Back to Blighty is a diceless card game, which is played mainly with 4 decks of terrain cards and a player sheet. Your plane is shot down over enemy occupied France and you manage to find a French family but you cannot stay there too long you must find the safe house. 6 different pilots with different characteristics to choose from 12 different routes that must be followed. You have 4 different terrain types, Countryside, road, river and railway. Traveling by night you pick a relevant card which has a distance and time these are moved along a track. The longer you are out the more tired you become, but you must find somewhere to rest before daylight comes. some cards are German soldiers but these may be avoided if the conditions are right, if you are challenged I hope your language skills are up to scratch and that the 6 days in the outdoors isn't going to give you away. Tactical decisions include how long into the morning are you prepared to travel before you find somewhere to rest for the day, balance this with how good will you be if you were challenged by a German soldier. How far you have to travel before your safe compared to the fact the more days your out the more disheveled you look and therefor more suspicious. Other things included are crossing rivers, swimming, boat, or bridge, weather which may change half way through the night. The heavier the rain the less likely you will be challenged but the less rest you will get. Going into a town to seek resistance members but beware the Gestapo and German sympathizers. Stamina, food, blending in, stealing a German soldiers push-bike all take a role.
From the introduction to the game, found in Panzerschreck Magazine #12 and Panzerschreck Anthology: "Masada is a very simple solitaire 'Panzerschreck' Mini-Sim which covers the siege of Masada in Palestine by the Romans, circa AD 72-73. In Masada, the game system replays the siege; the player plays the side of the Romans. As with all Mini-Sims, the game components must be photocopied and cut out prior to play."
From the Introduction in the rulebook: Our hero, Lt. Col. Ollie North, USMC ret., is being subjected to a blatantly unfair trial by those leftist-commie-liberals. Your mission, should you choose to accept it is to... RESCUE OLLIE NORTH!!!!!!! In this solitaire game, you will attempt to rescue a true, red-blooded, AMERICAN hero. To do this, you must burst through the courtroom doors, blast the bailiffs, blow away those liberal/commie bystanders, and take Ollie out the door marked "EXIT" in as few turns as possible.
Salvo! is a solitaire WW2 naval wargame consisting of rules, game tables and several ship counters. Three d6 dice, paper and pencil are also required and not included in the game. Salvo! is a "postcard" game published by Minden Games.
Eight New Cops were added to Police Precinct via these 5 character boards! REAL COPS: Eric Johnson Doug Roderick Cipher (Upgradable K9) Daryl Smith MORE: Clarice Wilson Jaclynn Haynes Riya Chohan Darby Clavel
Isolate the murderer in short window of time while navigating a labyrinthine house.
Hero alter-egos team up to take the fight to the villans.
Salvo! River Plate is a solitaire WW2 naval wargame containing rules, game tables and warships simulating the Battle of the River Plate in December 1939. You will need three dice (d6), paper and pencil to play.
Play as one of several new races while praying to new patrons for magical powers.
The tide has turned on Germany's Kriegsmarine, once-feared hunters are now the prey.
Don´t let them get you is a solitaire game originally designed for the 2014 Solitaire Print and Play Contest. It can be played using two standard decks of cards and a few other playing pieces. The basic game´s theme is as generic as the material used - its a typical escape the dungeon board game: You have to go somewhere you are not welcome, you have to fulfil a task (or three..), you have to get out of there before they get you! For a less generic game experience there will be thematic add ons that contribute new rules that define the setting the game takes place in.
From the web site: The Empires in America Expansion Kit includes the latest errata and plenty of new Optional Rules for the struggle for a continent in North America. Among its 24 additional cards are two additional French and two additional British Leaders, and plenty of new Action, Provincials, British and World Event cards to make the game's narrative much more compelling. Optional Rules include: Fortress Garrisons, Leader Morale, Governing, and The Royal Navy. A special historical notes section includes Standing Orders: Rodgers' Rangers, and a commentary on those famous Standing Orders. Game Components: One instructions sheet with new Optional Rules and Historical Notes Twenty-four new cards
Solitaire covering the events, travels, and trials of Jesus.
Subtitled "the reality game that gets real," Living Life is more of an experience than a game. It comes with 30 real-life adventures designed to "guide you to live your life to the fullest." Examples of the cards: Watch the sun rise, contact old friends, and take a day trip.
June 1944. WWII was in its fifth year, and the German army still controlled most of Western Europe. Field Marshall Erwin Rommel’s Army Group B had erected strong fortifications along the coast of Holland, Belgium, and France, including the French Mediterranean coast, creating The Atlantic Wall. The bunkers and minefields were backed up by some of Germany’s best troops. Allied forces had been gathering in England and the Mediterranean for more than two years, preparing to assault Hitler’s Fortress Europe. On D-Day, 6 June 1944, they attacked on what Rommel called “the longest day.” Success of the invasion was far from guaranteed, but the Allied victory on the beaches signaled the beginning of the end for the Germans in Western Europe. Paul Koenig's Fortress Europe recreates the war in Western Europe from the D-day invasion to VE-Day, what General Eisenhower dubbed “the mighty endeavor.” As the Allied player, you must choose a landing site and then get ashore with a successful landing. This is followed with a breakout of the beachhead and a drive across France, culminating with a deep penetration into Germany itself. As the German player, you must choose a wise defensive alignment of your forces, including hidden units, and hope that you are strong enough at the point of the actual landing to defeat the Allied invasion. If you fail at the water's edge, you must conduct an orderly withdrawal across France, constantly delaying the Allies, until you are strong enough to launch a winter counter-attack (historically, the Battle of the Bulge). What's In The Box?: • One 40-page Rulebook • One 26" x 38" paper game map • Three sheets of double-sided, laser-cut game pieces • Four Player Aid cards • One six-sided 12mm die • One white, 9" x 11 7/8" Deluxe cardboard VPG game box • One beautiful box cover sleeve • One "Wipes-A-Lot" napkin • One charcoal dessicant packet
1944 Red Ball Express is a mini-expansion for the game 1944 Race to the Rhine. It reduces randomness in the gameplay and introduces threats which the allied leaders feared: sudden bad weather and the launching of an Axis counter-offensive. The expansion includes nine new pursuit and Axis cards and new special rules sheet similar to those of section 15 in the game instructions.
Cogitus is a solitaire strategy game. The aim is to form a suite of numbers, cross-word fashion, and to place all of them on the same grid. The sum of consecutive numbers must not exceed 10(very difficult), 11(difficult), 12(fairly easy), or 13(easy)... according to the level of difficulty chosen. The game received a medal of the Concours Lepine for inventors.
In ACW Solitaire, the player plays the Union forces in the American Civil War of 1861-65. The aim is to defeat a simulated Confederate opponent using a combination of strategies. Units include named Generals, Armies, Forts, River Gunboats, Naval Fleets and different Indian Tribes. The map is province based, including ports and the Mississippi river. Union victory depends on a series of objectives being achieved, such as cutting the Mississippi and an effective Naval Blockade. It is unlikely the Confederates will win, but it is possible The game has been intensively play tested and should take about an hour to play to completion - offering an exciting and stimulating experience of directing the strategy of the civil war. There are a series of optional rules to allow players to investigate different aspects of the war, including a 2 player version. The game is a "print and play" game available for US$5 from wargamedownloads.com
Long Winding Road provides the chance to run a full season's Marathon Championship with the 141 men and 78 women each running 6 races during the year. You can choose from over 40 courses together with their Weather Modifiers. A Championship season of 12 races for men and 10 for women is suggested, so with each race taking about 2 1/2 hours playing time such a season would take around 60 hours to complete - well within the realms of possibility for many replay gamers if feedback from you is anything to go by. The aim has been to try to recreate the way in which actual Marathon events develop, with small groups of runners breaking away off the front of the main pack, and others losing ground off the back. We recommend 40 to 70 starters, although the system can cope with larger numbers if necessary, and we deal with the race in 1 kilometer stages, so it would not be sensible or enjoyable to require a dice roll for every competitor each kilometer. With a field of 70 that would entail around 3000 dice rolls! So we only concern ourselves with identifying those runners within each Group (in game terms a Group consists of any number of runners from one upwards occupying a single 10-second space of our Endless Track) who need their Rating checked for that particular kilometer of the race to see whether they stay with their present Group, or make a forward or backward movement - that is gain or lose around 10 seconds on their Group over this kilometer. National, European, Commonwealth, and Asian Championships can be run within the context of the main season's Championship, plus a Team Championship on a race-by-race or full season basis.
The instructions are so arranged that the beginner progresses in easy steps, gradually learning to play Bridge. At the end, the novice will have learned the "Goren Point Count System" of playing, which is universally accepted wherever Bridge is played. This system was devised by Charles H. Goren, the world’s leading expert and authority on Bridge, whose aim was to make Bridge EASY and FUN for everyone. This is the way Beginners Bridge works: The book contains step by step directions on playing Bridge. After each step, you will be directed to the Bridge Tutor for some examples to illustrate how the information you have just learned is used. The Bridge Tutor is a device that eliminates the other three players needed to play Bridge! Thus, you can practice by yourself and yet actually simulate a four handed game. You progress, at your own pace, by simply following the easy directions in the book and playing the different hands in the Tutor.