Top 10 Classic games

Top 10 Classic games


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Game Details
NameHeroQuest (1989)
ComplexityMedium Light [2.16]
BGG Rank585 [7.12]
Player Count2-5
Designer(s)Stephen Baker
Artist(s)Gary Chalk and Les Edwards
Publisher(s)Estrela, Games Workshop Ltd., El Greco, MB Giochi, MB Jeux, MB Juegos, MB peli, MB spel, MB Spellen, MB Spiele, MB spil (Danish), Milton Bradley and Takara
Mechanism(s)Dice Rolling, Die Icon Resolution, Grid Movement, Modular Board, Role Playing, Roll / Spin and Move, Scenario / Mission / Campaign Game, Team-Based Game and Variable Player Powers
HeroQuest is Milton Bradley's approach to a Dungeons & Dragons-style adventure game. One player acts as game master, revealing the maze-like dungeon piecemeal as the players wander. Up to four other players take on a character (wizard, elf, dwarf, or barbarian) and venture forth into dungeons on fantasy quests. Plastic miniatures and 3-D furniture make this game very approachable. Expansions were also released for this system. The HeroQuest series consists of the main game and a number of expansions. This game was made in cooperation with Games Workshop who designed the miniatures and helped in many of the production details including background world and art in the rule book and scenario book. Additional material which is generally missed since it is not technically an expansion was published in the HeroQuest: Adventure Design Kit which did feature one more Heroquest adventure: A Plague of Zombies. Other sources of HeroQuest supplements which are available (in some cases online.) Adventures Unlimited # 05 "The Inn of Chaos" Vindicator Vol 1, # 02 "Review: Quest Pack for the Elf" "HeroQuest Hall of Foes I" Vindicator Vol 1, # 03 "Review: Barbarian Quest Pack" "HeroQuest Hall of Foes II" Vindicator Vol 1, # 04 "HeroQuest Variants" Vindicator Vol 1, # 5a "The Rogue" Vindicator Vol 2, # 03 "HeroQuest Treasure Cards" Fractal Spectrum # 13 "HeroQuest: A Notch Above" Fractal Spectrum # 17 "HeroQuest Hall of Foes III" White Dwarf #115 "The Eyes of Chaos part 1" White Dwarf #134 "The Halls of Durrag-Dol" White Dwarf #145 "The Eyes of Chaos part 2" Marvel Comic Marvel Winter Special "Revenge of the Weatherman" The Screaming Spectre by Dave Morris: "HeroQuest: Running the Gauntlet" The Tyrant's Tomb by Dave Morris: "Heroquest: A Growl of Thunder" The Alchemist's Bench Dragão Brasil #3 : Contains an article/preview of the board game by Roberto De Moraes. Dragão Brasil #4 : Contains the 5-quest pack "A CIDADE ESCRAVA" (The Slave City) by Roberto De Moraes. Dragão Brasil #6 : Contains the 3-quest pack "O RESGATE" (The Rescue) by Roberto De Moraes (signing as "Di'Follkyer"). Dragão Brasil #8 : Contains the 3-quest pack "ATAQUE AO MAGO DORMINHOCO" (Attack on the Sleeping Mage) by Roberto De Moraes. Dragão Brasil #12 : Contains information about four new HeroQuest heroes; Minotaur, Fairy, Amazon, Centaur. Dragão Dourado #5 : Contains the quest "O RESGATE DA PRINCESA" (The Rescure of the Princess) by Unknown. Só Aventuras #1 : Contains the 3-quest pack "CACADA A CRIATURA" (Creature Hunt) by Roberto De Moraes. The Universe of RPG #1 : Contains a presentation of the board game by Marcos Mulatinho. --- HeroQuest Inventory Item name In US Version In Uk Version Game board 1 1 Instruction Booklet 1 1 Quest Book with 14 Quests 1 1 Evil sorcerer screen 1 1 Information Table 1 - Pad of Characters Sheets 1 1 White Combat Dice 6 4 Red Six Sided Dice 2 2 Minis: Orcs (2 mace, 2 hatchet, 4 sword) 8 8 Goblins (2 hatchet, 2 sword, 2 dagger) 6 6 Fimir 3 3 Chaos Warriors 4 4 Chaos Warlock 1 1 Gargoyle 1 1 Skeletons 4 4 Zombies 2 2 Mummies 2 2 Barbarian 1 1 Dwarf 1 1 Elf 1 1 Wizard 1 1 Hero Character Cards 4 4 Closed Doors with bases 5 5 Open Doors with bases 16 16 Furniture: Tables 2 2 Throne 1 1 Alchemist's bench 1 1 Treasure chests 3 3 Tomb 1 1 Sorcerer's table 1 1 Bookcases 2 2 Torture Rack 1 1 Fireplace 1 1 Weapons rack 1 1 Cupboard 1 1 Treasure: Empty card - 1 Gem cards=50 Gold 2 2 Gold=10 card - 1 Gold=15 card 2 - Gold=20 card - 2 Gold=25 card 2 2 Gold=1D6*10 card - 1 Gold=100 card - 1 Hazard arrow cards 2 2 Hazard fall cards 2 1 Heroic Brew card 1 1 Holy water card - 1 Jewel cards - 2 Potion of defense card 1 1 Potion of healing cards 3 2 Potion of speed - 1 Potion of strength card 1 1 Wandering monster cards 6 5 Borin’s armor card 1 1 Elixir of life card 1 - Orc’s Bane card 1 1 Ring of return card 1 - Spell ring card 1 - Spirit blade card 1 1 Talisman of lore card 1 1 Wand of magic card 1 1 Wizard’s cloak card 1 - Wizard’s staff card 1 - Chaos warrior card 1 1 Fimir card 1 1 Gargoyle card 1 1 Orc card 1 1 Goblin card 1 1 Mummy card 1 1 Skeleton card 1 1 Zombie card 1 1 Air Spells Cards 3 3 Fire Spells Cards 3 3 Earth Spells Cards 3 3 Water Spells Cards 3 3 12 Chaos Spell Cards - Ball of Flame 1 - - Cloud of Chaos 1 - - Command 1 - - Escape 1 - - Fear 1 - - Firestorm 1 - - Lightning Bolt 1 - - Rust 1 - - Sleep 1 - - Summon Orcs 1 - - Summon Undead 1 - - Tempest 1 - Battle Axe Card - 1 Chainmail Card - 1 Crossbow Card - 1 Double Edge Sword Card (=Broadsword) - 1 Hand Axe Card - 1 Helmet Cards - 2 Plate Mail Card - 1 Shield Card - 2 Short Sword Card - 1 Spear Card - 1 Staff Card - 1 Tools Card - 1 Stairs tile 1 1 Double blocked squares tiles 2 2 Skulls/Blocked squares tiles 12 - Falling Rock Trap/Blocked Squares tiles 8 8 Pit Trap/Blocked squares tiles 3 6 Pit Trap/Secret doors tiles 3 - Falling Block Trap/Secret doors tiles 4 4 Candlesticks 2 2 Set of bottles 1 1 Set of scales 1 1 Skulls 4 10 Rats 4 4

Axis and Allies Gamemaster Series

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Game Details
NameAxis & Allies (1981)
ComplexityMedium [3.04]
BGG Rank1356 [6.56]
Player Count2-5
Designer(s)Larry Harris, Jr.
Artist(s)Jim Butcher (II)
Publisher(s)Jedko Games, Milton Bradley, Nova Game Designs and PewterCraft
Mechanism(s)Area Movement, Dice Rolling, Minimap Resolution, Stat Check Resolution and Team-Based Game
Axis and Allies is the most successful of Milton Bradley's Gamemaster series. It depicts WWII on a grand scale, full global level. Up to five players can play on two different teams. The Axis which has Germany and Japan, and the Allies which has the USA, the United Kingdom, and the USSR. A full map of the world is provided, broken up in various chunks similar to Risk. The game comes with gobs of plastic miniatures that represent various military units during WWII. Players have at their disposal infantry, armor, fighters, bombers, battleships, aircraft carriers, submarines, troop transports, anti-air guns, and factories. All of the units perform differently and many have special functions. Players have to work together with their teammates in order to coordinate offenses and decide how best to utilize their production points. Players also have the option of risking production resources on the possibility of developing a super technology that might turn the tide of war. Axis and Allies was originally published by Nova Games in 1981. Re-implemented by: Axis & Allies Anniversary Edition Axis & Allies: Global 1940 (Axis & Allies Pacific 1940 combined with Axis & Allies Europe 1940) Expanded by: Totally Untested Volume 2 of Max's Advanced Rules for Axis & Allies (Unofficial expansion) Conquest of the Pacific (Unofficial expansion) Midway (Unofficial expansion)

The Republic of Rome

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Game Details
NameThe Republic of Rome (1990)
ComplexityMedium Heavy [4.32]
BGG Rank438 [7.53]
Player Count (Recommended)1-6 (4-6)
Designer(s)Richard Berthold, Don Greenwood and Robert Haines
Artist(s)Dave Dobyski, Charles Kibler, Kurt Miller, George I. Parrish, Jr., Patrick Turner and Mark Poole
Publisher(s)The Avalon Hill Game Co, Valley Games, Inc., Descartes Editeur, Edge Entertainment, Phalanx Games Deutschland and Wargames Club Publishing
Mechanism(s)Dice Rolling, Hand Management, Simulation, Variable Player Powers and Voting
The Republic of Rome is an abstraction of over 250 years of history. It simulates the politics of the Roman Senate during the republic. The players take the part of various factions vying for the control of the senate. They control the various powerful families of the time, who compete for state offices, military command, economic concessions and new adherents. To win the player must get their faction to become the most powerful in Rome. While doing this, however, a balance must be maintained. A hostile world situation, and the vagaries of the public of Rome means that the players must also cooperate so that Rome herself doesn't go down under this pressure. If Rome does not last, neither does the senate, and all players lose! Players make proposals to the Senate which other players then vote on. A player's ability to make proposals is determined by which Offices his/her Senators hold. A player's influence in votes is determined by the number of Senators they have recruited and the level of influence those Senators have obtained. Proposals may include assigning Senators to governor provinces (generating revenue), recruiting an army to fight an external foe, addressing the concerns of the Roman people, assigning offices or prosecuting previous office holders. Players have to co-operate to overcome the various threats that the game sends against Rome (wars, famine, unrest, bankruptcy) whilst working to build their own Senators' and Generals' positions and undermine that of their opponents. A powerful General or an influential Senator may become Emperor (thus winning the game) but equally may suddenly fall to the plague or an assassin's blade.

Space Marine

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Game Details
NameSpace Marine (1989)
ComplexityMedium [3.15]
BGG Rank3461 [6.77]
Player Count (Recommended)2-3 (2-3+)
Designer(s)Graeme Davis and Jervis Johnson
Artist(s)Dave Andrews, Paul Bonner, Jim Burns, Gary Chalk, Mark Craven, Wayne England, Jes Goodwin, Gary Harrod, Tony Hough, Colin Howard, Martin McKenna, Bob Naismith, Russ Nicholson, Bill Sedgwick, Adrian Smith, Stephen Tappin, Kevin Walker and Richard Wright
Publisher(s)Games Workshop Ltd.
Mechanism(s)Dice Rolling, Simultaneous Action Selection and Variable Player Powers
Space Marine is a miniatures wargame set in the Warhammer 40,000 universe. This game in both its editions was the flagship of Games Workshop Ltd.'s Epic scale (6 mm) miniatures games until they were replaced by Warhammer Epic 40,000 which worked at the same scales but had all new mechanics. Both first and second editions were sold as box sets which contained rules, scenery and enough miniatures for two armies. First edition subtitled Epic Battles in the Age of Heresy was set in a much earlier time period than Warhammer 40,000. It featured Space Marines versus Space Marines in a civil war. The game could be combined with the previous published Adeptus Titanicus which featured Titans, giant robots, in the same 6 mm scale. Ork and Eldar models were also released, with rules for them in the Codex Titanicus expansion. Second edition was subtitled Epic Conflict in the War Torn Universe of the 41st Millenium and brought the setting into the standard era of Warhammer 40,000. It was radically revised but still fundamentally the same system, unlike the latter version of the Epic range. The new edition included Orks, Eldar and Titans in the base rules. These and other new races were greatly expanded in latter supplements. First Edition expansions and compatible games: Adeptus Titanicus (1988) - also a stand alone game. Codex Titanicus Second Edition expansions and compatible games: Armies of the Imperium: Space Marines and Imperial Guard (1991) Renegades: Eldar and Chaos Armies for Space Marine (1992) Ork and Squat Warlords (1992) Space Marine Battles (1993) Titan Legions (1994) - also a stand alone game. Hive War:Tyranids (1995) Later Editions of the Epic system: Warhammer Epic 40,000 - 3rd Edition (1998) Epic Armageddon - 4th Edition (2004) NetEpic - unofficial continuation of 2nd Edition (1997) Heresy - unofficial rules in same scale and setting, designed to be a grittier wargame.

Can’t stop

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Game Details
NameCan't Stop (1980)
ComplexityLight [1.16]
BGG Rank694 [6.86]
Player Count2-4
Designer(s)Sid Sackson
Artist(s)Heiko Günther, Gabriel Laulunen (II), Walter Pepperle and Klaus Wilinski
Publisher(s)Parker Brothers, Asmodee, Borras Plana S.A., Clipper, Eagle-Gryphon Games, Editrice Giochi, Face2Face Games, franjos Spieleverlag, Miro Company, New Games Order, LLC, OPEN'N PLAY, Oya, Palitoy Ltd. and Ravensburger Spieleverlag GmbH
Mechanism(s)Dice Rolling and Push Your Luck
In this Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. On their turn, a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11, 1+5 and 4+6 for 6 & 10, or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn’t result in any legal plays, the turn ends with that turn’s progress lost. A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.

Full Metal Planète

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Game Details
NameFull Metal Planète (1988)
ComplexityMedium [3.13]
BGG Rank1838 [7.48]
Player Count2-4
Designer(s)Gérard Delfanti, Gérard Mathieu and Pascal Trigaux
Artist(s)Pascal Trigaux
Mechanism(s)Action Points
In this game of science fiction strip mining, players land on a planet and try and grab as much ore as possible and take off before the game is over. Each player has tanks, boats, barges, mining equipment and a base ship at his disposal and will have to contend with the weather and the other miners. The game uses an action point allowance system and thus is dice free. Each player on his turn has a pool of points that he can divide in a variety of ways, putting all the points into one unit's movement or dividing them among several units. Each turn is timed so players have to think quickly, and once a move has been made it cannot be retracted. The game itself is beautifully put together, with a detailed hex grid and real metal miniatures for all of the units. Online Play: Full Metal Galaxy Full Metal Program VASSAL module Re-implemented by: Full Metal Conquête (as a two-player version) Expanded by: Full Metal Planete: Plateau Modulaire. Microbadges: - Full Metal Planète fan Buy It


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Game Details
NameDungeonQuest (1985)
ComplexityMedium Light [1.94]
BGG Rank1539 [6.71]
Player Count1-4
Designer(s)Jakob Bonds and Dan Glimne
Artist(s)Dave Andrews, Gary Chalk, Colin Dixon, Jes Goodwin, Anders Jeppsson, Peter Andrew Jones, Peter Jones (I), Pete Knifton, Alastair Morrison and Bill Sedgwick
Publisher(s)Alga, Games Workshop Ltd. and Schmidt Spiele
Mechanism(s)Dice Rolling, Push Your Luck, Rock-Paper-Scissors, Role Playing, Tile Placement and Variable Player Powers
Players explore the ruins of Castle Dragonfire trying to reach the treasure chamber in the center of the dungeon and escape alive with as much treasure as possible. A limited number of turns before the game ends puts pressure on players to take risks and score rewards because anyone left in the dungeon when time runs out dies! A tile-laying system creates the maze-like dungeon and ensures that no two games are ever exactly the same. Originally published as Drakborgen (Dragon's Keep) in 1985 by Alga, a subsidiary of BRIO AB. Sold in Norway (Skatten i borgen) and Denmark (Drageborgen). Licenced to Germany (Schmidt Spiele) as Drachenhort, to Great Britain (Games Workshop) as DungeonQuest. A 2nd edition named Drakborgen Legenden was released in 2002 (never released outside Sweden). The game was re-licensed to FFG in 2010, who released the 3rd edition the same year. See the family entry for more information. Expanded by: Drakborgen II (the Swedish expansion that upon Games Workshop's British release was split into the two below:) Heroes for Dungeonquest Dungeonquest: Catacombs Re-implemented by: Drakborgen Legenden DungeonQuest (third edition) DungeonQuest Revised Edition


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Game Details
NameTank Battle (1975)
ComplexityMedium Light [1.70]
BGG Rank17905 [5.35]
Player Count2
Publisher(s)Editrice Giochi, John Sands Pty Ltd, MB Jeux, MB Spellen, MB Spiele and Milton Bradley
Mechanism(s)Action Points and Secret Unit Deployment
The object of this game (a distant relative of Stratego) is to destroy your opponent's six tanks before he does the same to you. In addition to your tanks, you deploy an Ammo Dump, a Fuel Dump, your HQ and five Anti-Tank guns (which do not move). Your tanks are numbered but the opponent knows not which is which. You also deploy (by writing their coordinates on a scrap of paper) two land mines. On a turn, you first plot secretly (using a peg board) where you think your opponent's tanks will end their move. Once you're ready, he moves. If you guessed correctly, the tanks are killed. (You get six such shots each turn) You also have five special shots which can be fired only once each --they may be added piecemeal during any turn. You lose a special shot whenever you lose an AT gun. You have 6 moves each turn, no more than 3 per tank (unless down to two or fewer tanks). Tanks can only go sideways or forward but those that reach the opponent's starting row are marked with a flag and can now move backward. Tanks attack each other by orthogonal proximity, in Stratego fashion (higher numbered tank wins). Tanks attack AT guns using a spinner. The installations are destroyed by being overrun. Losing the HQ clears your mines; losing the Ammo Dump means you only use as many pegs as you have tanks remaining; losing the Fuel Dump reduces your movement points from six to four. Tanks die if they end up on an enemy mine square. Remade in to Mission Command Land

Drunter und Drüber

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Game Details
NameWacky Wacky West (1991)
ComplexityMedium Light [1.85]
BGG Rank2656 [6.30]
Player Count (Recommended)2-4 (3-4)
Designer(s)Klaus Teuber
Artist(s)Chris McGloughlin and Franz Vohwinkel
Publisher(s)Hans im Glück and Mayfair Games
Mechanism(s)Tile Placement and Voting
A long time ago, in a village far, far away, some disturbed townsfolk decided to destroy their entire town in order to rid themselves of an evil menace (it's technically a dog-mouse, but I think it's an idiomatic thing). Anyway, so the villagers rebuilt all the buildings in the town (including their precious outhouses), but forgot to include city walls, a river, or roads. To rectify this, players lay tiles with one of these three things onto the board, and any building caught underneath them is automatically eliminated, except for outhouses. When an outhouse would be destroyed, players take a vote on whether to place that particular section. Each player is trying to retain the most of one type of building, and once all the pieces have been placed the winner is the person with the highest valued buildings still standing. Wacky, Wacky West re-make description: Fans of Klaus Teuber will be interested in this remake/redesign of Drunter und Drüber, a 1991 Spiel des Jahres winner. Just south of nowhere, there's the junction of the Mayfair & Rossdorf RR and the Turvy Trunk Line. Springing up from the desert like a tumbleweed lies the eccentric little town of Rossdorf. Like most western towns, Rossdorf has a Land Agent: Guy Dough, the brother of that wicked varmint Black Benny. A shrewd opportunist, Guy's done sold all the town land ('ceptin' the outhouses) four times over! Every acre in town that ain't got an outhouse on it is owned by the miners, the railroads, AND the fort captain. Just about a year ago, miners digging in the shadow of Fort Rossdorf struck the mother lode! But it wasn't gold, and it wasn't silver. No, my friend, it was just a little spring. Not any ordinary spring, though! It was a torrent of that mind-marbling drink the locals call "Wacky Water!" Now that water's done what the sun and the wind couldn't do: it's made those landholders brave enough to take matters into their own hands. Now they'll use whatever means they can to bowl over the competition and lay claim to the only fertile spots left in town! Now the only thing stoppin' 'em is the Town Charter Amendment #5, which states: "no landholder may move, remove, or detonate any outhouse without a majority vote of the Town Citizens..." Now one thing's for sure: something's gonna stink in Rossdorf, purty darn soon..... In Wacky Wacky West you and your fellow townfolk place track tiles, street tiles, and river tiles hoping to destroy your rivals' buildings. Every time someone tries to build over a precious outhouse, the town votes! You try to enlist your supporters (represented by cards) to vote with you to stop or encourage the play of certain tiles-perhaps saving some of your buildings or taking out those of your dastardly opponents.


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Game Details
NameTargui (1988)
ComplexityMedium Light [2.38]
BGG Rank3747 [6.37]
Player Count (Recommended)2-4 (3-4)
Designer(s)Wil Dijkstra and Ben van Dijk
Mechanism(s)Modular Board and Player Elimination
Conquer and occupy the valuable desert grounds. And also keep your home village! By tactically moving groups of camels through the different desert grounds and by using its specialties you can rule the desert. -- from the rulebook Targui has a board made of large square tiles representing the different types of desert ground. These provide varying economic and strategic value, from 0-5, and with a salt mine in the center, random distribution (with a little tinkering) makes a varied map each game. Players have a village tile which they place on the outer edge, and start with some camels and money. Your turn simply consists of moving and buying camels, expanding your control of the land. Targui has very simple mechanisms, and is in effect a simple rolling war game with obvious tactics. But the random turn order creates a wonderful world of rapidly shifting alliances, with players making and breaking promises within moments. The winner is not the one with most money or camels, but with the most economic value under their control. The game plays nicely with 3 or 4 players. However, Targui is a long game. Eight rounds takes about three hours, so using the whole deck of 20 fortune cards makes for an over-long game. If you enjoy Risk or light wargaming, then you'll get a lot from Targui.