Roll / Spin and Move

Ninja Versus Ninja

From the publisher:

A Stealthy Game of Swords and Rewards

Your Ninjas must defend the honor of their dōjō against a rival dōjō. Victory hinges on eliminating Ninjas and skillfully venturing into the opponent’s dōjō. But how far do your Ninjas dare to go...and will they return? Every move is critical as you position your Ninjas for defense and ready them for their mission!

Prove yourself to be a worthy master with Ninja versus Ninja!

Re-release of:

Foray!

Very Quiet Cricket Game

For 2 - 4 players Ages 3 and up.

The Very Quiet Cricket Board Game is a spin and move game based on the Eric Carle book "The Very Quiet Cricket". Players start as newly hatched crickets and move from leaf to leaf in a journey to meet new friends and find their voice. Children learn about persistence, individuality, growth and love in this colorful game. Includes game board, 4 cricket game pieces, 24 insect cards, spinner and instructions. 2 to 4 Players.

Tuchulcha

Theme:

Game is themed around a purification ritual of the ancient Etruscan people, who predated the Roman Empire around 6th century B.C. Each player represents a different temple, faithful to the divinities Achvizr, Alpan, Leinth, and Thalna. On "Tagete's" day, the Etruscan Haruspexes [priests] proceed down the path of purification to the Velthumena Altar.

Goal:

Each player has 8 pawns representing "Haruspexes" [priests] in their color. Each player is trying to move their priests along the path of purifiction from their home temple to the altar at the center of the board. One player may also choose the path of darkness and consecrate themselves to the divinity "Tuchulcha" with the goal of elminating all rival priests. This role is only available in 3 and 4 player games. If a player chooses this path, then another single player may consecrate themselves to "Lasa Vecuvia" with a different set of powers. This player's goal is to now move their priests to set "passages" on the path and place 4 seals to win the game. This role is only available in 4 player games.

Players win by having the most priests in the center altar at game end. If a player chooses Tuchulcha's power, they win by eliminating all other priests, and lose if any priest enters the altar. A player that chooses the Lasa Vecuvia power wins only by placing all 4 seals.

Gameplay:

Game plays with 2, 3, or 4 players. Each player begins the game with 8 pawns on their home temple. On their turn players roll 2 dice. If doubles are rolled, the player may throw a third die. Then player chooses to move one or more of their pawns the number of pips shown on each die. For example, if a 5 and a 2 are rolled, a player may move one pawn 5 and another 2, or one pawn 5, and then 2 [not seven at once]. This is important as where you land can be significant on each move. Players move their pawns around a spiral path approaching the altar at the center. Along the way players will encounter other players' pawns, and special spaces on the path. These spaces can increase the "spiritual strength" of players' pieces by two times of three times [Mystical Stones], or "passage" spaces can banish them to the Tuchulcha forest. While Mystical Stone spaces are powerful in defense, pawns must move off these spaces as soon as they can. Pawns can normally pass through each other regardless of owner. Any number of a single player's pawns may occupy a single space. However, when a pawn would land on another player's by exact count, it must equal the "spiritual strength" of the player's pieces in the space. Normally, spiritual strenght is one per pawn, but in the 2x or 3x spaces these are multiplied respectively. If a moving player can eqaul the spiritual strength of pawns in the space, then the occupying pawns are banished to the Tuchulcha forest. These pawns are essentially out of the game, but can be used to activate the alternate "Tuchulcha" player role. Once a pawn banishes an opponent's pawn, it may not move again this turn. 2 player game uses 2 "neutral" colors which any player can move during their turn. 3 player game adds the optional Tuchulcha player role, and 4 player adds both Tuchulcha and Lasa Vecuvia roles to play.

At any time one and only one player [in 3 and 4 player games], may choose to take on the role of Tuchulcha [a god of destruction]. To activate this power, the player must "sacrifice" 3 pawns. These pawns may come from the home temple, altar, path, or Tuchulcha forest. Once activated, the Tuchulcha player's new objective is to eliminate all other players' pawns. As soon as one other player's pawn enters the altar, Tuchulcha loses and is eliminated from the game. This can make this role selection a risky move. However, this player gains powerful new abilities. Tuchulcha's pawns can never be banished to the forest, he rolls 4 dice and selects the 3 best, and no longer has to stop after banishing an opponent's pawn.

If a player chooses to be Tuchulcha in a 4 player game, then another [and only one] player may take the role of Lasa Vecuvia. This player must still have 4 active pawns in play to activate. This player's objectives are now to "seal" the 4 passages along the path. These passages normally banish pawns to the forest, but when the Lasa player lands a pawn on the passage, she places a seal token on the passage and removes the pawn from play. Once she places all four seals in this manner she wins the game.

Components:

32 high quality wooden pawns in 4 colors
4 green wooden dice with gold pips and rounded corners
1 double sided game board for 3 and 4 player games
1 full color illustrated rules booklet

Boxcars

From the entry for Rail Baron:

BOXCARS is the predecessor of Rail Baron.

In the late 1960s or early 1970s, previously unknown designers R.S. Erickson and T.F. Erickson, Jr. began
boardgame development. In an era when both the railroad and board gaming industry was in flux, the Ericksons managed to combine elements from the two to create a game that has withstood the test of time. In fact, it provided solid footing for the whole "train gaming" genre.

The Ericksons decided to publish the game on their own, and released it as "BOXCARS" in 1974. It was billed as "The Informative NEW travel game of OLD-time railroading." For a first-time effort, the components of the resulting boardgame were surprisingly refined and professional.

The single-piece board unfolded to reveal a map of the United States on which routes of 28 historic railroads were traced. The rules of BOXCARS vary from those of Rail Baron in several ways. For example, BOXCARS has no restriction in the re-use of routes: this allows players to circle along the same track as long as desired. BOXCARS also allows a player to trade, sell or auction a RR at any time during the game. Furthermore, BOXCARS lacks the Express and Superchief locomotive upgrades that Rail Baron contains.

Before long, the Ericksons' game caught the attention of The Avalon Hill Game Company (AH). The original designers apparently sold the BOXCARS rights to AH and were obligated to quickly disperse the remaining copies of their game. It is estimated that there were only 1000 copies of BOXCARS ever printed.

AH scaled down the game's physical size to match the "bookshelf" style of many of its other titles, modified the rules, and released it as Rail Baron in 1977.

(Description adapted with permission from "An Illustrated History of Rail Baron")

Last Night on Earth: Timber Peak

Escaping from the zombie-overrun town of Woodinvale, a handful of survivors make their way up into the mountains – but as they reach the small logging and mining town of Timber Peak, they discover that a new nightmare has just begun!

Last Night on Earth: Timber Peak is an action-packed standalone game as well as an expansion for Last Night on Earth. Introducing the brand new town of Timber Peak with a full set of game boards, six new Heroes (including three Survivor versions of Heroes from the original Last Night on Earth), four Generator objective pieces, a full set of 14 Zombies, a host of new Scenarios, rules for fire breaking out and spreading, over 130 new game cards, and a full Experience System for both Heroes and the Zombie horde to gain upgrades within the course of each game!

Timber Peak is packed with new material for veteran players to add to their toolbox, and a fantastic way for new players to jump into the action. A modular board randomly determines the layout of the town at the start of each game and there are several different scenarios to play, adding lots of replayability. As with the original game, one or two players control the zombies, while the rest control heroes.

To achieve a horror movie feel, all of the art for the game is photographic.