Vendor: Backspindle Games Ltd.
Type: Board Games
Price:
50.95
Designers | |
Publisher | Backspindle Games Ltd. |
Players | 1-4 |
Playing Time |
30-45 mins |
Suggested Age | 8 and up |
Clacks: A Discworld Board Game is based on the "Clacks" semaphore messaging system — the fastest (non-magical) messaging system on the Discworld — featured in Sir Terry Pratchett's novel Going Postal.
Using a semaphore system of shuttered lamps on top of high towers, the Grand Trunk Semaphore Company has revolutionized long-distance communications on the Discworld. Their network of towers covers most of the Unnamed Continent, but now the old postal service is fighting back. Driven by the determination of newly "volunteered" Post Master Moist Von Lipwig, the Ankh-Morpork Post Office has challenged the Clacks operators to a race from Ankh-Morpork to Genua.
Play against your friends and claim the title of Fastest Clacks Operator on the line, or play together as a team to win the race across the Discworld and prove that Clacks is here to stay. In more detail, Clacks: A Discworld Board Game contains rules for a player vs. player game, a co-operative race game against the Post Office, and a children's introductory game.
Vendor: Backspindle Games Ltd.
Type: Board Games
Price:
34.95
Designer |
Leonard Boyd David Brashaw |
Publisher | Backspindle Games Ltd. |
Players | 2-8 |
Playing Time | 15-45 mins |
Suggested Age | 8 and up |
Vendor: Backspindle Games Ltd.
Type: Board Games
Price:
84.95
Designer |
Leonard Boyd David Brashaw |
Publisher | Backspindle Games Ltd. |
Players | 2-4 |
Playtime | 80-120 mins |
Suggested Age | 10 and up |
Note: This is the deluxe edition that comes with minis
The year is 1847 on Jack Turner's 11th birthday. It is the awful day that his father is lost at sea, and despite great grandma Tess' belief in the power of the dandelion wishes, Jack knows no amount of magic will bring him back — but he tries anyway.
Nothing happens…
In an act of rage, Jack sets in motion a series of events that transports him to the true kingdom of Mourne: a realm half-real, half-imagined that's filled with all manner of fantastical creatures. Jack encounters Cobs, a 437-year old clurichaun (don't call him a leprechaun) who lives alone in a creaky old mansion perched on top of a tree that grows within a tree. Soon Jack learns that his tampering with the long forgotten magic of Mourne has stirred something deep within the heart of the mountains. An ancient wall encircles the center of the Kingdom, a wall that has held strong for centuries, but now the evil it was built to imprison has a plan to escape.
The Nightmares — the deepest fears from the darkest corners of Irish Legend — are being called from their slumber. From the four corners of the Kingdom they come. Their one aim: to tear down the wall and set the Old Ones' Shimnavore free.
In MourneQuest, a 2-4 player cooperative board game based on the novel MourneQuest by Irish author Garry McElherron, heroes Jack, Cobs, and their friends must battle to banish the Nightmares and save the Kingdom of Mourne. As they race towards their goal, they gather power from the land itself, with granite, blackthorn, flax and gold fueling their quest and magical items to boost their skills. But even the BogBeans, the normally elusive faerie folk of the dark forests and marshlands, seem set to block their path.
Together the heroes face an epic struggle to escape the BogBeans, dispel the Nightmares, and finally defeat the Shimnavore.
Vendor: Ninja Division
Type: Board Games
Price:
19.95
Designer | Leonard Boyd, David Brashaw |
Publisher | Ninja Division |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Vendor: Backspindle Games Ltd.
Type: Board Games
Price:
60.00
Designer | |
Publisher | Backspindle Games Ltd. |
Players | 2-6 |
Playtime | 120 mins |
Suggested Age | 11 and up |
Guards! Guards! A Discworld Boardgame sees players taking on the role of newly recruited members of the Ankh-Morpork City Watch. With the Eight Great Spells missing from the Unseen University, the future of the Disc hangs in the balance. Each player is tasked with collecting and returning a number of the spells to the university before it is too late. Each player selects one of four Guilds to infiltrate: Thieves, Assassins, Alchemists or Fools. Their chosen Guild Card will give them a specific selection of the Great Spells to collect and grants them a unique Guild Ability which can be used to hinder their opponents. It is also used to mark the players Charm, Guild and Magic abilities, which can be developed throughout the game.
There are twelve locations on the board where players may charm (or bribe) volunteers to join them on their quest.
The characters are split into three Volunteer Decks each representing the range of inhabitants who might be found in different locations within the city: Lords & Ladies, Man & Beast and Shades & Shadows. Each Volunteer is assigned a set of skill attributes which can be used individually to protect the Spells, or combined with those of other volunteers and used to complete the Wizards Challenges - five tests of strength, brain, and worthiness which the runners must complete in order to enter the Unseen University with the Spells. A selection of enchanted scrolls, weapons, armour and magical items can be purchased by players to equip their volunteers and boost their attributes.
A number of volunteer cards carry the "Mark of the Brethren", the name of a secret society which aims to summon a greater dragon to the city in a plan to overthrow the powers that be in Ankh-Morpork. If a player holds three of these cards at any time, he may choose to call a dragon to a specific city quadrant. This effectively shuts down that area of the city until the dragon is driven off. (Handy if spells are located there that your opponents need.) Opposing players may choose to face the dragon individually or to co-operate with other players and send a combined squad of volunteers to see off the beast. (Dragons may also be called to the city automatically during the game on the turn of a fate card. If this happens, all players must send at least one volunteer to face it.) Members of the Brethren may also be secretly planted in city quadrants to operate as saboteurs.
When a player feels has recruited the right volunteers, he moves to collect and return the first required Spell (as marked on his Guild Card). You can send up to four volunteers on a Spell Run. Opponents may use magic, or Saboteurs if they have one in play, to try to stop a spell run. If all (or any) of your runners make it to the Unseen University, they must attempt one of the Wizards Challenges (resolved by totalling a specific attribute score of the successful runners, with any bonuses gained from items or magic and a dice roll). If successful they have returned the Spell. The volunteers used are seen to have fulfilled their duty and are discarded. The player then goes on toward his next spell (recruiting new volunteers along the way). The winner is the first to return the five Great Spells shown on his Guild Card. Being set in Ankh-Morpork, many other random hazards face players, but we don't want to spoil the surprise and tell you everything! Where's the fun in that?