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Roads to Leningrad: Battles of Soltsy and Staraya Russa, 1941 cover
BGG · needs curation

Roads to Leningrad: Battles of Soltsy and Staraya Russa, 1941

GMT Games · 2004

BGG #6479
2180 min7.5
(from GMT website:) During the summer of 1941, the forces of German Army Group North appeared to be advancing irresistibly toward Leningrad, the second largest city in the Soviet Union, and the birthplace of the Communist revolution. But Leningrad was a long way from the German border, and the closer the Germans got to it, the more difficulties they encountered with terrain, their own lengthening supply lines, and stiffening Soviet resistance. In mid-July, approximately 100 miles south of Leningrad at Soltsy, a surprisingly strong Soviet force of about six divisions struck the German armored spearhead and pushed it back. The 8th Panzer Division did not suffer the catastrophic losses claimed by the Soviet, but attack did cause the Germans in this sector to halt for three crucial weeks before resuming their drive on Leningrad. In August the Soviets launched another counteroffensive, this time with ten divisions, against the German flank south of Staraya Russia. Just as the German offensive against Leningrad renewed, the Germans diverted critical motorized reserves to deal with the threat, winning a strategically barren victory far from their true objective. When the Germans did reach Leningrad, they lacked the strength to break into the city itself. The battles of Soltsy and Staraya Russia may well have saved Leningrad. Components: · 22 x 34 inch map sheet (19mm hexes - double sided) · 3 sheets of 5/8" counters · Rules book, Play Book, set-up cards, and player aid cards TIME SCALE 12 hours per turn MAP SCALE 1.2 miles per hex UNIT SCALE Battalions and Companies DESIGNERS Vance von Borries DEVELOPER Tony Curtis MAP & COUNTER ART Mark Simonitch (BGG description:)Roads to Leningrad is a package consisting of two separate operational level games on WW II --the Battle of Soltsy and the Battle of Staraya Russa. Scenarios: 1. The Battle of Soltsy: Manstein’s LVI (Panzer) Corps was assigned the road through Soltsy and was told to advance rapidly east to Novgorod and then north to cut Leningrad off from the rest of Russia. Manstein was on such a quick and tight schedule, he had no time to cover his flanks - a fact local Soviet commanders quickly exploited. 2. Counter-Blow at Soltsy: Led by the powerful and highly decorated 70th Rifle Division, the Soviets quickly surrounded German armor at Soltsy, stopped German motorized infantry in the swamps to the north, and raided German supply columns to the German rear. Von Manstein, unflappable in a crisis, organized a counterattack to allow the 8th Panzer to escape. The German 8th Panzer Division permanently lost about 30 tanks (with many others damaged) and retreated 25 miles. It was a Soviet victory that might have saved Leningrad. 3. Battle of Staraya Russa: In early August, the Soviet High Command prepared a surprise counter-offensive south of Lake Ilmen to relieve pressure on the increasingly hard-pressed armies defending Leningrad. Within two days, Soviet mechanized units had penetrated 35 miles and threatened to surround German X Corps. The Germans will clearly need reinforcements; can they hold on until Manstein's motorized troops arrive? 4. Manstein Attacks: To solve the deepening crisis at Staraya Russa, the German command called on Manstein's LVI Corps. On the 19th he struck, crushing the Soviet flank division in one day. In three days, he surrounded Soviet 34th Army, forced most of it to surrender, and then pushed on east. German play in this scenario depends on the mobility and timing of Manstein's troops. The Soviet player knows he is about to be trapped but maybe one more push would break the German infantry to the north.
Mage Knight cover
BGG · needs curation

Mage Knight

Kadokawa Shoten · 2000

BGG #6481
2–460 min6.2
WizKids' first game, Mage Knight cleverly applies the CCG concept to miniatures; a "Starter Pack" contains 10 random pre-painted, plastic miniatures, while "Booster Packs" contain 5. Figures' stats are kept track of via dials on their bases, which change depending on how much damage they've taken. As in most miniatures games, players each create an army with the same number of points (with each miniature having a different point value), then take turns moving and attacking until all of the opponent's forces are dead or captured, the opponent withdraws, or your pre-determined time limit expires. The same figures could be used in two other games: Mage Knight Conquest Mage Knight Dungeons Mage Knight 2.0 Mage Knight 2.0 changed many rules which overhauled or expanded, they introduced new strategic possibilities to the game, including capabilities to customize Unique warriors and battles via styrene cards called Items, Domains, and Constructed Terrain. Later expansions introduced more options via Spellbooks, Spells, and Adventuring Companies. It was eventually counted as a new game since the old figures were ruled obsolete for all tournaments that utilized the Mage Knight 2.0 format. The two "versions" can be distinguished by their logos; the original Mage Knight sets feature a straight short sword through the logo while "2.0" and its subsequent expansions have a curved scimitar.
Moustache cover
BGG · needs curation

Moustache

Lumberjacks Studio · 2025

BGG #6484
3–620 min7.2
A trick-taking game where teams change every round and new rules are added as you go! Moustache blends strategy, surprises, and twists in a joyfully competitive atmosphere. Moustache is a twist-filled trick-taking game for 3 to 6 players. In each round, teams are randomly reshuffled, and a new rule shakes things up: reversed color hierarchies, wild jokers, card effects… nothing stays the same for long! Thanks to an evolving rules system and Team cards, every game is unique and demands constant adaptation. It brings the immediate fun of trick-taking, spiced up with a touch of controlled chaos. Easy to learn, fun to play — perfect for livening up a night with family or friends. —description from the publisher
Familienbande cover
BGG · needs curation

Familienbande

Winning Moves Germany · 2004

BGG #6492
2–420 min6.4
Here is a description of the game from Spielbox: Familienbande is the third game in Winning Moves’ new “Compact Game” series, and is by Leo Colovini. It’s a fast and funny board game that deals with the dynastic succession of royal families. Brides are chosen, heirs are born. Unmistakable traits such as large noses, red hair or cauliflower ears are depicted on the humorously-illustrated cards; these traits must be used to score points and be combined in engagements and births. Incest? Shame on you for thinking of such a possibility! The game is for 2-4 players Ages 8 and up.
Rummikub Twist cover
BGG · needs curation

Rummikub Twist

BGA Plus · 2016

BGG #6501
2–420–45 min7.4
It's the classic Rummikub game with a major Twist The beloved classic gets a fresh Twist! Rummikub has been enjoyed by millions, and now includes three new Jokers for a fun, new way to play. Easy-to-learn and fast paced, Rummikub is a favorite for new and seasoned players. The introduction of Jokers such as the Double Joker, Color Change Joker and Mirror Joker adds a new way to strategize your way to victory. This set features high quality, stackable tiles with bright, colorful numbers that are easy to see. —description from the publisher