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Skrivet av Roger   
2007-04-10

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Simulation

 

Paths of Glory
Following in the footsteps of We the People, Hannibal: Rome vs. Carthage, Successors, and For the People, Paths of Glory is the latest game to utilize an inventive new card-driven system for wargames. The game covers WWI from its outbreak to American intervention and spans all of Europe and the Middle East. Not only is the game innovative, but it also plays fast, usually within just an evening.
While the game itself has all of the normal expectations of of a wargame, with various units, CRT charts and period chrome, at heart the game rests within the card play. Players are given a hand of cards to play out six sub-phases of a turn. Each sub-phase allows for the use of a card or a pass with a minimal movement of units. Each card has four possible uses: operational movement, strategic movement, special events, and replacement points. The cardplay forces players to constantly make tough decsions as they feel that they need to do a little bit of everything but they can only do one thing at a time. How you play your cards will decide to a large degree the outcome of the war.

 

Attack!
Attack! is a new game system. The idea is to create a system that will allow players of any skill level to buy the perfect game for them. The first two parts of the system: Attack! and Attack! Expansion will be published this July.
The basic game (Attack!) is a very simple game of expansion and conflict set in the World War 2 era. It is aimed at those game players who enjoy rules that are very simple and easy to get into. The game is not intended to be a simulation of the era, but immerses the players in the flavor of the period.

 

Attack! Expansion
Attack! Expansion will add quite a bit of detail while retaining playability. Players will be able to choose from many new options including (They will get 3 per turn): Moving Military Units, Playing Political Cards, Attempting a Diplomatic Blitz, Beginning a Trade Route Auction, Purchasing Units, Researching a New Technology, Trading with another Player, or a Strategic Move (Land, Sea, or Air).

 

Combat Commander: Europe (Kommer inom ett par veckor)
Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate his units on the mapboard for various military functions.
Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific “Objective” chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.
A game of Combat Commander is divided into several measures of Game Time. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time.
Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios — and individual weapons larger than a pistol, rifle or BAR — are represented by their own counters.
Additional volumes in the Combat Commander series will add new nationalities and locales (Brits in North Africa; Japanese in the Pacific; etc.)

War of the Ring - War of the Ring
In War of the Ring, one player takes control of the Free Peoples (FP), the other player controls Shadow Armies (SA).

Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions, before they start to fight properly: this is represented by the Political Track, which shows if a Nation is ready to fight in the War of the Ring or not.
The game can be won by a military victory, if Sauron conquers a certain number of Free People cities and strongholds or viceversa. But the true hope of the Free Peoples lies with the quest of the Ringbearer: while the armies clash across Middle Earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle Earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ringbearer from harm, against the attempt to raise a proper defense against the armies of the Shadow, so that they do not overrun Middle Earth before the Ringbearer completes his quest.

Each game turn revolves around the roll of Action Dice: each die corresponds to an action that a player can do during a turn. Depending on the face rolled on each die, different actions are possible (moving armies, characters, recruiting troops, advancing a Political Track).
Action dice can also be used to draw or play Event Cards. Event Cards are played to represent specific events from the story (or events which could possibly have happened) which cannot be portrayed through normal gameplay. Each Event Card can also create an unexpected turn in the game, allowing special actions or altering the course of a battle.

 

War of the Ring - Battles of the Third Age
The first expansion to the best-selling War of the Ring game makes the greatest strategy game created from The Lord of the Rings even greater, with more figures, exciting additions to the rules, and a complete companion game which enables you to re-fight the most popular siege battles at the end of the Third Age!
War of the Ring - Battles of the Third Age introduces new armies and figures, including the Ents, Dunlendings, Siege Towers, Catapults, Corsairs, Southron Cavalry, and more! Galadriel and the Balrog take the field, with brand-new rules and new strategies.
You will have a chance to add these new figures to make your War of the Ring battles even more fun ... and to re-fight the battles of Helm's Deep and Minas Tirith on a new gameboard, with new rules which move the game from the grand-strategy to the tactical scale and add a whole new dimension to War of the Ring!



Strategi

 

Nexus Ops

Nexus Ops is a light-medium science fiction war game from Avalon Hill (Hasbro). Players control competing futuristic corporations that battle each other for control of the moon's rubium ore. By winning battles, you can obtain victory points, although you'll earn more if you plan your battles to correspond with the Secret Mission Cards in your hand to earn bonuses.
Units are composed of various alien races and have stats not unlike those used in the Axis and Allies series (Milton Bradley). Combat is also performed in a much similar way to Axis and Allies. Players who lose battles are compensated with "Energize" cards which grant them special powers later. The game boasts a hexagonal board that is dealt differently every time, as well as cool "glow" miniatures, and lots of combat.

 

Tempus
Believe it or not a civilization building game has been created that clocks in under two hours. Tempus plays on a modular board with an array of landscapes on each land tile to ensure a different game every session. Each turn pushes player's technological advancements forward, starting from fire and ending in the modern age.
Players are constantly faced with tough choices to vie for technological superiority or better positioning on the game board. This game features a rubber-banding mechanic in technological upgrading; where players catch up to the leader's advances at the end of every turn, and shoot forward to take advantage of any new technologies that are discovered. This keeps players constantly in check, while rewarding planning for the next turn by giving an edge-up.
Tempus showcases a simple diceless battle mechanic featuring a subtle fog of war with Idea cards. Of course, each card is dual purpose. Using a card for war, means giving up extra abilities that the Idea cards can grant. Or you might just want to hold on to them to advance in technology.

 

Primordial Soup

Themes and the German games they adorn are usually discrete items, but this game is quite exceptional in that regard. This Primordial Soup is supposedly where all life came from. Players take charge of a tribe of amoeba as they struggle to survive. In order to help their quest, tribes will take various genetic advantages, which allow them to 'break' the rules of life. For instance, instead of going hungry, your amoeba could learn to attack foreign amoeba for food. Or perhaps your amoeba could be taught to need less food to survive. Either way, this is a very interesting take on the game of life.

 

A Game of Thrones
War and chaos are engulfing the lands of Westeros. The great Houses are vying for control of the Iron Throne using the old tools of intrique and war. Yet while the war for Westeros rages, grave dangers gather in the cold North, and an ancient enemy is gaining momentum in the distant East.
In A Game of Thrones the board game, players take control of one of the great Houses of Westeros. Via resource management, diplomacy, and cunning, they seek to win dominance over the land. Players must give orders to armies, control important characters, gather resources for the coming winter, and survive the onslaught of their enemies. A unique phase mechanic, battle resolution, and special ordering system make for an engaging game in which all players are actively involved at all times.

 

Carolus Magnus

This game uses a collection of smallish hexagon clusters arranged in a circle. Mercenaries, in the form of small wooden blocks, are placed onto the land pieces. Players can then use these blocks to attempt to gain control of the corresponding mercenary type, or place the same small blocks onto the board which can help the player who controls that color. Once a player has majority of control markers on a piece of land, he can build a tower there. The tower serves as a semi-permanent control marker, as well as a way to win. If two land pieces are controlled by the same player, the land pieces are combined into one, which makes the position harder to take by the other players. The first player to place a set number of towers wins the game, but the game can also end when the land masses are reduced to three or fewer, in which case the player with the most towers placed wins.

 

Battlelore
The world of BattleLore meshes history and fantasy together - putting players in command of an array of miniature troops on the battlefields of a Medieval Europe Uchronia at the outset of the Hundred Years War.
Drawing on the strengths of Memoir '44, Days of Wonder's newest game takes the time-tested Command and Colors system to a new level and offers gamers of many backgrounds a chance to fight medieval battles with a dose of epic fantasy.
In this fantastical re-imagining of the Hundred Years War, French and English armies are supplemented with Goblins and Dwarves mercenaries and even some creatures like Giant Spider and Earth Elemental! Just as important as the armies you have, though, are the Lore Masters you choose to aid you: Wizards, Clerics, Warriors and Rogues can all aid you with unique powers and spells in ways role-playing gamers will find familiar.
All create an array of possibilities and tough choices that face players as they venture in the World of BattleLore.
This game is based upon Richard Borg's Command and Colors system.

 

 Star Wars - The Queen's Gambit 

 Based on the four battles at the end of Star Wars Episode One: The Phantom Menace -- the battle on the plain between the Gungan forces and the droid army; the attempt by Naboo forces, led by Queen Amidala, to storm the place and capture the Trade Federation viceroys; the fight between Darth Maul and the two Jedi Knights; and the space battle in which Anakin's starfighter destroyed the Droid Control Ship.

The forces are represented by 155 plastic miniatures on three separate boards, including a three-level palace. The action is driven by two decks of cards for each side. Each turn, each side simultaneously chooses four action cards from a hand of ten, and places them in order. The actions are then carried out one at a time, alternating sides. Combat is resolved using special attack and defense dice.

 

 

Kortspel

 

High Society

In Reiner Knizia's High Society, players bid against each other to acquire the various trappings of wealth (positive-number and multiplier cards) while avoiding its pitfalls (negative number and divisor cards). While bidding, though, keep an eye on your remaining cash - at the end of the game, even though all those positive-number cards might add up to a win, the player with the least money isn't even considered for victory.

 

Coloretto
Friends of "quick and easy, but fun" card games may rejoice, as this is certainly a winner in this respect. It is not the deepest of games, but can be a satisfying filler or closer for an evening of games. Draw a card to play to a row, or take a row -- it's that easy! You score points for collecting cards of the same color.
The game is very easy, but not dumb, and appeals to both gamers and non-gamers.

 

David & Goliath

This game adds a very interesting twist to the standard trick-taking genre. There are five suits and players must follow suit, if they can. However, the winner of the trick is the highest card played, regardless of suit. The winner gets all the cards from the trick, minus the card he won it with. That card is given to the player that played the lowest card. After all tricks have been played, the scoring begins. Players score the face-value of the cards in the suits that they only collected one or two of, and one point per card for suits with more than two. The player with the most points after a number of hands wins the game.

 

For Sale

For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases players first bid for several buildings, then, after all buildings have been bought, sell the buildings for the greatest profit possible.

 

 

CO-OP

 

Arkham Horror - Curse of Dark Pharao
Curse of the Dark Pharaoh is an Egyptian-themed expansion for Arkham Horror that contains 166 cards. It is compatible with Arkham Horror - Dunwich Horror Expansion.
A museum exhibit has come to Arkham and can either stay as a permanent part of the base game (cards mixed in with original deck), or visit when you wish (cards kept separate).
The expansion contains: 45 Arkham location cards, 27 new gate cards, 21 new spell cards, 7 new ally cards, 4 benefit and detriment cards, 18 "barred from neighborhood" cards and 22 exhibit item cards, representing the ancient relics from Egypt.

Fury of Dracula
In this game of Gothic adventure, one player takes the role of Dracula while up to four others attempt to stop him by controlling Vampire hunters from the famous Bram Stoker novel.
Dracula has returned, and is determined to control all of Europe by creating an undead empire of Vampires. Dracula uses a deck of location cards to secretly travel through Europe, leaving a trail of encounters and events for the hunters that chase him.
Meanwhile, the hunters attempt to track and destroy Dracula using the limited information available to them - a task easier said than done when their prey has the power to change forms into a wolf or bat, and can even melt away into the mist when confronted.
To save Europe and rid the world of Dracula's foul plague, the hunters must destroy Dracula before he earns enough victory points to win the game... will they have enough wit and bravery to defeat the dark count?

 

 

Äventyr

 

Return of the Heroes
This is a simpler version of the classic Magic Realm. (or seen from the lower point: its an advanced Talisman)
Players take the role of one Fantasy-Hero traveling a hidden world which is set up differently for every new game. Players gather mighty artifacts to solve their quests. During games the characters develop which brings some role-playing flair to the game. (to help you feel comfortable with your character you can even choose the gender of your character by simply flipping the character-card before game start)
The 16 game board pieces are huge and have an astounding artwork. The box is full of material which compensate for the high price.

The company stresses that the game contains more strategy than luck but would still be suitable for the whole family.

Beowulf
The fascinating legend of the great hero Beowulf is told in one of the oldest works of English literature. This game relives the legend of how the Geatish warrior Beowulf comes to the aid of the Danish King against the fearsome monster Grendel, how he returns to his home in Geatland to become King, and how Beowulf meets his end when fighting the terrible dragon.
Beowulf, designed by renowned game designer Reiner Knizia, invites you to accompany the might hero as one of his brave comrades. Will you become the most renowned warrior and succeed Beowulf as king? Only the strongest will prevail!

 

(Informationen är saxad från BoardGameGeek, för mer info se  http://www.boardgamegeek.com)

 

 
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