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Author Topic: SG: New Board Games at Spirit Games  (Read 1565623 times)
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« Reply #2790 on: 01 March 2016, 21:45:03 »

Pathfinder Adventure Card Game: Barbarian Class Deck

Channel Your FuryBarbarians wield massive weapons and their own rage to become potent and deadly combatants. The Barbarian Class Deck allows players to bring these unpredictable warriors to any Base Set. This 109-card deck contains three new characters and enough new and familiar allies, weapons, armour, and other boons to send your barbarian charging through an entire Adventure Path. This deck can also be used in the popular Pathfinder Society Adventure Card Guild organized play campaign.This deck is not a standalone game. It is an accessory for use with any Pathfinder Adventure Card Game Base Set.
Source: Pathfinder Adventure Card Game: Barbarian Class Deck
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #2791 on: 02 March 2016, 17:45:02 »

Silent Victory: US Submariens in the Pacific, 1941-45

The time is 1400 hours, 7 December 1941Silent Victory, US Submarines in the Pacific, 1941-45, is a solitaire tactical level game placing you in command of an American submarine during WWII in the Pacific. Your mission is to destroy as much Japanese shipping and as many warships as possible while advancing your crew quality and decorations. You will find it challenging to survive an entire tour from 1941 to 1945 while taking enough chances to win promotions and medals, while avoiding relief from command.Silent Victory is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of one of the major US Fleet submarine types in service. To begin with, nine US Fleet submarines are profiled and available for you to choose from. Patrols will take you to differing parts of the Pacific as time progresses in the war. Patrol zones reflect the changing operational areas as the war progresses, from the Philippines to Midway, the Solomons, and even patrols to the waters just off the coast of Japan and China. A thrilling historical narrative unfolds as 720 ship targets are uniquely identified (including tonnage) with their historical counterparts that were sunk during the war, including freighters, tankers, Japanese submarines, and warships.The game engine is built upon the successful The Hunters design and has proven to be a solid, playable experience. All the major US Fleet boat types are accounted for with every level of detail including period of service, armaments, crew make-up damage capacity, and more.Conducting patrols is the heart of the system, as you will be resolving encounters against individual ships, convoys, or even enemy aircraft and submarines. Situations you face and decisions you make suddenly come in quick succession.How will you engage a convoy once spotted?Do you close the initial target range at increased risk of detection for a more lethal attack?Do you launch one or two fire salvos, and how many torpedoes do you fire?Will you try to follow a convoy or ship to engage in additional rounds of combat?What evasive manoeuvres do you undertake to slip away from escorts to avoid or minimize damage?Every decision could easily determine if you and your crew come home heroes, failures - or not at all.9 US Fleet submarines represented9 Patrol assignments out of Pearl Harbour or Australia720 named historical ship targets (with tonnage), including 20 capital shipsSpecial mission for transport, minelaying, evacuation, recon, and lifeguardingCombat encounters with individual ships, ships with escort, convoys and aircraftCombat versus Japanese submarinesDaytime and night engagements including US-style wolfpack patrolsSubmarine damage includes flooding, hull, torpedo doors, periscope, fuel tanks, crew injury (by crew type), engines, hydrophones, AA guns, deck gun, batteries, radioCrew advancement and commander decorations to include the Navy Cross and Medal of HonourMulti-player and tournament rule optionsEvasive manoeuvres, Patrol Abort, Variable Escort Quality, Reassignment to a newer boat, Circular torpedo runs, Random Events, Historical Patrols, and much, much more!Contents:One 1/2 inch full-colour, double-sided counter sheetOne 3/4 inch wide full-colour, double-sided counter sheetFive Submarine Display MatsTwo Submarine Patrol MapsFive Player Aid CardsSubmarine Patrol Log SheetSubmarine Combat MatEight Captain CardsThree 6-sided, two 10-sided dice and one 20-sided die
Source: Silent Victory: US Submariens in the Pacific, 1941-45
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #2792 on: 02 March 2016, 17:45:02 »

Warriors of Japan: A Country Aflame 1335-1339

"The sound of the Gion Shoja temple bells echoes the impermanence of all things; the colour of the sala flowers reveals the truth that to flourish is to fall. The proud do not endure, like a passing dream on a night in spring; the mighty fall at last, to be no more than dust before the wind."- Helen Craig McCullough, The Tale of the Heike.The Nanboku-cho period, very much like the War of the Roses a hundred years later, was a pivotal moment in Japanese history. The Mongol invasion, while successfully defeated by the Japanese, taught many Japanese leaders that the time for centralising power had come. Japan was too vulnerable; too factionalized. The time for unity had come but of course, which power centre would be the unifier?The Northern and Southern Courts were the two main powers in Japan in the 14th century but the uneasy compromise that had lasted for centuries was shattered with the ill-advised Kemmu Restoration and in the ensuing power vacuuum, Ashikage Takauji proclaimed a new warrior regime. The Northern Court siezed power. But the Southern Court rallied around the brilliant general of the times, Kitabatake Akiie and forced the Northern Court into all out civil war. The war would last another 60 years but after 1339, the Southern Court would be in full retreat until finally the last Southern Court emperor, Go-Kameyama, abdicated in 1392.No Southern Court claimant ever sat on the Chrysanthemum throne again.Warriors of Japan contains:1 Mapsheet (34"x22")2 Countersheets (140 1" counters)Rulebook10 Dice
Source: Warriors of Japan: A Country Aflame 1335-1339
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« Reply #2793 on: 02 March 2016, 17:45:02 »

Fatal Alliances: The Great War 1914-1918

Fatal Alliances: The Great War is a worthy partner to the international award-winning World in Flames. Like its predecessor, Fatal Alliances is all-encompassing, and represents every theatre and aspect of the First World War, Fatal Alliances expands upon the military system of World in Flames to highlight the diplomatic and civilian fronts.When we think of the First World War, we often think of miles of static trenches stretching along the Western Front. Indeed trench warfare was a huge component of the war, but many theatres in the Middle East, Russia, the Balkans, and even Africa were very dynamic - as even the Western Front was at times. Fatal Alliances portrays this action and focuses on the major technological changes brought on by the war, on land, at sea, and in the air. In order to prevail on the battlefield, you must coordinate artillery, elite ace-led air forces, gas units, shock troops, engineering units, infantry, cavalry, and early tanks.To guide your nation to victory, you must navigate the world of international politics, swaying both minor and major powers to your side. Can you survive civil unrest or military revolution at home, while instigating it abroad? Can you prevent your troops from refusing to fight, and maintain control of your far-flung colonies? Strategic warfare on the seas and in the air must form a vital part of your strategy, preserving your nation's own will to fight while degrading the enemy's. Whatever your strategy, Fatal Alliance: The Great War is a truly dynamic simulation of every theatre of the First World War. This is a stand-alone game - you do not need other World in Flame products to play this game.
Source: Fatal Alliances: The Great War 1914-1918
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #2794 on: 02 March 2016, 17:45:02 »

Next War: India-Pakistan

The ink was hardly dry on the documents following the partition of British India in 1947 before war broke out between India and Pakistan. Since the partition, four major wars and numerous smaller conflicts have been waged over much of the same ground. In 1947, 1965, 1971, and 1999 India and Pakistan fought in the mountains of Kashmir and on the plains of the Punjab region to the south. Today, both sides are armed with thousands of armoured vehicles, hundreds of advanced aircraft, and dozens of nuclear weapons. With tensions high and both sides heavily armed, another conflict may be just a matter of time.Next War: India-Pakistan, the next volume in the Next War Series is a follow-on to Next War: Korea and Next War: Taiwan, allowing players to fight a near future war between India and Pakistan. Due to the nature of a potential conflict, only a portion of the Indo-Pakistani border is featured so that the fighting centres around what it always has: the fate of the Indian state of Jamma & Kashmir. Special rules govern such things as the expanded role  bridges play in the region, as well as the fact that both sides in the conflict are nuclear-armed nations. The People's Republic of China and the Untied States can make an appearance, but they might withdraw in the event of a nuclear exchange. The question is: will this war settle once and for all who will control northwest India?Next War: India-Pakistan will feature the same kinds of action as seen in the previous games, but with a single map, all the action is concentrated. New rules governing international intervention are provided so that players can pick and choose who shows up with which high-tech toys to influence the fight. With the plethora of optional rules, players can fine-tune the conflict to their desire. In addition, the Loose Nukes scenario provides a wild and woolly experience from the get-go as both sides race to secure Pakistan's nuclear weapons. NWIP brings the Next War Series action back to its roots in combined arms land warfare. The familiar rules system allows players to dig right in, but the new situation produces a new gaming experience even for Next War Series veterans.Next War Series Note: the Next War Series is not an introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward rule set that will, we think be considered easy to learn by experienced wargamers. So, players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. However, the real flavour of a war in this theatre comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.Ownership of Next War: Korea or Next War: Taiwan is NOT required to play.Game Contents:One 22"x34" game mapThree counter sheets (684 counters)One Standard & Advanced RulebookOne Game Specific RulebookSeven 8.5"x11" Player aid cards
Source: Next War: India-Pakistan
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #2795 on: 02 March 2016, 17:45:02 »

Liberty or Death: The American Insurrection

The year is 1775. British General Thomas Gage sits in Boston, facing a brewing colonial insurrection. He had garrisoned extra troops in Boston late in 1774, but now he holds in hand orders from the Crown to take decisive action against the insurgents. Across the Atlantic, King George III ominously writes to the Lord of Sandwich on July 1, 1775: "I am of the opinion that when once these rebels have felt a smart blow, they will submit; and no situation can ever change my fixed resolution, either to bring the colonies to due obedience to the legislature of the other country or to cast them off!" A war set to change the course of history has begun.Volume V in the COIN series allows players to relive the struggle of the American Patriots against the British government. Building on series creator Volko Rhunke's innovative work, designer Harold Buchanan has applied his knowledge of the American Revolution to craft a new perspective on the struggle that build a nation. Liberty or Death: The American Insurrection showcases all aspects of the rebellion, including rabble-rousing and partisan missions by the Patriot militia, skirmishes and even full-blown battles between the British and French regulars, British control of the seas, French intervention, and conflict with the Indians across the Colonies and Indian Reserve.Liberty or Death: The American Insurrection features the same card-assisted counterinsurgency (COIN)framework as Andean Abyss, Cuba Libre, A Distant Plain, and Fire in the Lake with a set of twists that truly evoke the 18th Century. With an event deck of 109 cards, multiple solitaire modes, short and long duration scenarios, and the option for random or period events, Liberty or Death has endless variety to try players' souls.Game contents:One 22"x34" Mounter Map147 Wooden Pieces109 Playing CardsTwo sheets of full-colour Counters9 Plastic Leader Stands6 Black & 6 Grey Wooden PawnsRules BookletPlay Booklet12 Player Aid sheetsOne Black 6-sided dieThree Blue 3-sided diceThree Red 3-sided dice
Source: Liberty or Death: The American Insurrection
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #2796 on: 02 March 2016, 17:45:02 »

Talon

Welcome to the Talonverse... Talon is a game of tactical space combat set in a growing universe with its own history and back story. This game introduces battles during the First Talon War between the Terran Confederation and the Talon Empire.This is a Fleet Combat game. Battles with individual ships can be fought, but the game easily and quickly simulates combat with fleets of 3-10 ships. These are fleets of Capital Ships. Despite that, the rules are Incredibly Simple. This is NOT a game about fighter combat in space. Most ships in the game are large and you must balance your ships' power output between shields, weapons, sensors and manoeuvrability - you are not just doing an Immelman. Each faction has unique abilities and each ship has unique features. Proper strategy involves assessing the different abilities of your ships and the enemy's.This is an Accessible game. The complexity of managing fleets of capital ships has been baked into the game system, leaving the player free to make interesting decisions. It is also a Fast Paced game. Small fleet scenarios can be played in one hour, larger ones in under two. This makes the game thematically rich and full of quick but meaningful choices.How can the game do all this? All a ship's energy use is integrated into something called a Power Curve. All a player has to do is adjust the speed of the ship. A ship's speed determines how much Available Power it gets to charge weapons faster, reinforce shields, tighten turns... but there will never be enough of it. The game is fought on a map - distances moved, firing arcs, shield arcs are distinct and easily resolved. The game uses very large, laminated counters. All of a ship's systems are displayed directly on the counter and lamination allows you to mark damage and other ship info with a dry erase marker. All of the important information is at your fingertips, at-a-glance, on the map. Being able to see the battle unfold on map allows the game system to handle a much larger number of ships without confusion and effort.Game Features:Terran Fleet (10 different ship classes)Talon Fleet (9 different ship classes)Ships with 4 Shield ArcsFighter SquadronsBases, TransportsUnique Abilities for each factionAsteroids, Planets, NebulaeBlack Holes, Worm Holes6 Different Weapon SystemsNFTL and FTL Drives12 Scenarios - The First Talon WarMission VarietyLifetime Score TrackingEmpire War Campaign GamePoint System for Purchasing ShipsDesign-your-own ScenariosA tie in with Space Empires: 4XGame Contents:One Mounted Map Board 22"x34"One Mounted Map Board 22"x17"Three Sheets of large, laminated, hexagonal ship countersOne half-sheet of 1/2" informational countersImpulse chartTwo player aid cardsRulebookPlay BookTwo six sided diceTwo dry erase markersSmall pad of Fleet LogsheetsEmpire War Map
Source: Talon
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #2797 on: 03 March 2016, 03:45:03 »

Silent Victory: US Submarines in the Pacific, 1941-45

The time is 1400 hours, 7 December 1941Silent Victory, US Submarines in the Pacific, 1941-45, is a solitaire tactical level game placing you in command of an American submarine during WWII in the Pacific. Your mission is to destroy as much Japanese shipping and as many warships as possible while advancing your crew quality and decorations. You will find it challenging to survive an entire tour from 1941 to 1945 while taking enough chances to win promotions and medals, while avoiding relief from command.Silent Victory is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of one of the major US Fleet submarine types in service. To begin with, nine US Fleet submarines are profiled and available for you to choose from. Patrols will take you to differing parts of the Pacific as time progresses in the war. Patrol zones reflect the changing operational areas as the war progresses, from the Philippines to Midway, the Solomons, and even patrols to the waters just off the coast of Japan and China. A thrilling historical narrative unfolds as 720 ship targets are uniquely identified (including tonnage) with their historical counterparts that were sunk during the war, including freighters, tankers, Japanese submarines, and warships.The game engine is built upon the successful The Hunters design and has proven to be a solid, playable experience. All the major US Fleet boat types are accounted for with every level of detail including period of service, armaments, crew make-up damage capacity, and more.Conducting patrols is the heart of the system, as you will be resolving encounters against individual ships, convoys, or even enemy aircraft and submarines. Situations you face and decisions you make suddenly come in quick succession.How will you engage a convoy once spotted?Do you close the initial target range at increased risk of detection for a more lethal attack?Do you launch one or two fire salvos, and how many torpedoes do you fire?Will you try to follow a convoy or ship to engage in additional rounds of combat?What evasive manoeuvres do you undertake to slip away from escorts to avoid or minimize damage?Every decision could easily determine if you and your crew come home heroes, failures - or not at all.9 US Fleet submarines represented9 Patrol assignments out of Pearl Harbour or Australia720 named historical ship targets (with tonnage), including 20 capital shipsSpecial mission for transport, minelaying, evacuation, recon, and lifeguardingCombat encounters with individual ships, ships with escort, convoys and aircraftCombat versus Japanese submarinesDaytime and night engagements including US-style wolfpack patrolsSubmarine damage includes flooding, hull, torpedo doors, periscope, fuel tanks, crew injury (by crew type), engines, hydrophones, AA guns, deck gun, batteries, radioCrew advancement and commander decorations to include the Navy Cross and Medal of HonourMulti-player and tournament rule optionsEvasive manoeuvres, Patrol Abort, Variable Escort Quality, Reassignment to a newer boat, Circular torpedo runs, Random Events, Historical Patrols, and much, much more!Contents:One 1/2 inch full-colour, double-sided counter sheetOne 3/4 inch wide full-colour, double-sided counter sheetFive Submarine Display MatsTwo Submarine Patrol MapsFive Player Aid CardsSubmarine Patrol Log SheetSubmarine Combat MatEight Captain CardsThree 6-sided, two 10-sided dice and one 20-sided die
Source: Silent Victory: US Submarines in the Pacific, 1941-45
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #2798 on: 08 March 2016, 18:45:02 »

Tokaido: Matsuri Expansion

The traditional Japanese festivities and sixteen new travellers are now part of the wonderful Tokaido Journey.These Matsuri (the Japanese word for festival), triggered by the arrival of the Travellers at the intermediate Inns, punctuate the path with new and unique events.Matsuri is an expansion for the game TOKAIDO, and cannot be played without both the base game and CROSSROADS the first expansion.
Source: Tokaido: Matsuri Expansion
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« Reply #2799 on: 08 March 2016, 18:45:02 »

Tokaido Deluxe Edition

Welcome, travellerWelcome to the Tokaido, the legendary East Sea Road connecting Kyoto to Edo. Here you will begin an extraordinary journey during which you will discover a thousand marvels for the first time.Be sure to take the time to contemplate the sumptuous vistas before you; the majestic mountains, peaceful coastland, and vast rice paddies... Let the brush strokes of nature be an anchor for your memories.Appreciate the beneficial stopover that punctuate your path, the restorative tranquillity of the hot springs, and the countless culinary delicacies that will astonish your palate.Bundle together with your belongings delightfully unexpected souvenirs, from the most modest to the most sophisticated, that you gather from surprising encounters that may change the course of your travels.Time will be your best means to remain clear-sighted, methodical, and patient so that you don't miss anything on this unique route but instead can fully savour the experience the Tokaido has to offer.Includes the first expansion, CROSSROADSThe Tokaido is ready to unveil a few more treasures for the most faithful Travellers: cherry trees in full bloom, luxurious bathhouses, good-luck charms, calligraphy, legendary objects, and even clandestine gambling rooms are now part of the journey!This Deluxe Edition contains the TOKAIDO base game and its first expansion, CROSSROADS. It also contain exclusive components:1 Giant game board16 Traveller figurines5 Coloured Furoshiki travel point tokens5 Colour bases50 Metal coins1 Fabric bag1 Wooden die1 Original Soundtrack CDImproved Graphics
Source: Tokaido Deluxe Edition
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Spirit Games (Est. 1984)-Supplying role playing games (RPG), wargames rules, miniatures, scenery, board and card games for the last 36 years For enquiries ring 01283 511293 or email salnphil@spiritgames.co.uk, or by arrangement at Units 267+268,B.E. Webbe Storage,Wharf Rd, Burton, DE14 1PZ
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« Reply #2800 on: 08 March 2016, 18:45:02 »

Nothing Personal: Game Designers Expansion Pack 1

9 new Gangsters for Nothing Personal!
Source: Nothing Personal: Game Designers Expansion Pack 1
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« Reply #2801 on: 08 March 2016, 18:45:02 »

Nothing Personal: Movies and TV Expansion Pack 3

9 new gangsters for Nothing Personal!
Source: Nothing Personal: Movies and TV Expansion Pack 3
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« Reply #2802 on: 08 March 2016, 18:45:02 »

Isle of Trains Card Game

All Aboard!In Isle of Trains, you take on the role of a train operator, building trains with the right mix of freight cars needed to complete delivery contracts before your opponents.You'll need to balance upgrading your train, taking advantage of benefits from loading other player's trains, and completing delivery contracts first to be the most successful train operator on the island!
Source: Isle of Trains Card Game
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« Reply #2803 on: 08 March 2016, 18:45:02 »

Bottom of the 9th

Play Ball!Bottom of the 9th is a quick dice and card game for 1 or 2 players that encapsulates the thrills and spills of baseball's final inning into a head-to-head competition between an ace pitcher and a star-studded line-up of heavy hitting batters.
Source: Bottom of the 9th
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« Reply #2804 on: 08 March 2016, 23:45:02 »

DC Comics Deck-Building Game: Crisis Expansion 3

The DC universe is in peril... and this time, only the villains can save the day!Crisis Expansion Pack 3 delivers new challenges and depth to all DC Comics Deck-building Games. It takes some serious skills to save the universe. Are you up to the task?Six all-new playable oversized characters from the Suicide Squad.14 "Impossible Mode" Crime Syndicate Super-Villains to battle against and Crisis versions of eight oversized characters such as Lex Luthor, Sinestro, Bane and many more.Two unique modes of cooperative play, with faster gameplay.Includes NEW "Hidden Objective" mode.New main deck cards for competitive players.Contents:56 Game Cards14 Oversized Super-Villain CardsToken SheetRules
Source: DC Comics Deck-Building Game: Crisis Expansion 3
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