.
The intensity comes from the delicate tempo as you and your opponent joust for momentum. Calling in a well-timed Air Strike or executing a devastating Para-drop behind your opponent’s Heavy Weapons can turn the tide of the game and have your enemy’s flank collapse in on itself as he flounders among his dying brethren. The ingenuity of this momentum struggle arises due to the simple yet effective Supply rules.
Each card has a Supply graphic which dictates where it must trace Supply from. Every card except for Paratroopers and Air Strike requires Supply be traced from its location back to your Base. This greatly restrains your placement of cards so that you must build this chain of linked units that attempts to advance and wrap around the fulcrum of the hill. The depth is greatly achieved due to the variety in ways units trace Supply, as well as the susceptibility of your link being severed due to an opponent’s attack. The battle of momentum at the heart of Hill 218 is this vying for space while maintaining your own Supply and crippling your enemy’s.
While Supply is the most crucial stat on your units, Attack and Support must be utilized to their utmost if you wish to win the jousting match. The attack graphic represents what spaces are able to be attacked when the unit is placed. Most units show a cross-hair in the target spaces which denotes that they kill an enemy in that space only if the attack is Supported by a friendly unit already on the table. Units grant Support to spaces denoted on the card under the appropriate icon. Some units automatically kill their targets regardless of Support (Artillery and Tanks) and act as an ace in the hole of sorts. Finally, Air Strikes (each side has 2 available) automatically kill a single unit anywhere on the table.
While the myriad options present in the variations of Supply/Attack/Support among units are enough to provide great replayability in and of itself, the fact that your choices are constrained to what you currently have in your hand increases the importance of careful placement ten-fold. Careful thought must also be given to what has already been played and what units you have yet to draw as the quantities are limited. These factors combine to provide an astounding amount of depth for a 15 minute card game that offers a gentle yet nearly endless learning curve.
The popularity of this game cannot be denied as it recently received a top-notch iPad port and has torn through several print runs in the past few years. The iPad version of the game is a phenomenal implementation and features a strong AI system built off the long-standing Java version of Hill 218. In digital form the game costs less than a gallon of gas and the old-school cardboard version our grand-parents used to play can even be acquired with the cash that the poor dude sloppily throwing together your Whopper Junior earns in an hour. You have no excuse not to own this underrated classic and it has stood the test of time in my turbulent collection which sees just as many games going out as coming in.
The Berezina 1812 focus on the batlles fought by the remnants of Napoleon “Grande Armée” against several Russian armies, in order to cross Berezina river between Borissov and Velesovo, at Stoudenka.
The Berezina 1812 is the 35th battle of the Jours de Gloire series.
Napoléon, Ney, Oudinot and Victor are at the head of the French. Tchitchagov, Wittgenstein, Ermolov, Lambert and Phalen are the mains Russians leaders.
The French player has to build bridge and cross the river under the pressure of the Russian player.
The game features special rules around “trainards” (stragglers) and building bridges. The game includes 5 one day scenarios and 1 two days secanrio, from November 21 to November 29 1812.
~ Canons en Carton