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The Fires of Midway: The Carrier Battles of 1942 cover
BGG · needs curation

The Fires of Midway: The Carrier Battles of 1942

Clash of Arms Games · 2010

BGG #6551
1–460 min7.3
The Battle of Midway was the climactic carrier engagement of the Pacific War. Nerve-wracking and intense, the battle was decided by timing, strategy and good fortune. In the span of only four minutes the war in the Pacific was changed forever. The chance convergence of the Enterprise and Yorktown Strike Groups between 10:22 and 10:26 AM on June 4th led to the devastation of the Japanese flattops and sparked the infernos which would engulf the Japanese Empire. Like its predecessor, The Hell of Stalingrad, Midway drops you right into the seat of the action. You make the strategic decisions necessary to first locate the enemy fleet and then destroy it! Scramble your fighters and organize your Strike Groups for their deadly missions. Will they destroy the enemy and make it back? Your squadrons must contend not just with the enemy's anti-aircraft fire and fight vicious engagements with the enemy's CAP, but also navigate the wide and empty expanses of the ocean. Do the survivors have enough fuel for the return trip to your fleet? Or will they too be lost forever to the misfortunes of war? The Fires of Midway explores in separate scenarios the four major carrier battles of 1942: Coral Sea, Midway Island, Eastern Solomons, and Santa Cruz. Also included is a campaign game linking them all together in which players must husband their resources not knowing which of these battles, if any, will yield the decisive result and turn the tide of war in their favor like the historical battle of Midway did. The Coral Sea can be played in as little as 1 hr and up to 2.5 hrs for the Midway Battle. Components: 200 playing cards 1 sheets of counters 1 large deck of 18 Carrier Cards 3 Play Mats A 16 Page color Flight Manual (Core Rules) A 24 Page Operations Manual (Advanced Rules) Dice (2 different colors, D-6) Box
Journey to the Center of the Earth cover
BGG · needs curation

Journey to the Center of the Earth

999 Games · 2008

BGG #6554
2–460 min6.3
From the back of the box: Descend deep into the interior of the earth, as you lead the three curious and heroic adventurers from Jules Verne's classic novel: Professor Lidenbrock, his nephew Axel, and their guide Hans. Begin your amazing journey by dropping into the crater of the dormant Icelandic volcano Snaefells. Explore a dense forest of giant mushrooms, traverse a turbulent underground ocean, and then get hurled out of an Italian volcano to return to the earth's surface. On your epic journey discover fossils both small and large, collect gold, and overcome dangerous obstacles. Explore the many parts of the vast subterranean cavern, using clever orienteering, critical equipment, and luck to overcome each new challenge along your breathtaking path. The player who escapes with the best collection of natural treasures wins! Will you direct our heroes on a journey of danger, discovery, and fortune? From the rules: The players slip into the roles of three courageous explorers: mineralogy professor Otto Lidenbrock, his nephew Axel and their Icelandic guide Hans Bjelke. You explore the inside of the earth in three stages. You descend down the dormant Icelandic volcano Snaefells. You then cross a turbulent underground sea. Finally, you escape through a volcanic eruption on the Italian island of Stromboli. You make important discoveries by cleverly using equipment like Ruhmkorff's famed induction (electric) lamp, in search of fossils and experiences that will bring you international acclaim. By earning the most fame points you win! Game Summary The board has 3 areas: the descent through the mountain, the journey across the lake, and the exit through the volcano (~5 min only). There are 3 explorer tokens (red, yellow, blue) and 2 types of cards: equipment and explorer (players start with equal number, same mix of cards; there are face up cards and face down draw decks). Explorer cards are used to move explorers (3 colors; 1 card = 1 movement pt for that color explorer) while equipment cards modify movement. In the first 2 parts, on your turn you either take 3 cards (any combination of face up/down explorer/equipment cards) OR move orthogonally; if moving, must advance (1 level deeper in mountain, 1 column further across in lake) at least 1 row/column. Each space costs 1 MP; some cost more (shown as 2 or 3 rocks). Equipment allows you to move diagonally, or get across pits/whirlpools, or make rock-spaces only cost 1 MP, or give you bonus MP. Moving over some spaces gives you a water token. If you end on specific spaces, you may discard a combination of 1-3 equipment cards (pictured on board) to draw as many fossil cards (lamp allows you to draw an extra fossil card to choose from). At the end of the Mountain part, you may keep 3 fossil cards for every water you discard. In the lake phase, all explorers are on 1 raft, so any single color may be used to move the entire raft. After moving and resolving lake space effects, draw a random event card (may hurt someone or give bonus VP if [un]able to discard specific combo of explorer cards). The player getting the first explorer to the end of the Mountain, or the raft to the end of the Lake, scores bonus 4 VP. In the final Volcano phase, draw random explorer card and move raft to next like-colored space; players must discard cards shown, or pay penalty. At the end, score VP = sum of values of fossils (various types, sets score higher if you have more parts of the set) + bonus VP + 1 VP/water token. Most VP wins!
Leaders of Euphoria: Choose a Better Oppressor cover
BGG · needs curation

Leaders of Euphoria: Choose a Better Oppressor

Overworld Games · 2017

BGG #6561
4–815–35 min6.4
As the city of Euphoria was being established, the struggle for political dominance raged on between the Euphorians and Subterrans. The Icarites had not yet descended upon the city and the Wastelanders were still deciding whether they wanted any part of it. Since it has become clear that the two factions cannot share control, it is time for you to pick a side. Choose your faction, find your allies, banish those who oppose you, and ensure your place at the top of the dystopian society to follow. Now it's your chance to Choose a Better Oppressor! Leaders of Euphoria: Choose a Better Oppressor is a social deduction game in the style of Good Cop Bad Cop, but set in the world of Euphoria. It takes place earlier in the timeline than Euphoria, when the city was young and foolish. Players will have 3 cards in front of them that determine whether they are on the Euphorian or Subterran team that will be investigated throughout the game to figure out who's on their team and who's not. Instead of the equipment cards from Good Cop Bad Cop, players now use and give artifacts from the Old World in a new Artifact Phase or as a standard action. In Leaders of Euphoria, you can use your turn to Hide one of your Recruit cards, which is important because, unlike Good Cop Bad Cop, you may not use important actions without having a hidden recruit to expose. Also, there is no player elimination like there was in GCBC, as players who are banished from the city become Wastelanders and have a new victory condition.
Murder Mystery Party Case Files: Death in Antarctica cover
BGG · needs curation

Murder Mystery Party Case Files: Death in Antarctica

iDventure · 2017

BGG #6574
1–690–180 min7.1
A murder has been committed on the South Pole station Aquilo. The alleged perpetrator was quickly identified and the evidence was also sufficient for the court to sentence him to death. Only a coincidence saved him from execution for the time being. His family, however, does not believe in his guilt and asks you to reopen the case. There are many hints available in the box that you can examine directly. The game is conceived as a realistic criminal case and requires investigations similar to those carried out by the Criminal Police in real life. It can be played as: - single team - competitive mode - replayed by other players —description from the publisher Auf der Südpolstation Aquilo ist ein Mord verübt worden. Der vermeintliche Täter wurde schnell ermittelt und die Beweise waren für das Gericht auch ausreichend, ihn zum Tode zu verurteilen. Nur ein Zufall bewahrte ihn vorläufig vor der Hinrichtung Seine Familie glaubt jedoch nicht an seine Schuld und bittet Sie, den Fall erneut aufzurollen. Dazu stehen Ihnen in der Box zahlreiche Hinweise zur Verfügung, die Sie direkt untersuchen können. Das Spiel ist als realistischer Kriminalfall ausgedacht und erfordert Untersuchungen ähnlich denen, die von der Kriminalpolizei im wirklichen Leben durchgeführt werden. —description from the publisher (German)