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Baltic Gap: Summer 1944 cover
BGG · needs curation

Baltic Gap: Summer 1944

Multi-Man Publishing · 2009

BGG #5761
2240 min7.9
"Baltic Gap: Summer 1944", depicts the Soviet drive into Latvia, Estonia, and Lithuania during the summer of 1944. As the game begins, the defense of Vitebsk, a Byelorussian fortified city located just a few hexes beyond the southeast corner of the playing surface, has just collapsed. 1st Baltic Front is advancing westward through the shredded German line, and will soon threaten all of Army Group North with encirclement. Finally, after four months of fierce battle, the Red Army will win the great prize of this campaign, Riga, and pocket the enemy in the Courland region of Latvia. Baltic Gap allows players to explore this interesting campaign from a variety of historical and hypothetical vantage points. Long campaign games can be enjoyed by up to five players. Several short scenarios are also provided, and these work best with a single player per side. Baltic Gap is the 11th wargame in the award winning Operational Combat System (“OCS”). It stays true to the ground breaking earlier games in the system that allow players a deeper glimpse into why the skills and behaviors of the two sides were so very different. Here in 1944, we find a much more developed Russian army (much more advanced than the one shown in the 2007 CSR Award winning game Case Blue) facing a still potent German Wehrmacht. The Germans will need to fight their forces with great skill to avoid getting swamped by their tough adversary. Game Scale: Game Turn: 3 to 4 days Hex: 5 miles / 8.0 Km Units: Battalion to Army Game Inventory: Two 22 x 34" Full Color Game Maps Five countersheets (1,400 1/2" dual-side printed counters) One 48-page OCS Rulebook One 48-page Baltic Gap specific Rulebook Two 4-page OCS Charts and Tables Booklets 2 6-sided dice
Masters of Venice cover
BGG · needs curation

Masters of Venice

R&R Games · 2009

BGG #5766
2–590 min6.6
From the back of the box: Venice, the 1400's. You are a young merchant trying to make your name in this legendary port of vibrant commerce. Trade in spices, silks, gems, iron, and grain can bring great wealth... if you can bend the market to your will. Buy goods as they enter the city docks and sell them to the tradesmen who need them. Increase your profits by buying shares of the shops that use the goods in which you trade. Gain gold and prestige by fulfilling the orders of the Guild Hall craftsmen. But Venice is a city of fickle demands and mercurial politics. Spend your ducats wisely and look for help from powerful people such as the Guildmaster, the Harbormaster, the Tax Collector... or perhaps a Thief. Even the humble Gondolieri have powerful connections in Venice. In the end, the most important thing to remember is the simple rule of commerce... buy low and sell high! Only those with the most gold and the highest prestige can truly become... Masters of Venice!
Alhambra: The Dice Game cover
BGG · needs curation

Alhambra: The Dice Game

Queen Games · 2006

BGG #5770
2–660 min6.2
Member of the Alhambra, and a stand-alone game with the same box-size as Alhambra. Each player tries to get the most victory points. The game goes over five rounds giving a scoring after the 1st, 3rd and 5th round. Victory points are awarded for majorities of allocated buildings (very similar to the original game Alhambra). To get the buildings you roll 8 dice each showing the six building-symbols. Each player has 3 rolls on his turn to get as many similar symbols as possible (up to a max of 8). A player can only note his result for one type of building. The results of the dice rolls from every player is marked on the game board. So everybody can compare his dice rolls with those of the other players. After a round is completed the player with the highest dice-roll can choose between 2 buildings of the respective category or 1 building and a special counter giving a certain bonus. (Bonuses can be: additional 1-3 VPs, extra dice-roll, exchange one building, determine Starting player, etc.) The second best player in that category will get the other part. Each round has a certain number of turns depending on how many players are playing (3, 4 or 5 turns). So, because a player can only hit one type of building during his turn, he cannot score all 6 types of buildings in a single round. After round #1, #3 and #5 the majority in each building category is awarded the same way like in Alhambra. The player with the most VP's wins the game. Special: There is a variant in which you can combine the building counters of the Alhambra game which adds some building strategy. Integrates with: Alhambra
Nertz cover
BGG · needs curation

Nertz

(Public Domain) · 1930

BGG #5777
2–660 min6.6
Nertz, also known widely as Pounce, is a fast paced card game where every player has their own standard deck of cards and engage in a form of multi-player solitaire. Decks with different backs are a must. Players all deal 13 cards into a draw pile and four cards out in front of themselves. When play commences, players simultaneously try to empty their draw pile by building on the four cards in front of them (red sevens on black eights, black sixes on red sevens etc.) and try to put cards into set piles in the middle of the table starting with the Ace of a given suit and then the two and three and so on. Players build on each others' set piles so this can lead to some very energetic competitions. The remaining cards that a player has are kept in a deck and counted out and turned over three at a time, placed face up, and then the top facing card can be added to the set piles or to the four working piles in front of the player. When a player has emptied the draw pile and yells out "Nertz" play stops and points are counted up - one point for each card in the middle of the table in the set piles, and -2 points for every card left in the draw pile. First player to an agreed upon score is the winner. This game has been packaged and released as Solitaire Frenzy.
Lemming Mafia cover
BGG · needs curation

Lemming Mafia

999 Games · 2009

BGG #5779
3–620 min6.2
The third game based on the German web cartoon "Nichtlustig" by Joscha Sauer. It features the Mafia Lemming characters from the cartoon. From the publisher's website: "Real lemmings want to jump off the next cliff. Members of the different lemming mafia families aren't any different. Because in the game, there is not only one, but six members of the suicidal species, they make a contest out of it. They all run to the lake and the first one who jumps in the lake wins. And it wouldn't be a real race if you couldn't place bets on the result. Each player has his favorite lemmings and tries to use the dice results to influence the race." Game Summary Each player has 6 cards (1/lemming), and 2 mission cards (bonus VP at end of game). On your turn, roll two dice (sides show one of the lemming colors) then choose to move one of those lemmings (if one is out of the race, move the lemming in last place). Lemmings may move one track section at a time, to any unoccupied space in the next section. The spaces on the race track are one of several types (e.g., give a lemming concrete shoe; 2=dead, remove concrete, allow you to place bets, move a lemming, etc.). Betting is interesting: each time, you have the option to bet. To do so, place a lemming card face down on top of your stack of bet cards; goal is to place winner on TOP of your stack (last bet placed). The game ends when a lemming reaches the finish; place remaining lemmings in the order they are on the track. Mission cards score bonus VP if completed, or cost VP if failed. Then resolve bets: turn over your cards, then go through them getting 1 VP per card revealed until you get to winning lemming (max 6 VP).