Spiele zu siebt

Spiele zu siebt


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Game Details
NameCivilization (1980)
ComplexityMedium Heavy [3.66]
BGG Rank268 [7.51]
Player Count (Recommended)2-7 (4-7)
Designer(s)Francis Tresham
Artist(s)Ed Dovey, Charles Kibler, Rodger B. MacGowan, Guillaume Rohmer and Dale Sheaffer
Publisher(s)Hartland Trefoil Ltd., ACE Pelit Oy, The Avalon Hill Game Co, Compendium Games, Descartes Editeur, Gibsons, Joc Internacional, Piatnik, Spiel & Kunst and Welt der Spiele
Mechanism(s)Area Majority / Influence, Area Movement, Hand Management, Set Collection, Tech Trees / Tech Tracks, Trading and Turn Order: Stat-Based
Civilization is a game of skill for 2 to 7 players. It covers the development of ancient civilizations from the invention of agriculture c. 8000 B.C. to the emergence of Rome around the middle of the third century B.C. Each player leads a nation of peoples over a map board of the Eastern Mediterranean and Near East as they attempt to carve a niche for themselves and their culture. Although battles and territorial strategy are important, this is not a war game because it is not won by battle or conquest. Instead, the object of play is to gain a level of overall advancement involving cultural, economic, and political factors so that such conflicts that do arise are a result of rivalry and land shortage rather than a desire to eliminate other players. Nomad and farmer, warrior and merchant, artisan and citizen all have an essential part to play in the development of civilization. It is the player who most effectively changes emphasis between these various outlooks who will achieve the best balance and win. (from the Introduction to the Avalon Hill edition rulebook) This game has a huge following and is widely regarded as one of the best games about ancient civilizations. Each player takes on the role of leader of an ancient civilization, such as the Illyrians or Babylonians. Your task is to guide your people through the ages by expanding your empire and using its proceeds to finance new technological advances, such as Literacy, Metalworking, or Law. The advancements help your civilization better cope with its problems as well as help bring new advancements. Civilization is widely thought to be the first game ever to incorporate a "technology tree," allowing players to gain certain items and abilities only after particular other items were obtained. This influential mechanism has been adopted by countless other board games, card games, and computer games.


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Game Details
NameJunta (1978)
ComplexityMedium [2.86]
BGG Rank1170 [6.70]
Player Count (Recommended)2-7 (5-7)
Designer(s)Eric Goldberg, Ben Grossman, Steve Marsh (I), Steven Marsh (II), Vincent Tsao and Nikola Vrtis
Artist(s)Larry Catalano, Peter Corless, Stephen Crane, Stefan Dick, James Dunn, Martin Hoffmann, Jon Rettich and Claus Stephan
Publisher(s)Alderac Entertainment Group, ASS Altenburger Spielkarten, Borras Plana S.A., Creative Wargames Workshop, Descartes Editeur, Ediciones MasQueOca, Hobby Japan, Matagot, Pegasus Spiele, Purgatory Publishing, Inc., Schmidt Spiele, The Toy Company Argentina S.R.L. and West End Games
Mechanism(s)Area Movement, Dice Rolling, Hand Management, Simultaneous Action Selection, Trading, Variable Player Powers and Voting
Players represent various families in Republica de los Bananas. Each game turn has between 7 and 9 rounds, drawing cards, President assigns roles, foreign aid money is drawn, the president proposes a budget which is voted on, locations are chosen, there are assassination attempts, then the bank may be open or not, there may be a coup and aftermath, then the next round starts. The game is for 4 to 7 players (although there are 2 and 3 player variants). A president for life (El Presidente) is elected and then she or he allocates roles for all other players. Depending upon his or her office and the various cards they hold, each player has a certain number of votes. These are important for the first vote to elect El Presidente and then there are votes each turn on the budget proposed by the President. The budget starts when the President draws 8 money cards face down from the money deck (which varies in denomination from $1 to $3) and proposes allocations. Not everyone will be included in the budget and the amounts are at the President's discretion. The President can keep undisclosed foreign aid money. Players may attempt to assassinate the other players including the President by guessing where they will be from among five locations. Players who successfully assassinate another player take that player's unbanked money, the only safe money is the money that has been deposited in a players' Swiss bank account, and the only way to get to the bank is to survive the assassination round. If players are unhappy, see an advantage, or just want to, and there is a 'coup excuse', they can start a coup. A coup sees players compete using armed forces to control a majority of the 5 power centers. Rebel players control the forces of the role which they were assigned prior to the coup (e.g. army, navy, air force), and players loyal to the President do the same, seeking to control the strongholds until the coup is over. At the conclusion of each coup players who have control of the 5 power centres vote to be pro-President or pro-Junta determining if the President stays, or the Junta wins and elects a new President. And someone is sent to the firing squad. Players assassinated or killed simply become another member of their family and begin again with new cards, but keeping any of their family's funds deposited in their Swiss bank account. The game is won by whoever has the most pesos in their Swiss bank account when the money runs out.


Image from BGG
Game Details
Name1830: Railways & Robber Barons (1986)
ComplexityMedium Heavy [4.16]
BGG Rank170 [7.88]
Player Count (Recommended)2-7 (3-6)
Designer(s)Francis Tresham
Artist(s)Mike Atkinson, Jared Blando, Charles Kibler, James Talbot and Mark Zug
Publisher(s)The Avalon Hill Game Co, Lookout Games, 999 Games, Mayfair Games and Stratelibri
Mechanism(s)Auction/Bidding, Investment, Market, Network and Route Building, Ownership, Stock Holding, Tile Placement and Victory Points as a Resource
1830 is one of the most famous 18xx games. One of the things some gamers like about this game is that the game has no 'chance' element. That is to say, if players wished to play two games with the same moves, the outcome would be the same also. This game takes the basic mechanics from Tresham's 1829, and adds several new elements. Players are seeking to make the most money by buying and selling stock in various share companies located on eastern United States map. The stock manipulation aspect of the game is widely-regarded as one of the best. The board itself is actually a fairly abstract hexagonal system, with track tiles placed on top of the hexes. Plus each 18xx title adds new and different elements to the game. This game features private rail companies and an extremely vicious, 'robber baron' oriented stock market. A game is finished when the bank runs out of money or one player is forced to declare bankruptcy, and the player with the greatest personal holdings wins. The 2011 version of 1830 was published by Mayfair Games in partnership with Lookout Games of Germany. This publication was developed under license from Francis Tresham in co-operation with Bruce Shelley (the original 1830 developer). This version contains rules and components for Francis Tresham's original classic design, a faster-playing basic game, and new variants from some of the world's best railroad game developers.


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Game Details
NameRoboRally (1994)
ComplexityMedium Light [2.43]
BGG Rank407 [7.09]
Player Count (Recommended)2-8 (3-8)
Designer(s)Richard Garfield
Artist(s)Peter Bergting, Bob Carasca, Phil Foglio, Daniel Gelon, Jennifer Lathrop, Paul Sottosanti, Franz Vohwinkel and Peter Whitley
Publisher(s)Wizards of the Coast, 999 Games, AMIGO, Avalon Hill Games, Inc., Hasbro and Play Factory
Mechanism(s)Action Queue, Bias, Grid Movement, Lose a Turn, Modular Board, Programmed Movement, Race, Scenario / Mission / Campaign Game and Simultaneous Action Selection
The robots of the Robo Rally automobile factory spend their weekdays toiling at the assembly line. They put in hard hours building high-speed supercars they never get to see in action. But on Saturday nights, the factory becomes a world of mad machines and dangerous schemes as these robots engage in their own epic race.It takes speed, wits, and dirty tricks to become a racing legend! Each player chooses a robot and directs its moves by playing cards. Chaos ensues as all players reveal the cards they've chosen. Players face obstacles like industrial lasers, gaping pits, and moving conveyor belts -- but those can also be used to their advantage! Each player aims to make it to each of the checkpoints in numerical order. The first player to reach all of the checkpoints wins. (source: http://avalonhill.wizards.com/games/robo-rally/comingsoon) In RoboRally players each control a different robot in a race through a dangerous factory floor. Several goals will be placed on the board and you must navigate your robot to them in a specific order. The boards can be combined in several different ways to accommodate different player counts and races can be as long or as short as player's desire. In general, players will first fill all of their robot's "registers" with facedown movement cards. This happens simultaneously and there is a time element involved. If you don't act fast enough you are forced to place cards randomly to fill the rest. Then, starting with the first register, everyone reveals their card. The card with the highest number moves first. After everyone resolves their movement they reveal the next card and so on. Examples of movement cards may be to turn 90 degrees left or right, move forward 2 spaces, or move backward 1 space though there are a bigger variety than that. You can plan a perfect route, but if another robot runs into you it can push you off course. This can be disastrous since you can't reprogram any cards to fix it! Robots fire lasers and factory elements resolve after each movement and robots may become damaged. If they take enough damage certain movement cards become fixed and can no longer be changed. If they take more they may be destroyed entirely. The first robot to claim all the goals in the correct order wins, though some may award points and play tournament style. The game was reprinted by Avalon Hill (Hasbro/WotC) in 2005.