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Showing posts with label Card Game. Show all posts
Showing posts with label Card Game. Show all posts

Tuesday, 12 January 2016

Legendary: The Princess Bride

The Princess Bride is a rare and precious film, one that combines action, adventure, romance and humour into an epic tale of love lost, found, and fought for. A cult classic. (Buy the film it's awesome!)

The Legendary Encounters system is a fantastic set of board game mechanisms that allow the developers to produce thematic cards games that evince the feel of the stories they tell in a marvelous way. (Check out "Legendary Encounters: Alien" and "Legendary Encounters: Predator", they're as awesome as the films they're based on!)

So here I present a combination of these two fantastic flavours! The Princess Bride transformed into board game form!

Here are a few cards from the game to give you a feel for what the game looks like :)





This game is a fan-work given away for free to all who want it. It is designed for either 1 or 3 players, although you might try 2 but I make no promises about that. You can download the files and print them yourself or use some independent print service. The game consists of a 10 page rule book, a board, and 218 cards. You can print everything in black and white or full colour, as you wish.

Download and enjoy :)

Download the Print and Play package  (if the direct link doesn't work try this )

Update! Following demand, I have combined the cards images into PDFs to aid printing at home.

Download the card PDFs

New Update : This replaces the previous packages. It includes a small addition to the rules, and five cards have been updated and these changes are necessary fixes! The following cards have been updated. 001, 003, 041, 043, 090

Download v1.1 or if that doesn't work, you can visit the download page here.

Edit: I've uploaded the cards to a series of 4 decks that you can purchase via  ArtsCow.com , you'll need to order 1 copy of each of each. (I've carefully looked over these decks but I haven't ordered them myself to proof check them).

Deck 1
http://www.artscow.com/gallery/playing-cards/princess-bride-deck-5rwtrbwhhm3b

Deck 2
http://www.artscow.com/gallery/playing-cards/princess-bride-deck-0he11fcehp5u

Deck 3
http://www.artscow.com/gallery/playing-cards/princess-bride-deck-6vcrmi0phcmb

Deck 4
http://www.artscow.com/gallery/playing-cards/princess-bride-deck-3f8wabw1c2a3





Thursday, 15 October 2015

Going Ashore

Cover
The WWII Pacific campaign has captured the imagination of history buffs for generations. The island hopping battles between the hearty U.S. Marines and the dauntless Japanese form the cornerstone of that fascination.

Going Ashore is a solitaire deck building game where you play the part of the Marines carrying out a series of battles as you hop from island to island. You must defeat all of the enemies on each island before you can move to the next. Clear the enemy from five islands to claim victory, any other result will re-write history as a loss for the allied forces!


Currently the game is available only as a Print-and-Play package via WargameVault.com but in the next few weeks it will also become a real tangible game you can purchase via GameCrafter.com
Example attack


This zipped up Print-and-Play package includes rules, the cards, morale tracker and turn sequence chart. The cards are presented in three ways giving you the maximum printing options. One PDF uses a larger format card, another "hobbit" sized, but you also get all of the card images in hi-res, allowing you print the cards in any way you see fit (see the readme.txt file before you print anything).


This is my second solitaire deck building game, and expands both the mechanisms and the number of cards  over those that appeared in "Wipers Salient".


Buy now from WargameVault.com

Tuesday, 3 March 2015

WIPERS SALIENT

During WWI, Ypres was the centre of intense and sustained battles between German and Allied

Wipers Salient is a solitaire deck building game using a deck of 52 specialised cards. You have to gather your resources to maintain your Health and Morale, whilst attacking the enemy to avoid being overwhelmed.

You can buy Wipers Salient in two ways. You can but an actual deck of cards from Game Crafter, or you can purchase a digital package from Wargame Vault and print the cards yourself.
Buy a physical copy from Game Crafter. 

https://www.thegamecrafter.com/games/wipers-salient
Buy the digital Print and Play files from Wargame Vault
The following details refer to the digital download files you can get from Wargame Vault
Included in this zipped up package:
The rules in PDF format.
The cards in a printable PDF.

All of the individual card images in a high resolution, so that you can print them using a card printing service (but please refer to the readme.txt file before doing so for licensing information).
forces. In the game of Wipers Salient you play the part of the Allies trying to hold back the massive forces of Germany during a series of incessant attacks.

Purchase the game from WargameVault

Here's a video of me unboxing the very first proof copy of Wipers Salient from Game Crafter...


Here are some photos of the Gamecrafter version:

Box from behind

Box from front
 
Deck and rules

 
Open rules and selection of cards


Three cards
And a how-to-play video


Saturday, 31 January 2015

P.A.G. Space Battles

P.A.G. Space Battles is two player wargame played with cards laid on a tabletop, each card represents one space ship or piece of terrain.

The Pink Empire and the Green Conglomerate have been at war for centuries with no end in sight. You take control of one these factions, play out your space ships onto the tabletop and seek to DESTROY the opposing force with laser cannons and manoeuvre.

Using a comic art style and an easy-to-learn system P.A.G Space Battles will appeal to the younger player, or the older player just looking for a beer and pretzel game. Games can last anywhere from 30 to 60 minutes depending of the selected scenario and the size of the forces involved.

Five scenarios are included, but you're not limited to just those games. Select your fleets, place down some terrain and battle away in the vacuum!

P.A.G. Space Battles is a print and play game. 7 page rules PDF. 1 page counter sheet PDF. 5 page ship-cards PDF (2 pages of ships, 2.5 pages of terrain, 1 page of card backs)

Currently available from

Sunday, 10 March 2013

Adaman

There is deck of cards called the "Decktet" which was invented by P.D. Magnus.  It's an unusal deck of cards, not only does it have a great art but each card may have more than one suit! There are any number of games that can be played with the Decktet, one of which is called "Adaman". Adaman was likewise invented by P.D. Magnus.

It's a challenging solo game and peaked my interest enough for me to create a version of it you can play in your browser.

If you want to try it out CLICK HERE


Friday, 20 July 2012

Shotgun Jousting


Art by P.D. Magnus
Art by P.D. Magnus
In the far-out and dusty wild of America's heartlands two biker gangs meet for their annual drink-athon, things can get busy.

With alcohol fuelling forty ageing toughnut egos the atmosphere is often tense. Sometimes a punch will be thrown. Sometimes the punch actually hit. Sometimes others become involved and sometimes... well, lets leave those times behind a curtain of secrecy.

More often, claims of "I'm stronger than you" may cause more alcohol to be imbibed before arm wrestling starts. Sometimes someone makes a jovial remark about being tougher, braver and generally more manly than someone else, and two beers later people start doing...stupid things.

Download:

Thursday, 14 July 2011

Target! Bearing 093 degrees!

My latest game offering is Target! Bearing 093 degrees! which is a solitaire submarine game. You control a submarine on a mission to sink enemy shipping. As the captain of this vessel you have to husband your torpedoes, fuel and deck0gun ammunition in order to sink the maximum amount of enemy shipping.


Each turn you have to search for a target, check out what kind of protective escort it has and decide on a method of attack. Each stage is a decision and committing to the wrong sort of target means you might risk being sunk or worse yet, returning home with a trivial tonnage of sunk enemy shipping.

The game is Print and Play, meaning you download a file and print out the game components yourself. It's been deliberately created in black and white with a minimum of expensive ink usage. It plays in about 10-20 minutes and makes a nice filler.

Buy the game online at Wargame Vault

Saturday, 9 October 2010

Mecha Duel



Mecha Duel is a card game for two to four players where each player takes control of a giant Mecha and rides it into the glory of battle. No greater honour can be earned than by standing over the smoking remains of an enemies burnt out Mecha!

This card game has modeled both the tactics and the manoeuvre of combat between giant Mecha. Each turn you will have the opportunity to blast your opponents with lasers, cannon, rockets or any of the other extensive range of weapons. You'll also have the opportunity to play defences allowing you to carry out battlefield repairs , power up shields and duck behind cover.

Mecha battle card game for two to four players that is played in about 30 minutes. You can play as individuals or in teams, or even a three against one special combat. It's simple enought for the young to play and has enough variety and tactics for the older gamer as well.

Buy the game at WargameVault!  

This game is copyright Felbrigg Herriot and James Hartman (c) 2008/2009.

Battle of the River Plate

Historical Notes

The Admiral Graf Spee had been at sea at the start of the Second World War in September 1939 and had sunk several merchantmen in the Indian Ocean and South Atlantic Ocean without loss of life due to her captain's policy of taking all crews on board before sinking the victim.

The Royal Navy assembled forces to search for the surface raider. Force G, the South American Cruiser Squadron, comprised the heavy cruiser HMS Exeter (8,400 tonnes, six 8-inch (203 mm) guns) and two Leander-class light cruisers (both 7,000 tons, eight 6-inch (152 mm) guns) — HMS Ajax and HMS Achilles. The force was commanded by Commodore Henry Harwood from Ajax, which was captained by Charles Woodhouse. Achilles was of the New Zealand Division (precursor to the Royal New Zealand Navy) and captained by Edward Parry. Exeter was captained by F. S. Bell. A County-class heavy cruiser, HMS Cumberland (10,000 tons, eight 8-inch (203 mm) guns), was self-refitting in the Falkland Islands at the time but available at short notice.

Harwood suspected that the raider would try to strike next at the merchant shipping off the River Plate estuary between Uruguay and Argentina. He ordered his squadron to steam towards the position 32 degrees South, 47 degrees West. Harwood chose this position, according to his despatch, due to its being the most congested part of the shipping routes in the area, and therefore the point where a raider could do the most damage to enemy shipping.

The three cruisers were convened off the estuary on 12 December and conducted manoeuvres. Harwood's combat policy of three cruisers versus one pocket battleship was to attack at once day or night. By day the ships would attack as two units, Exeter separate from Ajax and Achilles. By night the ships would remain in company in open order. By attacking from two sides, Harwood hoped to give his lighter ships a chance of overcoming the German advantage of greater range and heavier broadside by dividing the enemy's fire.

 

The Battle

On 13 December the ships sighted each other and closed. Admiral Graf Spee, despite having correctly identified Exeter, initially suspected that the two light cruisers were smaller destroyers and that the British ships were protecting a merchant convoy, the destruction of which would be a major prize. Since Admiral Graf Spee's reconnaissance aircraft was out of service, Langsdorf relied on lookouts for this information. He decided to engage despite having received a broadly accurate report from the German naval staff on 4 December outlining British activity in the River Plate area. This report included information that Ajax, Achilles, Exeter and Cumberland were patrolling the South American coast. Langsdorf realized too late that he was facing three cruisers. Falling back on the immediate acceleration of Admiral Graf Spee's diesel engines, he closed at 24 knots in the hope of engaging the steam-driven British ships before they could work up from cruising speed to full power.

The British executed their battle plan: Exeter turned to the north-west whilst Ajax and Achilles, operating together, turned to the north-east. Admiral Graf Spee opened fire on Exeter at 19,000 yards with her six 11-inch (280 mm) guns at 06:18. Exeter opened fire at 06:20, Achilles at 06:21, Exeter's aft guns at 06:22 and Ajax at 06:23. From her opening salvo, Admiral Graf Spee's gunfire proved rather accurate, her third salvo straddling Exeter At 06:23 an 11-inch (280 mm) shell burst just short of Exeter, abreast the middle of the ship. Splinters from this shell killed the torpedo tubes' crews, damaged the ship's communications, riddled the ship's funnels and searchlights and wrecked the ship's Walrus aircraft just as it was to be launched for gunnery spotting. Three minutes later Exeter suffered a direct hit. This shell struck her B-turret, putting it and its two guns out of action. Shrapnel swept the bridge, killing or wounding all bridge personnel except the captain and two others. Captain Bell's communications were wrecked. Communications from the aft conning position were also destroyed, and the ship had to be steered via a chain of messengers for the rest of the battle.

Meanwhile Ajax and Achilles had closed to 13,000 yards and started making in front of the Admiral Graf Spee, causing Admiral Graf Spee to split her main armament at 06:30, and otherwise using her 5.9-inch (150 mm) guns against them. At 06:32 Exeter fired two torpedoes from her starboard tubes but both missed. At 06:37 Ajax launched her spotter aircraft from its catapult. At 06:38 Exeter turned so that she could fire her port torpedoes, and received two more direct hits from 11-inch shells. One hit A-turret and put it out of action, the other entered the hull and started fires. At this point Exeter was severely damaged, having only Y-turret in action, a seven degree list, was being flooded and being steered with the use of her small boat's compass. In return, one of Exeter's 8-inch shell penetrated two decks then exploded in Graf Spee’s funnel area — destroying her raw fuel processing system and leaving her with just 16 hours fuel, insufficient to allow her to return home. The ship was doomed but this was kept secret for 60 years.

At approximately 06:36, Admiral Graf Spee hauled around from an easterly course, now behind Ajax and Achilles, toward the northwest and laid smoke. This position brought Langsdorf roughly parallel to Exeter. By 06:50 Exeter listed heavily to starboard, taking water forward. Nevertheless, she still steamed at full speed and fired with her one remaining turret. Forty minutes later, water splashed in by an 11-inch near-miss short-circuited Exeter's electrical system for that turret. Captain Bell was forced to break off action. This would have been the opportunity to finish off Exeter. Instead, the combined fire of Ajax and Achilles drew Langsdorf's attention as both ships closed.

At 06:56, Ajax and Achilles turned to starboard to bring all their guns to bear, causing at 07:10 Admiral Graf Spee to turn away and lay a smokescreen. At 07:10 the two light cruisers turned to reduce the range from 8 miles (13 km), even though this meant only their forward guns could fire. At 07:16 Admiral Graf Spee turned to port and headed straight for the heavily damaged Exeter, but fire from Ajax and Achilles forced the Graf Spee at 07:20 to turn and fire her 11-inch guns at them, who turned to starboard to bring all their guns to bear. Ajax turned to starboard at 07:24 and fired her torpedoes at a range of 4.5 miles (7 km), causing Admiral Graf Spee to turn away under a smokescreen. At 07:25 Ajax was hit by an 11-inch shell that put X-turret out of action and jammed Y-turret, causing some casualties. By 07:40, Ajax and Achilles were running low on resources and the British decided to change tactics, moving to the east under a smokescreen. Harwood decided to shadow Admiral Graf Spee and try to attack at night when he could attack with torpedoes and better utilise his advantage of speed and manoeuvrability while minimising his deficiencies in armour. Ajax was again hit by an 11-inch shell that destroyed her mast and caused some casualties. Admiral Graf Spee continued on a south-westward course.

 

The Pursuit

The battle now turned into a pursuit. The British and New Zealand cruisers split up keeping about 15 miles (24 km) from Admiral Graf Spee. Ajax kept to the German's port and Achilles to the starboard. At 09:15 Ajax recovered her aircraft. At 09:46 Harwood signalled to Cumberland for reinforcements and the Admiralty also ordered ships within 3,000 miles (5,000 km) to proceed to the River Plate. At 10:05 Achilles had overestimated the Graf Spee's speed and came into range of German guns. Admiral Graf Spee turned and fired two three-gun salvoes with her foreguns. Achilles turned away under a smokescreen. The shadowing continued for the rest of the day until 19:15, when Admiral Graf Spee turned and opened fire on Ajax, who turned away under a smokescreen.

It was now clear that Admiral Graf Spee was entering the River Plate. As the estuary had sandbanks, Harwood ordered Achilles to shadow Admiral Graf Spee while Ajax would cover any attempt to double back through a different channel. The sun set at 20:48 with the Admiral Graf Spee silhouetted against the sun. Achilles had again closed the range and Admiral Graf Spee opened fire, while Achilles turned away. During the battle, a total of 108 men had been killed on the two sides, including 36 on Admiral Graf Spee.

Admiral Graf Spee entered Montevideo in neutral Uruguay, dropping anchor at about 00:10 on 14 December. This was a political error, as Uruguay, while neutral, had benefited from significant British influence during its development and favoured the Allies. The British Hospital, for example (where the wounded from the battle were taken) was the leading hospital in Montevideo. Had the Admiral Graf Spee left port at this time, the damaged Ajax and the Achilles would have been the only Commonwealth warships it would have encountered in the area.

In Montevideo, the 13th Hague Convention came into play. Under Article 2, "...belligerent war-ships are not permitted to remain in the ports, roadsteads, or territorial waters of the said Power for more than twenty-four hours...", modified by Article 14 "A belligerent war-ship may not prolong its stay in a neutral port beyond the permissible time except on account of damage..." British diplomats duly pressed for the speedy departure of the Graf Spee. Also relevant was Article 16, of which part reads, "A belligerent war-ship may not leave a neutral port or roadstead until twenty-four hours after the departure of a merchant ship flying the flag of its adversary."

The Germans released 61 captive British merchant seamen who had been on board. Langsdorff then asked the Uruguayan government for two weeks to make repairs. Initially, the British diplomats in Uruguay, principally Eugen Millington-Drake, tried to have Admiral Graf Spee forced to leave port immediately. After consultation with London, which was aware that there were no significant British naval forces in the area, they continued to openly demand that the Graf Spee leave. At the same time, they secretly arranged for British and French merchant ships to sail from Montevideo at intervals of 24 hours, whether they had originally intended to or not, thus invoking Article 16. This kept the Graf Spee in port and allowed more time for British forces to reach the area.

At the same time, efforts were made by the British to feed false intelligence to the Germans that an overwhelming British force was being assembled, including the aircraft carrier HMS Ark Royal and the battlecruiser HMS Renown, when in fact only the heavy cruiser HMS Cumberland was nearby. Cumberland, one of the earlier County class, was only a little more powerful than Exeter, with two more 8-inch (203 mm) guns; she was no match alone for Admiral Graf Spee, whose 11-inch guns had longer range and fired much heavier shells. Cumberland arrived at 22:00 on 14 December after steaming at full speed for 36 hours from the Falkland Islands. Overwhelming British forces (HMS Renown, Ark Royal, Shropshire, Dorsetshire and Neptune) were en route, but would not assemble until December 19. For the time being, the total force comprised the undamaged Cumberland and damaged Ajax and Achilles. To reinforce the propaganda effect, these ships, which were waiting just outside the three mile limit, were ordered to make smoke, which could be clearly seen from the Montevideo waterfront.

The Germans, however, were entirely deceived, and expected to face a far superior force on leaving the River Plate. The Graf Spee had also used two-thirds of her 11" ammunition and only had enough left for approximately a further 20 minutes of firing, which was hardly enough to fight her way out of Montevideo, let alone get back to Germany. Intense negotiations were undertaken. While the ship was prevented from leaving the harbour, Captain Langsdorff consulted with his command in Germany. He received orders that permitted various options, but not internment in Uruguay. Ultimately he chose to scuttle his ship in the River Plate estuary (December 17) to avoid unnecessary loss of life for no military advantage, a decision that is said to have infuriated Hitler. The crew of Admiral Graf Spee was taken to Buenos Aires, where Captain Langsdorff subsequently committed suicide on 19 December. He was buried there with full military honours and several British officers attended. Many of the crew members were reported to have moved to Montevideo with the help of local people of German origin. The German dead were buried in the "Cementerio del Norte" in Montevideo.

The Card Game

 

Support the game at LuLu There is no difference between the file here and the one on LuLu, but a purchase at LuLu encourages me to produce more games.
Creative Commons License
This work is licenced under a Creative Commons Licence.

Varg Bid

Varg Bid is a card game using the "Decktet" cards that are available for free on the web. You can download and print these cards for free, completely legally, they are given away.

The game requires a minimum of table space and can be played in about 30 minutes.
To play the game you'll need to download the cards and download the rules linked to below. 


Creative Commons License

This work is licenced under a Creative Commons Attribution-Sharealike-Noncommercial 3.0 License

Hamster Combat

Little known amongst Humans is that Hamsters in the wild indulge in mortal and violent combat. Many schools of Hamster Martial arts have evolved. This clan like school system has lead to an annual competition between the schools where the best student of each school is placed into a deadly combat until only one remains.

Despite the domestication of Hamsters the combat school competition continues with Hamsters from all over the world taking part.

This card game represents this annual competition with each player taking the part of a Combat Hamster.

The Game

This is a game for 2 - 4 players aged 8+ and after printing out the game all you need to supply are four markers or stones per player! It's FREE, why not give it a try?


Creative Commons License

This work is licenced under a Creative Commons Licence.

Wednesday, 22 September 2010

Free Trader

"Free Trader" is a solitaire game with a theme of trading between planets trying to make the first four payments on your recently bought space ship.

Inspired by the "Traveller" RPG and the 80s computer game "Elite" you will explore the planets of the galaxy looking for and making the most of trading opportunities.

But the void between the planets is not safe. You'll find it inhabited by Pirates willing to attack you and take your burnt out spaceship as salvage. So you'll need to upgrade your ships defences while struggeling to meet the payments.

With the huge cost of defenses and ship upgrades will you be tempted to risk carrying illegal cargos? If you risk it, you'll have to watch out for the Interstella Police who patrol the unfriendly space above the skies of many planets.

Free Trader, is free! Download it by selecting one of the versions and art sets shown below. However if you want to encourage further free releases please consider purchasing the game by following the LuLu link at the bottom of the page. There is no difference between the Basic Set here and the one on LuLu.

Listen to an Audio Trailer for the game.

Version
Basic Set
Alternate

Art set by
TGov
Alternate

Art set by
Linael
Version 2 : This version is slightly harder than version 1. Planets, Cards and Playmat Planet Cards & Event Cards ( You'll also need to download the basic set so you can print the Playmat.)
Version 1 : This version is slightly easier than version 2 Complete Game Planet Cards & Event Cards ( You'll also need to download the basic set so you can print the Playmat.)
Creative Commons License This work is licenced under a Creative Commons Licence.
Support the game by purchasing a copy at LuLu.



Here's a how to play video:




Check out the games page at BoardGameGeek where people have developed multiple variants of the game too.

Sunday, 19 September 2010

Dog Races

Dog Races is an easy to play family friendly card game. Players compete to score the most points on a series of Dog Races and play cards to help their selected dog and win and other cards to slow down their opponents dogs.


This game is free to download from my Sky Drive, just to the right.
If you want to support the designer of this game, please consider purchasing a copy of the game from LuLu. The game is exactly the same over there but a purchase through them does me more good than a simple donation. Thankyou. :)