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Wiz-War cover
BGG · needs curation

Wiz-War

(Web published) · 1983

BGG #3048
2–460 min6.9
In the light, beer & pretzels type of game Wiz-War, players are transformed into wizards attempting to collect treasures from a twisted little maze. At the heart of the game is a deck of cards that the players use to cast spells, power-up spells, and augment movement. Each turn, players can move up to three spaces (or more with the use of number cards). However, the goal is to penetrate the other players' sections of the maze, pick up one of their treasures, and bring it back to your home base. The first player to capture two such treasures or kill all the other wizards wins.
TurfMaster cover
BGG · needs curation

TurfMaster

AZA Spiele · 1998

BGG #3051
2–875 min7.2
Turfmaster is a horse-racing game for two to eight players, played over a "meet" of three races. The board is two-sided, and hurdles are provided so that players can choose flat racing or steeplechases (races with fences that the horses must jump). Players each have their own deck of 32 movement cards, dice and a horse of their own colour. Ten cards are randomly selected for each race, with two cards left over which can be drawn for use in any one race. Cards played in a race are removed from the game. A round consists of two parts. First all players simultaneously select a card and move the number on the played card (if able), in position order. After this, a single pair of dice is rolled by one player (the rolling player rotates throughout the game). The player rolling the dice decides if all horses move the value of one or both of the dice and all horses move (again in position order). Like a real horse race, inside position is important. The game has rules for lane changing, blocking and handicaps on the leaders which restrict the values of the cards the players whose horses are in the first three spots are able to play, or how much (or even IF) a horse in one of those spots can move on a dice roll. To try to counter this, players have "joker" cards which can be used to avoid being handicapped when in one of the first three spots. The steeplechase introduces additional rules for jumping fences. Horses can be forced to pull up short of a fence (because they are blocked on the other side and have nowhere to land safely) or can occasionally fall if their movement ends on a fence - which takes four movement points to jump. Players will need to plan their moves carefully to prevent other players from getting their full amount of movement, and to avoid having players doing that to them. The first four horses to finish each race are awarded points towards their final total. The game comes in two versions. The regular version which has single-colour plastic horses, and the "DeLuxe" version which has hand-painted pewter horses (each jockey wears a different coloured jersey) - each in a little protective case. In addition, several other tracks are available - there are two course collections which can be purchased separately and a third (web-published) collection.
Key Harvest cover
BGG · needs curation

Key Harvest

R&D Games · 2007

BGG #3052
2–490 min6.7
Key Harvest is the fifth game in the key series of games published by R&D Games. The object of the game is to score the most points. Players score points by placing tiles on their own country board. One point is scored for each field tile in the player's largest group of connected field tiles and two points for each tile in their second largest connected group. Points are also scored for the worker tiles a player places on their country board. The number of points scored for each worker is equal to the number on the worker tile. Worker tiles do not count as connecting tiles when calculating the largest group of tiles. When played, a worker enables a player to take a special action. Each player has their own team of six workers, known as farmhands. There are also six townsfolk who can be acquired by any player. There are usually six field tiles available at any time from the registry. On their turn a player may bid for up to two tiles using crop counters. The field tile being bid for and the bid in crop counters are placed in the player's store. On their turn the other players may match the store owner's bid in both the number and type of crop counters. If they choose to do so, then they place the field tile on their country board and pay the crop counters to the store owner. If no other player has matched the store owner's bid, then on their next turn the store owner may place the field tile(s) from their store onto their country board and pay their bid in crop counters to the general stock. When deciding how much to bid for a field tile, players will need to consider how important the field tile is to them and whether other players are likely to bid for the tile. It is usually beneficial for a player to place field tiles into their store as that player will either obtain the field tile or receive additional crop counters. When played, a worker tile must be adjacent to at least the number of field tiles as the number on the worker tile. A worker tile cannot be adjacent to another worker tile. If a player obtains a field tile for a space where they have already placed a worker tile, they must remove the worker tile. However, if the worker tile can be replaced immediately (next to the required number of field tiles), then the player can benefit from the worker's ability again. Getting these extra benefits is one of the keys to doing well in the game. Players have two actions per turn. There are four possible actions. Each action can only be performed once per turn. As described above, the actions include placing field tiles from the stores onto their country board - action (c), placing field tiles from the registry into their store - action (d), and placing a worker tile onto their country board - action (b). Action (c) cannot be performed after action (d). A player may also harvest crops by turning over some unharvested field tiles on their country board - action (a). Field tiles taken from the registry are replaced immediately with field tiles from the bag. The bag also contains a number of event tiles. The event tiles, when drawn, affect all of the players, not just the player who drew the event tile. When the tenth event tile is drawn, the game ends after two further rounds have been played. One point is also awarded to the players who have the most of each of the types of crop counters at the end of the game. No points are awarded for ties. Points are tallied using the scoring track on the town board. The player with the most points is the winner. Nr. 4 in the QWG Master Print Edition series, as Demetra
Warmachine Prime Mk II cover
BGG · needs curation

Warmachine Prime Mk II

Privateer Press · 2010

BGG #3070
2–460 min7.8
Step into a world forged of iron and tempered by war. In WARMACHINE, the very earth shakes during fierce confrontations where six-ton constructs of iron and steel slam into each other with the devastating force of a locomotive, where lead-spewing cannons chew through armor plating as easily as flesh, and where bold heroes set the battlefield ablaze with a tempest of arcane magic as they forge the fates of their unyielding nations in the fires of destruction. WARMACHINE Prime: Mk II is the core rulebook for the second edition of the award-winning tabletop wargame WARMACHINE. The popular game now plays faster, easier, and more aggressively than ever before. Prime Mk II includes the rules for the game; detailed profiles and game stats for powerful characters, warjacks, and soldiers; histories of the nations of the Iron Kingdoms; and an instructional hobby guide that will help bring your tabletop battlefield to life.