miniatures

Commander-In-Chief

Commander-In-Chief is a fun fast-playing abstract strategy war game published by X Plus Products in which a player's Air, Land and Sea military vehicles work as a unified Armed Forces assault team to "capture" their opponent's Commander. The board consists of a traditional 8 square x 8 square checkerboard grid divided into two Land areas separated by a Sea area. Vehicles are restricted to movement within their assigned battlefields: Through the Air, On Land and/or In the Sea.

Pieces transverse the board in a Chess-like manner. Play evolves, turn by turn, with each player analyzing the current battlefield situation, adjusting their game plan accordingly and executing commands (movements of the playing pieces) in a collective effort to achieve the game's objective. Certain Air pieces (Bombers and Helicopters) can Go Over pieces; likewise certain Sea pieces (Submarines) can Go Under pieces. Additionally, certain pieces (Bombers and Tanks) can Block. The complete Original Release Basic Training Game Rules include "Object of the Game" options, "Team Game Play" options and "Advanced Game Play" options. "Future" options will include new movements, expansion pieces, additional damage control options, new attack features, mini wars and expanded terrains as variants to the Original Release Game Rules.

While this abstract strategy war game does not include random chance, it does allow for piece enhancements both during game play and during board set up which increases come from behind opportunities and can be used to level the playing field between players of various skill levels. The game can be played one-on-one or as a social game with teams. The military theme, the terrain feature of Air, Land and Sea areas of the board and the movements of the pieces themselves relative to the military vehicles they represent give the game a real world appeal.

The two Armed Forces consist of the following fifteen pieces per side: one Commander, two stealth Fighters, two army Tanks, one stealth Bomber, two submersible Submarine warships, two Helicopters, four amphibious assault vehicles (Amphibians) and one surface combatant Destroyer warship. This military themed board game, representing two Armed Forces, "Supports Our Troops" as the game of the "Y" by donating $1 to the Armed Services YMCA for every game sold.

Commander-In-Chief is a 3-In-1 board game that includes Chess & Checkers; these Classics are played on the dark and light colored side of the double sided game board. Additional game play options include: Tic-Tac-Toe and The Triangle Puzzle Game. Lastly, the 30 pieces that come with the game are miniatures, 30 Military Toys, designed for play with or without this board game and the 30 bases that the miniatures mount on, when inverted, become 30 Stackable Spinning Tops designed for multiple family fun games.

Dragon Quest

Fantasy miniature game. A typical Dragons & Dungeon game. Requires a Game Master. The original game comes with 6 Ral Partha metal miniatures, 180 cards (featuring monsters, treasures, objects and traps), a dungeon board, D&D dice, and three pre-made adventures (ISBN 1-56076-552-b)

RoboRally

Imagine that you're a supercomputer. Now imagine that you're bored. So you dream up a little contest for you and a couple of your supercomputing buddies. Your task is to move one of the stupid little robots out on the factory floor through a series of checkpoints scattered throughout the factory. The wrinkle, however, is that the factory floor is filled with all kinds of inconvenient (if not down-right deadly) obstacles located in various locations: conveyor belts, crushers, flame-throwers, pushers, teleporters, oil slicks, pits, et cetera. But the real fun comes when the robots cross each other's path, and suddenly your perfect route is something less than that...

In RoboRally players each control a different robot in a race through a dangerous factory floor. Several goals will be placed on the board and you must navigate your robot to them in a specific order. The boards can be combined in several different ways to accommodate different player counts and races can be as long or as short as player's desire.

In general, players will first fill all of their robot's "registers" with facedown movement cards. This happens simultaneously and there is a time element involved. If you don't act fast enough you are forced to place cards randomly to fill the rest. Then, starting with the first register, everyone reveals their card. The card with the highest number moves first. After everyone resolves their movement they reveal the next card and so on. Examples of movement cards may be to turn 90 degrees left or right, move forward 2 spaces, or move backward 1 space though there are a bigger variety than that. You can plan a perfect route, but if another robot runs into you it can push you off course. This can be disastrous since you can't reprogram any cards to fix it!

Robots fire lasers and factory elements resolve after each movement and robots may become damaged. If they take enough damage certain movement cards become fixed and can no longer be changed. If they take more they may be destroyed entirely. The first robot to claim all the goals in the correct order wins, though some may award points and play tournament style.

The game was reprinted by Avalon Hill (Hasbro/WotC) in 2005.

Mage Knight Board Game

The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.

Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience..

Claustrophobia: De Profundis

Claustrophobia: De Profundis is an expansion for Croc's Claustrophobia that adds more components and more choices to the game without adding many new rules.

New components include a 55-card deck with new talents for the Brother Redeemer, new demons, new events, new objects; ten new room tiles, with six new types of rooms (sanctified zone, demon pit, tomb of the ancient warrior); four painted figures and additional markers; and twelve new scenarios with playtimes ranging from 30 to 90 minutes.

As for new rules, the demon player's hand size is reduced to three (due to powerful new event cards), Siccaria skills are now permanent, and a new beast is introduced.