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Statis Pro Baseball cover
BGG · needs curation

Statis Pro Baseball

The Avalon Hill Game Co · 1971

BGG #5135
1–220 min7.2
The Statis Pro baseball game includes individual pitcher and batter cards for an entire baseball season. A full 9-inning game generally takes 30 minutes or less to complete. Begin by choosing teams, pitchers, and line-ups. In order to simulate a real season, each player card indicates which positions a player is allowed to play, and for how many games that player played at each position during a full season. Each at-bat is simulated the same way. First, a Fast Action Card (FAC) is drawn to determine a PB number which is then compared to the PB rating on the pitcher's card; this determines if the pitcher’s card or the batter’s card is "in control". Then a new FAC is drawn to generate a random number to determine the result from the player's card who was "in control". Each of the 98 FAC has four results—two per side, one right-side up, one upside-down and also features special PB results to simulate clutch batting, clutch fielding, unusual plays (e.g. dropped third strike, ejections, etc.), and injuries. If an out is made, an out chart appropriate to the runner situation (e.g. Bases Empty, Runner on Second, etc.) is consulted to determine the outcome by drawing an additional FAC (or two, if the out result has a chance of error to be checked). Charts on the playing board support managerial choices such as sacrifice bunts, hit and runs, stolen base attempts, etc. For these, no PB number is determined; simply consult the FAC’s random number and follow the chart’s instructions which usually involves consulting players ratings appropriately (e.g. base runner’s stolen base rating, catcher’s throwing ability, etc.). Production of the game was halted after the 1992 baseball season on account of a royalties dispute between Avalon Hill and MLB. While the Avalon Hill Statis Pro Baseball game is no longer in production, it is possible to make your own player cards using the Statis Pro Baseball card formulas provided with the game. Moreover, PDFs of fan-made seasons and teams can be found online either free or for purchase.
First Giants cover
BGG · needs curation

First Giants

Space Cowboys · 2026

BGG #5136
2–530 min6.8
Dive into First Giants, a race to create the most prestigious prehistorical animal exhibit! Build your engine by collecting cards with powerful effects OR score points by playing your cards in the exhibit area. But beware! Once displayed, you’ll lose their beneficial effects. Timing is crucial to win! First Giants is a game of set collecting and combinations in which players recruit cards representing dinosaurs, flying reptiles, giant mammals… of various sizes. These cards have many different powers and you can create powerful combinations to earn amber, victory points and the ability to exhibit your fossils. —description from the publisher
Cartagena 2. The Pirate's Nest cover
BGG · needs curation

Cartagena 2. The Pirate's Nest

Corfix · 2006

BGG #5142
2–545 min6.5
In the first Cartagena game, the players, as pirates, attempted to flee prison by making their way through a tunnel to a boat waiting for them at the end of the tunnel. But simply reaching the boat does not mean they have escaped as re-capture is always possible, perhaps, even likely. They will not be really safe until they reach their Pirate's Nest on Tortuga. Each player leads a group of pirates to Pirate's Nest on Tortuga.The path leads the pirates through wild jungle and across the waters of open ocean to the island of Tortuga. In addition to the innate perils of the trip are the other pirates, as each group wants to be the first to arrive at Pirate's Nest and will do what they can to slow the others' progress. As soon as one player has all his pirates in Pirate's Nest, he can raise the Jolly Roger and win the game. The game is a sequel to Cartagena with the pirates trying to figure out what to do now that they have escaped from the prison. Inside the box: 5 game board pieces with 7 symbols: parrot, treasure chest, spyglass, dukats, treasure map, cannon, and compass 3 Game board parts: boat, Pirate's Nest and Jolly Roger flag 105 cards - 15 cards of each symbol: parrot, treasure chest, spyglass, dukats, treasure map, cannon, and compass plus 1 of each symbol with gold border 30 pirate figures 6 each of five colors Each player receives seven cards. A turn consists of taking at least one and up to three of the following actions: 1) Play a card and move a pirate forward to the next unoccupied matching symbol. 2) Move an opponent’s pirate forward to the next space with one or two pirates on it (you may not skip over pirates), then draw one card for each pirate already there (max. 3 pirates on any one space at the same time). 3) Sail the boat between the islands. To sail the boat to the second island, you must have at least one pirate in the boat. If, at the start of your turn, your pirates outnumber the pirates of your opponent/s, you may sail the boat as a free action. You can only move the boat back to the first island if you still have at least one pirate on the first island. There is no hand limit, but if a player plays a card with a yellow border, all players must discard down to 7 cards. The winner is the first player to move all his pirates into the Pirate's Nest and raise the flag.
Granada cover
BGG · needs curation

Granada

Queen Games · 2009

BGG #5144
2–645–60 min7.0
Granada – many artisans, traders and entire families have settled at the foot of the Sierra Nevada because the Palace of Alhambra promises all people work, contracts and above all prosperity. (From the publisher's blurb.) Granada is new member of the Game: Alhambra family with a more challenging character: in this standalone game the players develop the city of Granada next to Sierra Nevada, where the famous Alhambra stands, by buying building tiles to construct the city which will earn the most victory points. Building tiles now have two sides and there are new building types for which the value is set during the game. Link to Trailer http://www.queen-games.de/index.php?id=2537----2 Play Differences from Alhambra Alhambra advanced. Play is the same: buy a building tile, take money or remodel. If you buy a tile for the exact amount, you can take another action, same as in Alhambra. The differences: new building types, building values are dynamic, two-sided tiles, and moats instead of walls. There are 9 building types in Granada. Unlike Alhambra, the buildings do not have a set value. Instead, building value is determined by the count of that type of building in all players' cities times a multiplier. As in Alhambra, there are 3 scoring rounds during which each building type is examined and points awarded for the player with the majority of that type of building. In the first scoring round, A, only the player with the most tiles of a particular building type scores for that building type (1 times the total count). In the second scoring round, B, the top 2 players score (2 times the total count and 1 times the total count respectively), and in the final round, the top 3 score (3x, 2x, and 1x the total count of that building type). Scoring for a "Beginners Game" is a little different. There are no ties in Granada: points are never divided like in Alhambra. In the case of two players having the same number of tiles of a particular type in their cities, the player with the highest valued tile of that type wins, and the other player takes next place. So, in Granada, it pays to buy the more expensive buildings. For example: When the A round-scoring card is turned up, Cindy has 2 Schools, Diana has 2, Tim has 1, Tina and Bailey each have 0, for a total of 5 Schools currently in cities. Cindy's highest School is a 10, Diana's is a 7. So, in round A, Cindy would score 1 x 5 = 5 points. When the B round-scoring card is turned up, the count for Schools is: Cindy 2, Diana 3, Tim 1, Tina and Bailey 0 each for a total of 6 Schools. So, Diana scores 2 x 6 = 12 points and Cindy scores 1 x 6 = 6 points. In the final round, the School count is Cindy 2, Diana 3, Tim 1, Tina 2, Bailey 0 for a total of 8 Schools in cities. Cindy's highest School is a 10, Tina's is a 4. So, Diana scores 3 x 8 = 24 points, Cindy score 2 x 8 = 16 points and Tina score 1 x 8 = 8 points. Another difference in Granada is that the tiles are two-sided: on one side an even-numbered building of some type, on the other a different, odd-numbered building valued exactly one higher. The configuration of the buildings on both sides is identical in terms of moat placement or lack thereof on each side. When purchasing a building, a player can immediately place the building, as is, into her city or may flip it to the other side and place it in her supply for later placement during a remodel action. The Building Market is initially filled with tiles even-side up. The next time the market is filled, the odd side will be placed up, then even, then odd, etc. A handy toggle feature is provided on the board near the Building Market to facilitate this. The last difference between Alhambra and Granada, moats instead of walls, is really just a difference in artwork. As in Alhambra, during each scoring round, each player scores points for her longest continuous moat, instead of wall, surrounding her city. The rules are the same regarding tile placement: must be able to trace an unbroken path back to the city's center, moat can touch moat, etc. In games I've played, players have often commented that it seems to be harder to build with the moat tiles of Granada than with the wall tiles of Alhambra. Just one more way to make Granada an advanced version of Alhambra? Re-implements: Alhambra
Abandon Ship cover
BGG · needs curation

Abandon Ship

Alderac Entertainment Group · 2008

BGG #5151
3–730 min6.3
The S.S. Nvrsnks is going down, and who is always first off a sinking ship? The rats! Abandon Ship is a game in which you play to move your group of rats off the ship before the rising water drowns them. The Nvrsnks is also loaded with valuable points-earning cheese, but don’t let desire for that lovely food send your rats to the watery depths. Your opponents may also share some of the rats in your group; they may want to move the rats in a different manner from you. Before play, each player gets secretly assigned three colors - these are their rats. Players roll colored dice (there is one for each rat and one neutral die) and the active player chooses one of them to move the corresponding rat forward (or backwards in case the die shows an anchor). Encircled numbers and symbols can be used for a rat of any color. The next player rolls the remaining dice (in case there was an x next to the number, the previously used die remains in the pool) and does the same. When there is only one die left, the ship sinks a number of fields according to a token drawn. If the water level reaches a rat, the rat and the corresponding die is taken out of the game. When a rat reaches a cheese token, the player who moved the rat gets the token. The first rat to reach the top deck gets nothing; the second rat scores 5 points, the third one 3 points and the fourth one 2 points. Most points wins.