Vendor: R&R Games
Type: Board Games
Price:
17.95
Designer |
Alfonzo Smith Jr. Bruce Whitehill |
Publisher | R&R Games |
Players | 2-6 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Vendor: Zoch Verlag
Type: Board Games
Price:
7.95
Designer | Bruce Whitehill |
Publisher | Zoch Verlag |
Players | 2-6 |
Playtime | 15-20 mins |
Suggested Age | 8 and up |
In Lunte, signed from a 2012/2013 game author's competition, the fuse is burning. Players take turns quickly adding more fuse cards to a continuously growing fuse until someone lets the bomb explode by playing one of his bomb cards, thereby earning him all of the fuse cards in play. He takes these cards, leaving only the starting match in play, then the fuse is lit once again.
Each fuse card has a value, and playing the bomb cards too early doesn't bring many points; that said, waiting too long to score lets others play their defuse cards — which cuts the fuse back to the match and removes those fuse cards from the game — or jump in with a bomb card of their own (which nets them any defuse cards played since the previous bomb). You might want to hold on to high-valued fuse cards rather than let others snatch them up, but the game ends when all bombs have been played or the time bomb (inserted in the deck at the start of play) goes off. When that happens, everyone tallies their cards, then loses points for all the fuses in hand. Whichever bomb thrower has the highest score wins!
Vendor: Zoch Verlag
Type: Board Games
Price:
14.95
Designer | Bruce Whitehill |
Publisher | Zoch Verlag |
Players | 2-6 |
Playtime | 15-20 mins |
Suggested Age | 8 and up |
In Lunte, signed from a 2012/2013 game author's competition, the fuse is burning. Players take turns quickly adding more fuse cards to a continuously growing fuse until someone lets the bomb explode by playing one of his bomb cards, thereby earning him all of the fuse cards in play. He takes these cards, leaving only the starting match in play, then the fuse is lit once again.
Each fuse card has a value, and playing the bomb cards too early doesn't bring many points; that said, waiting too long to score lets others play their defuse cards — which cuts the fuse back to the match and removes those fuse cards from the game — or jump in with a bomb card of their own (which nets them any defuse cards played since the previous bomb). You might want to hold on to high-valued fuse cards rather than let others snatch them up, but the game ends when all bombs have been played or the time bomb (inserted in the deck at the start of play) goes off. When that happens, everyone tallies their cards, then loses points for all the fuses in hand. Whichever bomb thrower has the highest score wins!
Vendor: Rio Grande Games
Type: Board Games
Price:
38.95
Designer | Bruce Whitehill |
Publisher | Rio Grande Games |
Players | 2-5 |
Playtime | 30 mins |
Suggested Age | 8 and up |
A racing game with a twist.
Players secretly get a horse (of a particular color) assigned before the game starts. The player with the horse in last place at the end of the game wins.
On your turn - sequence of play is decided by auction - you play a card that controls two different colored horese. When every player has put down cards, the horses move; but only horses with an odd number of cards on the table! If the number of open cards is even, the horse does not move.
But, true to the spirit of horse racing, each player has a chance to play a "dirty trick", including Change Horses. This can affect the game dramatically.
The best detailed description of the game is here.
{This is one of the few multiplayer games that plays equally well with only two}
Vendor: HUCH! & friends
Type: Board Games
Price:
13.95
Designer | Bruce Whitehill |
Publisher | HUCH! & friends |
Players | 2-3 |
Playtime | 33 mins |
Suggested Age | 8 and up |
Talat, originally published in an all-wood edition under the name Drei, is an abstract strategy game specifically designed for three players. Each pair of players shares a game board, forcing each player to pay attention to two different gaming scenarios at once. The goal is to capture the opponents' pieces and to move your own pieces to the opponents' starting rows.
Players have nine towers in three heights and three shapes (squared, hexagonal and triangular prisms). To set up the game, players lay out the game boards, then take turns placing towers one by one on the starting edges of their game boards, five towers on one board and four on the other.
On a turn, a player must move one tower one space forward, either straight or diagonally; the player can choose freely which tower to move on which game board, but moving on one board precludes movement on the other, so choose wisely! A tower can capture another tower by moving onto its space, but only in the right circumstances. If the two towers are the same height, the capturing tower must have more sides than the one being captured; if their heights differ, the capturing tower must be one level taller than the tower being captured. The exception is the smallest triangular tower, which can capture the opponent's tallest hexagonal tower. A tower can also move sideways when capturing, but not when merely moving on the game board; thus, even after a tower reaches the opponent's back row, it might still be at risk of capture (or possibly the one doing the capturing).
If no captures are possible on a game board, that board is frozen and players can no longer move their pieces on it. As soon as two boards are frozen, the game ends. Players score five points for each tower they've captured and three points for each of their own towers that has reached an opponent's starting edge. The player with the highest score wins.