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See Also: Victory Games


Alpha Omega: Game of Tactical Combat in Space [BOX SET]
"Alpha Omega is a tactical simulation of space combat in the distant future.
The game portrays the conflicts that arose between three races; Human, Drove, and the Rhylish.

The game provides information for setting up various types of missions to provide a great variety of games within a game.
Scenarios depict the more important engagements fought between the three races. The game also includes information for designing and setting up your own scenarios.
Space vehicles are represented in the game by die-cut "counters" that look very much like the real article. Each counter represents a single space ship which is moved across the mapboard according to its individual movement capabilities, measured in "number of hexagons" per turn.
A series of mapboards, when joined, measure approximately 41" x 26". A hexagonal grid, referred to as "hexes", is superimposed to make the measuring of distances easy—like squares on a checkerboard. Each "hex" is 186,000 miles.
Alpha Omega also includes playing aids and a Battle Manual (rules booklet) that contains rules of graduating complexity. It also explains the 20 scenarios (that's 20 different games), plus an "historical narrative" to make one feel "at home" in this clever futuristic game of space warfare.
Alpha Omega is not a simple children's game. It is designed for sophisticated gameophlles who revel in games of logic.
In a decade of great interest in science fiction, Alpha Omega is considered by many to be a most authentic "historical simulation."

1977 ... Battleline / Avalon Hill 8931

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Amoeba Wars: Game of Galactic Conquest
* playing board
* rules folder
* six player aid cards
* 45 power cards
* eight special power cards
* 360 player counters (60 x 6 sets)
* 53 marker counters

"Amoeba Wars is a fast, exciting game of galactic struggle for two to six players. Game time averages between one and three hours. Each player assumes the role of a Space Lord. His objective is to capture Saestor, the old capital of the Empire. Not only must he be prepared to battle the Space Amoebas, but he must also be ready to fight competing Space Lords to win. Good planning and calculated risks must be utilized to take Saestor. But be careful, a marauding Doomsday Machine may appear at any time to disrupt any well-laid plans.
Amoeba Wars is not a simulation. Nor is it warmed over hash! We present, with pride, a truly innovative fantasy game easily learned, yet subtle in strategy of play."

1981 ... Mick Uhl & Richard Hamblen ... AH 829

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Assassin: Challenging European Card Game [BOX SET]
• one 4-page rulebook
• one 16" by 22" mounted mapboard
• 252 3 3/8" by 2 1/4" cards
• six plastic pawns

"Avalon Hill's ASSASSIN is a challenging card game for 3-6 players, aged 10 and up. Played against the backdrop of modern Europe, players travel about the board, scoring points for visiting as many cities as possible. But, beware, for some unknown one among the players is an "Assassin", who scores even more points by making a Hit when in the same city as another..."

1993 ... AH 6446 ... ISBN 1560380888

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Blackbeard: A Game of Piracy [BOX SET]
* 1 24"x22" Mounted Gameboard
* 1 8"x22" Mounted Gameboard
* 1 16-page Rulebook with Historical & Designer's Notes
* 2 Sheets of Die-Cut Playing Pieces
* 24 Pirate Cards
* 40 Action Cards
* 8 Ship Logs

"A highly-informative game, BLACKBEARD puts to rest several myths about those who went "A-Pyrating", while relating the careers of another era's scoundrels who became infamous, yet were often admired by the common man for their misdeeds. Players work both sides of the law. Each commands several historic Pirates plus King's Commissioners — a form of sea-going bounty hunter sent out to bring them to their final day of reckoning. The pace is dictated by a Fast Action card system that brings merchants over the horizon to be plundered or ports to be raided and sacked. If only it were so easy.
An ill wind can bring all manner of misfortune... warships, storms, hull rot, scurvy, or even mutiny among one's own crew. A good Pirate needs to know when to make himself scarce and when it's wise to reward his mates with a little harmless fun. Alas, a poor soul can't even find relief in a bottle without some scoundrel running ye thru amidst your debauchery and revelry. Nor does it hurt to cross the right palm with some ill-gotten pieces-of-eight when it comes time to rest and refit. No sirree... there's more to this Pyrating than simple swordplay and if you expect to avoid the gallows, you'd best learn your lessons well for there are few winners in the Great Age of Piracy."

1991 ... Richard Berg ... AH 887 ... ISBN 1560380314

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Black Magic Ritual Kit [BOX SET]
• Basic Ritual Procedures and Incantations (9 pages)
• Manual of Interpretation (12 pages)
• Ritual Board
• 6 Middle Circle Cards
• 12 Spirit Cards
• Inner Circle Card
• 65 Symbol of Psychic Expression Cards
• Solomon's Hexagram & Solomon's Pentagram
• Triangle of Michael Card

"The Psychology of the Exorcism...

Please Read Carefully.
You have in your possession a kit that allows you to simulate a magic circle accurate with all the specifics needed . for the hour of casting according to traditional rituals.
You have further a ritual made of authentic traditional passages from the textbooks of magic.
It is precisely from such elements that the tradition of magic and spirit conjurations has been derived.
The makers of this kit have been concerned only to explain the principal parts and demonstrate how the magic tradition is used. The consequences of performing the ritual are dependent upon the psychic awareness level and skill of the performer. It is here recognized that persons vary as to their level of psychic awareness and belief in spirit worlds.
No claims are made with this kit as to results. The ritual has been modified to assure beneficient spirits. Use of the kit for other purposes is beyond control of the maker.
Use the kit in fun and stay within the confines of the spirits indicated. These spirits are good and will serve you well and you will have fun as your mind and spirit relate to these forces.
Convert the image to malevolent spirits at your risk. Remember Crowley's warning that the textbooks of magic are all that are required to conjure any spirit."

1974 ... Avalon Hill 713

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Britannia: Strive to Become King of England in This Battle Game for Control of Britain [BOX SET]
• 256 Die-Cut Counters
• 22"x24" Mapboard
• Rules Booklet and Historical Notes
• 17 Victory Point Cards

"Britannia is The Avalon Hill Game Company's new multiplayer game about the 1000 year history of the birth of Britain. Play begins with the Roman invasion of 43 AD, and ends with the last great invasions by the Norwegians and Normans in 1066. Each of the sixteen game turns represents about 85 years. Each player controls several nations, not all of which are in play at the same time. While a nation exists, you must attempt to score as many victory points for it as possible. Points are scored for controlling areas in Britain, eliminating the armies of other nations, for killing enemy kings, and for having the leader of your nation proclaimed King of England. The player who has scored the most victory points for all of his nations is the winner.
Nations play in order, starting with the Romans and ending with the Normans. Nations who haven't yet appeared, or who are already eliminated, are skipped. A nation's turn consists of placing reinforcements, checking for population growth, placing new armies, army movement and combat. Armies may move one or two areas (and in some cases three). Opposing armies in the same area fight each other by rolling dice—a roll of 5 or 6 normally eliminates an enemy army. Cavalry armies, Roman armies and leaders have special advantages in combat. Although the mechanics are simple, there are many opportunities for strategy. Britannia is best as a four player game, but can be played by three or five players as well.
Includes Picts, Scots, Belgae, Romans, Welsh, Angles, Saxons, Jutes, Danes, Norsemen, Irish, Normans, and more.
Have King Arthur, Alfred the Great, Harold the Saxon, Harald the Ruthless or William the Conqueror lead your armies.
Become Bretwalda (overlord) or King of England."

1987 ... Lewis Pulsipher ... AH 873 ... UPC 045708008736 / ISBN 0911605371

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Circus Maximus: Game of Chariot Racing in Ancient Rome [BOX SET]
"CIRCUS MAXIMUS is a multi-player game of racing skill divided into three levels of play for players aged 12 and up. The Basic Game can be played with a minimum investment of learning time as one player can quickly explain the game to inexperienced participants. Yet, CIRCUS MAXIMUS is more than Just a racing game. The drivers must choose whether to slow their teams in order to attack their opponents with whip and/or ram attacks, how to best defend against and evade suph attacks by others, when to whip their own team into the stretch, or save their limited endurance to coax them through the all important corners. In the Advanced Game additional complexity is added in the form of wrecks, dragged drivers, and critical wounds. The Campaign Game version allows participants to build an entire stable of chariot teams and drivers for use in a racing season of ten different starts. Wounds and experience gained in one race will affect the outcomes of future events. You can amass large fortunes with astute wagers, or be sold into slavery for going into debt. Bribes, drugs, and other forms of skullduggery can ruin even the best plans of those who have not countered with adequate security forces.
CIRCUS MAXIMUS is best played with eight participants but can be played by any number from one to ten or more. Like most multi-player games, it is extremely well balanced and easy to learn, yet challenging and exciting to play. The average playing time of two hours enables several piays in the course of an afternoon. In each game you get a mounted 16" x 33" mapboard, 16-page rulebook, and 96 die-cut counters representing the drivers, teams and chariots which do the racing and the Sesterces which are bet on them."

1979, 1980 ... Avalon Hill 8939

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Conquistador: The Age of Exploration 1495-1600 [BOX SET]
• 32" x 22" Mapboard
• 520 Counters (2 sheets)
• Expedition Log Pad
• Rulebook

"CONQUISTADOR recreates 16th Century exploration and conquest of the New World (North and South America) by the major powers of Europe.
A unique game system enables players to realistically cover great stretches of time in single turns. Acting as Monarch for their countries — England, France, Spain, or Portugal — players must make discoveries, colonize and protect the lands they discover, and obtain riches through gold, trade, and the acquisition of resources.
Each country has a different financial capability, as shown by the level of their National Treasury, depending on the political situation at home as well as the ongoing success or failure of their conquests in the New World. Within the limits of their finances, countries must continually send forth expeditions to explore and maintain existing colonies.
Only historical explorers, English Privateers, and Spanish Conquistadors are available to the players... explorers like Columbus, Verrazzano, Drake, Pizarro, de Soto, da Gama: Maggellan, and de Leon. With these, players must try to be the first to make voyages of discovery to find the Pacific Ocean or Hudson Bay or to follow the Amazon or Mississippi Rivers. Some will also be driven to attempt mythical quests like the search for the Seven Cities of Cibola or El Dorado. But danger is a large part of exploration, and some explorers will never be seen again.
Making life tough for the hardy colonists in the Americas are hostile natives in many areas (even cannibals), rugged terrain and weather, disease, and the other countries competing for their fair share of the land. In addition, a Random Events Table recreates problems at home in the form of political corruption, graft, European Wars, Civil Wars, plague, and royal deaths. The Spanish player will also have to contend with the requirement of maintaining Missionaries in a religious attempt to convert the natives.
This game has a little bit of everything. In the beginning, diplomacy is paramount to allow players to establish footholds in the form of small colonies. As the game goes on, however, disputes-will no doubt arise and players may resort to economic or military aggression to take what they need.
Players have both numerous long range and short range options in the game. They can emphasize the mining of gold or the looting of treasure cities. They can colonize and work the land. They can prey on other players' land and riches. CONQUISTADOR is a game with little luck and much skill where players are in charge of the destiny, not only of their own countries, but of the New World as well. The player with the most successful country at the end of the game will be the winner.
Basically for two to four players; special versions for five players and solitaire play are included in the rules. A detailed historical simulation that may not be for everyone, but is worth the effort to those who make the effort."

1982 ... AH 843

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Dark Emperor: Game of Fantastic Warfare [BOX SET]

• rules booklet (16 pages)
• 2 piece mounted mapboard
• 260 counters

"Dark Emperor is a fantasy wargame for two players set in the unique world of Loslon. It pits the divided, but formidable, human kingdoms against the small, but powerful, forces of Padrech dar Choim.
As the Great Necromancer, you must subdue the kingdoms before they can unite to oppose you. In doing so, your first goal is to conquer two or three of the lesser kingdoms, to provide fodder for your vampiric host. Afterwards, you may march against the seat of empire and avenge yourself on the descendants of Padrom III. Losses mean nothing, victory is all. The death of your hosts holds no terror for you, for you are Padrech dar Choim, a master Necromancer who can raise the dead to do your bidding. Aided by the power of Tol Morn and Mezal, and with the Great Sword, He-Sups-On-Prana at your side (if you can find it), you know that you are invincible.
As the active leader of humanity, the Kingdoms player, you must fight a delaying action until the heroes and heroines under your command can rouse the land to fight mankind's greatest foe. Unless these forces can be united, they will surely fall. Only together can they hope to stem the dark tide and defeat Padrech dar Choim. Cunning strategy, subtle diplomacy and heroic, tenacious defense are their only hope against this great evil. Used well, they can lead to glorious and final victory over the powers of death and terror.
Dark Emperor is a simulation of Lesion's greatest war, encompassing all of the diplomatic, magical and military factors that were brought to bear. Its movement and attrition systems reflect the non-combat losses that occur in any war, especially in a period before the modern advances in logistics and medicine. The combat system rates the relative strengths, and the different capacities, of armies, creating a necessity for intelligent command to assure victory.
Dark Emperor can be played in two to four hours. Included in the game is a four-color mapboard, a sixteen-page rule book (with extensive historical background and designer's notes), two hundred and sixty counters and two six-sided dice. On a scale of one (easy) to ten (hard), its complexity rating is SIX.
May the adventure within enlighten your soul."

1985 ... Greg Costikyan & Richard Snyder ... AH 866 ... UPC 045708008668

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Diplomacy: The Exciting Game of International Intrigue [BOX SET]
"Game of Skill in which negotiation, rather than chance, guides destinies of international politics. Up to seven players seek control of Europe. Strategy without dice..."

1976 ... AH 819

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Down with the King: A Fantasy Political Game [BOX SET]
"DOWN WITH THE KING is a game that has everything that makes a game fun. Assassinations. Duels. Scandals. Travel. Hiding. Romance galore, including seductions, proposals, and weddings. Court Balls.
A detailed justice system to deal with wrongdoers. Interrogations. Hearings and trials. Informers, evidence, and alibis. Loyal and corrupt judges. Banishments. Imprisonments. Executions.
Wars between Fandonia and foreign countries. Natural disasters. Famines. Plagues. All sorts of political problems.
Basically, players must gain prestige and influence so they can recruit characters to their cause. However, the ways in which they can do so are practically unlimited. At the same time they must also attempt to gain the support of the church, the trade guild, the merchants, the army, the navy, the peasants, the townsmen, and foreign countries. But even after they have established a strong faction, they must wait till the political climate is right. Only then will they be able to usurp the King. The penalty for failure is death.

* A Rulebook
* 11 Royal Character Cards
* 36 Nobles Cards
* 13 Office Cards
* 120 Event Cards
* 260 Counters
* 10 Playing Aid Cards
* A Record Sheet Pad
* 2 Dice"

1981 ... AH 8330

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Elric: Young Kingdoms Adventure Game [BOX SET]

Elric Boardgames

Flight Leader: Game of Air to Air Jet Combat Tactics, 1950 to the Present (Bookcase Game)
* 520 counters
* 22"x32" mapboard
* basic rules folder (4pg)
* pilot's manual (36pg)
* 6 aircraft status cards
* 1 cloud card
* 2 aircrew aid cards
* decimal die

1986 ... AH 871 ... ISBN 0911605223

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Freedom in the Galaxy: The Star Rebellions, 5764 AD [BOX SET]
• 140 Character Cards — many beautifully illustrated — representing many alien races
• 400 playing pieces [2 sheets] and handsome full-color map showing natural and political details of 51 planets and 25 star systems
• Rules Booklets [32-page Rules of Play & Charts/Tables pullout] with numerous illustrations describing all three complete game systems
• Galactic Guide [12 pages] with novel-like information on the inhabitants of the galaxy and their history
• Various and sundry Playing Aids making it easy for you to play the most thrilling science-fiction adventure you've ever had — in this or any other galaxy!

"In a remote corner of the universe, a small but valiant band of Rebels struggle to withstand the oppression of an empire bent on total domination.
The Empire, oppressor of billions throughout the galaxy, has felt the first sting of Rebel anger. In the cities and vast wilds of planets circling the farthest stars, the sparks of insurrection are being fanned by the courageous few who cry for freedom in the galaxy.
Freedom in the Galaxy is a strategic and tactical simulation of this epic galactic struggle, played on a map that schematically represents some 30 odd solar systems. The playing pieces (shown here), representing armed forces, spaceships, Imperial characters and individual Rebels, interact to destroy their enemies and win the hearts and minds of various races and planets."

1981 ... AH 834

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Gladiator: Man to Man Combat in the Arenas of Rome [BOX SET]

CONTENTS: Rule Booklet * 1 Gladiator Tables chartsheet * Game Board * 48 counters (12 Gladiators; 36 smaller counters).

"The savage splendor and pageantry of ancient Rome lives again in this game of man-to-man gladiatorial combat. Each player assumes the role of one of a matched pair of gladiators pitted in a contest of arms to the death. Superbly trained and equipped for the sole purpose of entertaining the citizenry with their life and death struggles, each man must fight with all the skill he can muster for his very survival. There is no question of bravery in the arena. It is kill or be killed and each man must muster all the skills and cunning he can summon in this most desperate of battles for survival. There can be only one victor in the arena and no second chance for the loser. For missus can be granted the fallen only at the whim of the emperor. And all too often mercy takes the form of a quick end on an opponent's blade. Let the games begin!"

1981 ... AH 8943

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Gunslinger: Game of Western Gunfights

More photos and a better parts list at our Game Gallery

Game includes:
* Eight two-sided mapboards
* Rulebook
* Deck of Result cards
* Pad of personal history sheets
* Sheet of playing counters, including characters, weapons, horses and more
* Action cards (including bonus cards showing
special skills)
* "Second Floor" player-aid cards

"Fill Yore Hand..."
...with GUNSLINGER, the game of the western gun battle. In GUNSLINGER, YOU play the part of a western character who is caught in a sudden gunfight, and YOU face the split-second decisions and incidents of the showdown as bullets start to fly.
GUNSLINGER is based on a quick and easy game system that recreates the split-second nature of gunplay. Each turn the players secretly play cards to define exactly what they will do during the next two seconds in the game. Then they step through these actions on the playing map, resolving each shot in the split-second when it takes place. GUNSLINGER resolves combat quickly and easily. The attacker draws a result card that shows exactly where his shot hits, which combines with his gun to determine the damage he inflicts. This recreates the critical differences between weapons: Winchesters, Shotguns, Buffalo rifles, Colt's "Peacemaker", Smith & Wesson's breakopen guns and Remington's Derringer are a few of the guns in the game. The same system recreates hand-to-hand combat with bare hands, knives, tomahawks, axes, cavalry sabres and other weapons. Range, aim time, and the target's cover status are all taken into consideration. GUNSLINGER includes eight two-sided boards (a total of sixteen map faces) portraying town and countryside terrain at a scale of six feet per hex. These boards can be assembled in varying ways to create a vast number of different maps that are used in the gunfights. The terrain includes gullies, hills, trees, watering troughs, wells, hitching posts and the interiors of buildings.
GUNSLINGER presents 26 different gunfights and several hundred variations, including both historical gunfights and made-up situations. Wild Bill Hickok, Billy the Kid, Wyatt Earp and John Wesley Hardin are just a few of the real gunslingers of history who appear in re-creations of the gunfights that made them famous. Indian raids, barroom brawls and poker games are just a few of the hypothetical situations. From two to seven players can play each game.
Each gunfight has different versions for different numbers of players, ranging from the basic version with the minimum number of characters to the largest version with seven characters. In some gunfights the players form two or more sides, while in others every player is on his own. Playing time varies with the gunfight and the number of players, but the simplest version of most gunfights can be played in well under an hour.
There are even solitaire rules that allow one player to play many of the gunfights alone! These rules provide a simplified system of controlling characters automatically, so the player(s) can put one side in the game on automatic control, while personally controlling the other side(s).
GUNSLINGER also includes extra rules systems for enriching and expanding play. The "Campaign" rules allow the players to string gunfights together to form more extended battles and range wars. Role playing allows each player to develop his character's abilities from game to game as he faces the dangers of the Old West. Optional rules introduce horses, wagons, dynamite, and more."

1982 ... Richard Hamblen ... AH 830

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History of the World: Game of World Conquest [BOX SET]
• Rules folder (6 pages)
• Sample game folder (6 pages)
• mounted mapboard
• plastic counter tray
• 4 sheets of counters (712 counters)
• 5 six-sided dice
• 48 Empire vards
• 64 Event cards

1993 ... AH 893 ... ISBN 1560380810

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Image: The Game of Personality Profiles [BOX SET]
"A delightfully imaginative game! You search your memory to create images profiling famous people or fictional characters, doing so by playing profile cards bearing an association with the character in mind (such as those shown below).
Because the possibilities are infinite, the game can never wear out. You create the past and present of famous persons by playing the proper profile cards to place your image in time, country, and major field of endeavor. You score when you play a letter card that corresponds to the initial of the person in mind, such as 'H' played below for Good King Harry. (You might want to challenge that answer!)

The more you know, the higher you'll score. Playing 8 cards, as shown below, scores the maximum 12 points; a 4-card image is only worth 2 points. Image becomes immeasurably more fun, and frustrating to an opponent, when you change an opponent's image right before he can complete it.
Try your hand at it now, without even opening the box. We've prepared 5 images below, and even given you a strong hint by including the letter 'H' with the first image. Don't look now, but the answers are among the personalities shown on the front side of this game box. Inside the game we've included approximately 250 names to make searching one's memory a little easier.

• Colorful 22" x 24" Mounted Playing Board
• profile and letter card decks
• scorepad
• official rules for 2 to 6 persons, ages 10 & up."

1979 ... Avalon Hill 6285

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Kingmaker: Game of the 15th Century British Civil War [BOX SET]

Many more photos at my Games Gallery blog: Kingmaker boardgame: The war that inspired Game of Thrones

• 1 21"x23" mounted mapboard
• 24 page Rulebook & Historical Notes
• 90 Event cards
• 80 Crown cards
• 125 die-cut playing pieces

"Be a Kingmaker in Avalon Hill's realistic portrayal of the War of the Roses
Set in the midst of a chaotic English Civil War (1450-1485), KINGMAKER will astound you with its opportunity for diplomacy, fast moving play, simple mechanics, involved strategies, and sudden turns of fortune. Not a wargame in the classic mold, KINGMAKER is a game the entire family can enjoy — especially those who relish the role of the underdog and combining forces against the leader, be he Lancastrian or Yorkist.

Each player is dealt a number of cards which comprise his faction of nobles with an inherent combat strength in supporting men-at-arms. These forces are increased when drawing cards conveying possession of key fortified towns, fleets, companies of mercenary soldiers, support of bishops, and titles which increase a noble's inherent following. Players then maneuver their forces in such a way as to capture the 7 members of the royal families eligible to be proclaimed King (or Queen in the case of Margaret of Anjou). The faction which crowns the last surviving royal piece is declared the winner.

But gaining such supremacy is not an easy task. Storms at sea can force landings on hostile shores while bad weather will delay even the most overwhelming attack. Piracy, peasant revolts, and summons from the King will break an otherwise impenetrable siege while plague wipes out whole factions in a single blow. And he who becomes too powerful too soon ensures the wrath and alliance of his adversaries. But angereth not the King, nor in his absence the Chancellor of England, for he who summons Parliament dispenses offices and titles of untold power. Nor dismiss the clergy ... for want of their support can prevent coronation of any pretender to the throne. Do not despair in your quest for the throne — even the smallest faction can gain power through ruthless guile. Be ye the feared Constable of the Tower of London or merely the Steward of the Royal Household, chances for all-encompassing victory or defeat abound."

1976, 1983 ... AH 818 ... ISBN 0911605754

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Kingmaker Variant Cards
25 additional event cards for use with Avalon Hill's version of Kingmaker and description sheet.
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Knights of the Air: Game of Deadly Combat in the World War I Air War [BOX SET]
• A 22" x 32" full-color gameboard depicting a section of trenchline on the Western Front. Actual battlefield photographs were consulted during the construction.
• Hundreds of die-cut playing pieces representing all of the airplanes and various markers needed for record-keeping.
• Six sets of maneuver cards. Each card contains a diagram of a specific maneuver just as it was actually flown.
• A set of Airplane Performance Cards. A different card has been prepared for each airplane.

"Avalon Hill's game, KNGHTS OF THE AIR, recreates the deadly combat of the World War I air war. You learn to fly the great airplanes of the period much in the same way the Aces did — right in the cockpit using control stick, throttle and rudder pedals. Each kind of warplane included in the game has been carefully researched to present the same strengths, weaknesses and idiosyncracies it demonstrated in real life. Once you have learned the tricks of your aircraft, you can dare to risk all in a dogfight. Air combat is conducted in a series of maneuvers as each pilot tries to position his plane for the killing run. With experience, new and more complicated maneuvers become available so that the ace can barrel roll and loop rings around the novice. Your success will depend upon your ability to master your plane and to exploit the weaknesses of your enemy's.

Some Features:
• Your abilities improve with experience. An Ace can react quicker, aim his gunfire more accurately, and undertake more complicated maneuvers than a novice can.
• Each kind of airplane in the game has been designed to perform just like its real-life counterpart. Rates of climb and dive, maximum and stall speeds, and turning abilities all compare favorably with test flight results.
• You guide your airplane on the gameboard using real controls. You adjust speed with the control stick and the rates of dive and climb with the throttle.
• Special attention was directed, during the design, to develop a simple method of allowing one plane to tail another. The reflexes of both airplane and piiot are a crucial factor in this procedure.
• With the wide choice of airplanes included, a practically unlimited variety of dogfights may be staged. Many of the greatest warplanes are here — the Sopwith Camel, SE 5a, SPAD, Nieuport, Bristol Fighter, Fokker Triplane, Fokker DVII, Albatros, Pfalz, Roland and more.
• Special solitaire scenarios have been created to restage attacks against Zeppelin airships and two-seater warplanes."

1986 ... AH 867 ... UPC 045708008675

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Kriegspiel: Military Chess Game [BOX SET]
• 1 sheet of 45 counters
• 8 Defense Cards
• 2-part mounted gameboard
• Battle Manual (16 pages)
• Game Instructions card
• 2 Batte Table cards

we present KRIEGSPIEL ... an extension of chess. An abstract wargame devised by ancient rulers, chess was played to resolve territorial disputes. In KRIEGSPIEL the Knights, the Bishops, the Castles, the Pawns become units of infantry, armor, special forces, and mechanized troops. Here YOU command actual military forces in a modern setting. YOUR decisions alone determine each game's outcome. KRIEGSPIEL contains no chance elements whatever (no dice, no chance cards, no spinners) — it employs logic • tactics • strategy • the science of human behavior."

1970 ... AH 806

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Luftwaffe: The Game of Aerial Combat over Germany, 1943-45 [BOX SET]
• 24" x 22" Full-color Aerial Mapboard of Central Europe
• Over 180 Authentic, Profiled Aircraft Counters representing Geschwader and Wing sized Combat Units
• Illustrated Rules-of-Play
• Historical Analysis Booklet
• Target Selection, Order of Appearance, Time Record Data
• Design Features hailing Luftwaffe as the ultimate in aerial combat authenticity — rules permit players to outmaneuver enemy forces, bomb factories-bases-oil targets with all the forces presented as they were in real life during 1943-45."

1971 ... Avalon Hill 809

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Magic Realm
"MAGIC REALM is a game of fantasy adventuring, set in a land filled with monsters, fabulous treasures, great warriors, and magicians. The scene is set in the ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of monsters. Beneath it all are the rich remnants of a magical civilization, scattered and lost across the map.
To this scene come the adventurers, seekers of riches and fame, to make a name for themselves in this promising field. Swordsman and Dwarf, Magician and Sorceror, the humans and the half-humans come seeking to loot the legendary riches of a lost civilization. Now you can play the part of one of these adventurers, stepping into an unknown Realm of magic and monsters, battles and treasures.

As a player, you will take on the role of one of the sixteen major characters who are represented in detail in the game. You will control where he goes, what he tries to do, how he handles himself in combat, and much more. In the course of the game, you will run into deadly monsters, tribes of humans ranging from old friends to sworn enemies, and treasures that will enhance your abilities in many ways.

MAGIC REALM is a complex game designed to recapture the suspense and desperate struggles of fantasy literature. The game creates a small but complete fantasy world, where each game is a new adventure with a new map where everything lies hidden at new locations. The game includes many more playing pieces than are actually used in a single playing. The additional pieces are set up and can appear, depending on the directions in which the characters explore, but many of the treasure troves, treasures, and spells will still be set up, unfound, when the game ends, and many of the monsters and natives might never be met. The result is an extremely unpredictable game full of surprises, a game that plays very differently each time it is played.
The complete game system includes hiking, hiding and searching, fatigue, wounds, rest, trade, hiring natives, and combat between characters, monsters, and natives using a variety of weapons on horseback and afoot, as well as many magical effects.

Between exploring a new land where the mountains, caves, valleys, and woods change every game, and not knowing what you will find in each place, you will find each game a new and unpredictable adventure, filled with surprises. You will find this like no other board game you have ever played."

1979, 1986 ... Richard Hamblen ... AH 717

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Merchant of Venus: Science Fiction Trading Game [BOX SET]
• 1 22" x 24" mounted Mapboard
• 394 die-cut, double laminated Playing Pieces
• 12 Ship Cards
• 6 Reference Cards
• 6 plastic Pawns
• 39 Deed Cards
• four Dice
• Play Money
• 16 page Rulebook and Designer's Notes

"...In MERCHANT OF VENUS you play the part of such a merchant, exploring a cluster of stars to find what remains of the civilizations that once dwelt there. The map portrays a small cluster of star systems, where 14 intelligent species lie hidden in the ruins of the First Empire. Each species is the dominant culture of a different system, but after centuries of savagery, no one knows where each culture dwells. As you discover the cultures you can trade with them, buying and selling exotic trade goods and special devices. In your journeys you can also stumble across other remnants of the First Empire, including unique treasures and weapons that automatically attack passers-by.
MERCHANT OF VENUS is a game of luck and skill. You start with a small spaceship racing to accumulate wealth by transporting, trading and investing. You make money by buying trade goods from one culture and selling them to other cultures, You can use your profits to buy bigger spaceships, with high-speed drives and shields to protect you from the dangers you will meet! As your profits increase, you can build ports and factories to make trading more profitable, As the game progresses, profits will accelerate until one merchant accumulates enough wealth to win the game. The optional rules allow you to play a darker version of the game, in which the cluster is torn with strife
and warfare, These rules introduce weapons, forts, swindles, revolts, piracy and the Rastur, an army of xenophobic megalomaniacs who are trying to conquer the Galaxy.
MERCHANT OF VENUS is a design with remarkable versatility. Few, if any, games can claim to be equally exciting whether played solitaire, head-to-head or with three, four, five or six players. Not only can this game claim that distinction, MERCHANT OF VENUS uses-it to vary the strategy dramatically as the number of participants change."

1988 ... AH 876 ... ISBN 0911605657

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Mystic Wood: Fantasy Game of Exploration and Adventure [BOX SET]
1 rulebook
45 woodland tiles, 21 forming the "Earthly Wood", 21 "Enchanted Wood"
1 Tower, 1 Earthly Gate and 1 Enchanted Gate

40 little white cards with characters, items, etc (37 + 3 blank cards)
4 colored pawns
2 six-sided dice

"The Mystic Wood is a fantasy for 2 to 4 players, set in an everchanging forest that lies somewhere between Earth and Heaven.
Each player chooses as his champion a Knight, who sets forth from the Earthly Gate to fulfil a certain Quest. Moving by turns along available paths, the players explore the map. Whenever a Knight discovers a glade, he draws a role card from the small pack. He may find a spell, which will affect all the players, or he may find a denizen; that is, a person or creature who Is present in the glade.
On being encountered by a Knight, a denizen may act in one of several ways, depending on its nature and sometimes the throw of a die, For example, the denizen might flee, fight, give a gift, or join the Knight as a companion. Through such encounters, the Knight acquires strength, prowess, and useful things to help him fulfil his Quest.
Players may work against one another or cooperate in many ways. Two Knights occupying the same area may joust with one another or join against a common enemy.
A player wins the game by fulfilling his Quest and leaving the Wood by the Enchanted Gate.
The game is largely inspired by two romantic epics of the 16th century; Ariosto's Orlando Furloso (Mad Roland) and Spenser's The Faerie Queen. The first is set in an imaginary Europe of Charlemagne, the second in the realm of Queen Gloriana, and both poems concern the adventures of various Knights in search of love and glory.
The heroes and heroines wander through a sketchily-defined landscape punctuated by occasional palaces and cities and peopled with a host of minor characters: wizards, crones, clerics, distressed maidens, robbers, royalty, rustics, and fierce "paynims" slighly resembling Saracens. The always interesting encounters of the Knights with these characters and with one another form a succession of episodes which can be re-created in the game.
We present, with pride, Mystic Wood — a fantasy game of exploration and adventure for all ages."

1980 ... Terence Donnelly ... AH 845

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Outdoor Survival: A Game About Wilderness Skills [BOX SET]
Deep dive into the set at my photoblog:
Outdoor Survival (1972): Avalon Hill Board Game Recommended in Original Dungeons & Dragons

• 22" x 24" mapboard of typical wilderness terrain
• Rules of Play folder
• 4-player set of die-cut Person Counters
• 24-page primer of outdoor survival techniques
• Life Level Index cards for each player

"For two, three, or four players or teams (and any number of Kibitzers) OUTDOOR SURVIVAL is more than just a game.. Indoors, at home or in camp, it teaches what there is to know about getting along away from civilization - or sharpens whatever Knowledge and skills players may have, for when they might be needed in real life.
It's actually five games, all played on the game board representing approximately 13,200 square miles of woods, rough terrain, mountains, plains, rivers, lakes. Each of the game situations allows for adaptation to suit the players ideas. What each player knows-or wants to team-becomes quickly evident as he decides which way to go, where to look for food and water, what risks to take..."

1972 ... Jim Dunnigan ... AH 895 ... UPC 045708008958

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Rail Baron: Game of Building Railroad Empires [BOX SET]

• United States Mapboard
• Rules Folder
• Payoff Card
• 28 Rail Line Title Cards
• 6 Express Train Cards
• 6 Superchief Cards
• 6 Sets of Tokens and Matching Colored Chips
• Set of 2 White and 1 Colored Dice
• Pack of Play Money

"You are living in the heyday of the locomotive. You are Jay GouLd. And you have just added another railroad to your vast railroad empire. Flushed with success, you now retire to the sartorial splendor of your very own Pullman Palace Car. The dream ends. You awaken to reality with the thought... "just another fantasy." Ahh, but for the grace of Avalon Hill, your dream continues.
Here — in BAIL BARON — you become a latter day Gould, or a Cornelius Vanderbilt, or any of those menacingly infamous moguls whose wizardry and acumen established the criteria for which business success was to be judged in decades to come.
RAIL BARON is played on a Large board of the United States RR network. In fact, it comes in three separate boards. Laid end to end, it spells out America and portrays the 28 major rail lines and major cities they connected during the halcyon days of railroading.
You start with $20,000 — and a train. You make money on trips from city to, city. Pretty soon you've got enough money to build up your empire (you can buy the S&O and C&O for just $44,000). More holdings bring more money your way (track rental) from your opponents.
With many new nuances of strategy, it becomes a game where fortunes see-saw until the last rail baron is bankrupt — or has accumulated the $200,000 needed to win.
All this may take 3 to 4 hours. But it's great fun for 3 to 6 people, ages 10 & up."

1977 ... Avalon Hill GA-295

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Rise and Decline of the Third Reich [BOX SET]
* 32"x22" mapboard
* 550 unit counters (2 1/2 sheets)
* pad of six Scenario Cards
* rulebook (36 pages)

1974, 1981 ... Avalon Hill 813 ... UPC 045708008132

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Road Kill: Armored Warfare on the Nation's Highways [BOX SET]
"INTRODUCTION: The Twentieth Century is but a distant memory recalled only by the old and infirm. Unemployment is rife as corporations continue retrenchment. Hunger and poverty are widespread. Terrorist activities have escalated to the nuclear stage. The world has become a very savage place and corporate television has turned to more and more violent 'trash' sports to boost sagging ratings. History is coming full circle as entertainment returns to the barbaric spectacle of gladiatorial combats, full-contact track meets, and no-holds-barred wrestling matches. The pampered athletes of the last century have been replaced by desperate men willing to stake their lives in mortal competition. One such sport is the Cross-Country Demolition Race in which drivers in modified vehicles compete for vast prizes on specially constructed courses. To its blood-crazed fans, it is known simply as ROADKILL."

* Each game consists of:
* Two 64-card Action decks
* One rules folder
* One sheet of die-cut cars and markers
* Twelve Control Panels and Damage Charts
* Beginner's Track rules and board
* One 'Leader' Pawn

1993 ... AH 6440 ... ISBN 1560380772

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Samurai: Game of Politics and Warfare in Feudal Japan -- 12th thru 17th Centuries [BOX SET]
• 18-page rules booklet
• 2 mounted mapboards
• 360 counters (2 sheets)
• 4 clan charts

"You are now back in time — 12th through 17th century Japan, to be exact. Your objective: the exalted title of "Shogun." As "Shogun," you will have the right to enforce the emperor's will, and become the real ruler of Japan.

Broken Alliances and Vendettas...
. . . and all those fun things that make for great board games is enbodied in this accurate portrayal of medieval Japan. Samurai presents a see-saw contest based on the proposition that might alone does not make right. The gameboard's geography and movement concepts do not favor the top heavy army that bulldozes its way through provinces. Japanese history from the 12th through 17th century was typified by a continuous flow of broken alliances, vendettas, treachery, and subtle military actions.

Samurai allows you to take control of Japan. In medieval Japan, the central government of the emperor was dissolved. He became a powerless figurehead while various clans competed to take control of the country.
These clans were similar to the noble houses of Europe; and their leaders the equivalent of medieval Dukes, Barons, Counts, and the like. Using formidable samurai warriors, the clans waged endless wars across the major islands of the Japanese archipelago.

Concept of Play
Each player controls a clan, with one or more lords. Each lord has a province representing his personal "fief" or home, and often has additional holdings of troops, titles, ships, castles, and more provinces.

The game is played in 20 turns, each representing a pace of historical events running between a few months to a few years. In each turn, moves are conducted on a mapboard that portrays the three major islands of Japan.
The playing pieces — 360 in all — include Samurai Lords, clan control markers, holdings and title counters, troops, garrisons, and more; all explained in the easy-to-follow prose of the 18-page rules folder.

Many Games in One
An excellent game for 2 to 8 players, Samurai is suitable for beginning and intermediate play, with plenty of optional rules and strategic options for even the expert. And for the really hard-core power-politics fanatics, special rules create a nearly "perpetual" game representing the true ebb and flow of Japanese feudal conflict.
Samurai includes a variety of playing aids to make learning and playing the game truly an effortless task. The rules manual contains historical background and designer's notes that offer the player the full flavor and authenticity of what medieval conflict was all about in the age of the "Shogun" struggles."

1980 ... AH 8941

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Robert Heinlein's Starship Troopers: Man vs Monster, Interstellar Warfare in the 22nd Century [BOX SET]

• Rules of Play (24 pages)
• Alien Control Pad/Terran Control Sheet
• Combat chart (double-sided)
• Mapboard (3 pieces)
• 504 counters, inc. 7 blanks (2 sheets)

"Here's what the author, Robert A. Heinlein, says about the game:

This game is based on the military axiom that final victory depends on the willingness of brave men to stand and fight and hold — or die trying — despite all fancy technology, all superweapons. In the long run the infantry is always the "Queen of Battles."
Unlike most wargames, STARSHIP TROOPERS is laid many years in the future. Some planets unknown today are the war theaters for this game.
The playing units of the Terran Federation, the Mobile Infantry, are an elite corps akin to the US Marine Corps or US Army paratroopers. The M. I. humans wear powered jumpsuits that enable them to leap over obstructions such as buildings. They are armed with advanced weapons that give each infantryman firepower roughly equivalent to a platoon today. Brought to the battlesite by spaceships, M. I.'s are ejected into space above the battle area in capsules. The capsules enter the atmosphere, the M. I.'s emerge and parachute down to form up to do battle. Casualties are always suffered — but M. I. 's do not leave injured comrades behind when their ship sends down a space boat to make a pickup.
M. I.'s are versatile. They can make a quick strike, do enormous damage in a few minutes, and return to their starship. Or stay down for full battle — conquer or die.
The enemies are nonhuman aliens. One sort are the Arachnids (something like giant spiders) who live a communal life and have a social structure resembling an ant or bee colony. They have at least the following castes: Queens, Brains, Warriors, and Workers. Only the Warrior class fights, but Warriors are directed in their tactics by one or more Brains. Arachnids are underground creatures, burrowing tunnels in which they live and work. It is therefore necessary to go down and destroy (or capture) the Brains and Queens as well as the Warrior caste.
Skinnies are a humanoid race that fights the Terran Federation early in the war. At a later phase they are allied with the humans to fight the Arachnids.
I hope that this game will prove stimulating to game players. Let your imagination range as widely as possible; there are no precedents for such battles."

1976 ... AH 820

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The Struggle of Nations, an Historical Game on the War of German Liberation: Napoleon's Spring and Autumn Campaigns in Saxony 1813 [BOX SET]
• two Counter sheets in four colors
• multi-color Mapboard in three 22" wide sections
• two Organization Displays, 17" x 24" and 19" x 28"
• Rules folder.
• Scenario folder.
• Turn Record/Reinforcement Track and separate chart folders.

Game Description:
— the rules emphasize command and administrative considerations, and their dragging effect on maneuver. Battles are mere punctuation marks at the conclusion of often long marches.
— the map's hexes are smaller than on any other game map. This allows us to portray a very large area on a map 25% its normal size, easily accommodated by ordinary table space.
— counters representing forces made up on organization displays occupy two hexes on map; their two-hex size reduces the possibility of mistaking their actual location; because only one leader in a stack remains on the map, unit density on the map averages less than 20 units per side."

1981 ... Avalon Hill 832

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Tac Air: The Game of Modern Air-Land Battles in Germany [BOX SET]
* Over 500 Die-Cut Multi-Color Counters.
* A Colorful 22"x32" Mapboard.
* 1 Basic Rules Folder.
* 1 Battle Manual.
* 2 Game Cards.
* 2 Player Cards.
* 2 Organization Cards.
* 2 Dice.

• Graduated Scenario Sizes! Enjoy a choice of thirteen scenarios (separate games that can be played with these rules) that vary greatly in size and playing time. First, there are skirmishes involving a few brigades or regiments and a handful of fighter-bombers that can be played on a portion of the mapboard in a few hours. Then, battles involving larger forces such as the United States 1st Armored Division, the West German 12th Panzer Division, the Soviet 6th Guards Tank Division and a rich array of modern aircraft such as the American A-10, F-15, F-16 and F-111, the West German F-4F and Alpha Jet, the Canadian CF-18 and the Soviet MiG-27, MiG-29 and Su-24. Last, but certainly not least, a long and massive conflict that covers the entire map.
• Unique Game System! In TAC AIR, air operations are covered in detail; air-to-air combats, close-air support and interdiction missions with conventional or standoff weapons, "Wild Weasel" and electronic warfare missions, reconnaissance flights and deadly networks of surface-to-air missiles. Ground operations are not slighted either. There are ground combats between armored and mechanized units, helicopter gunships, paratroopers and airmobile forces, deadly artillery barrages and counterbattery fire, command control and supply considerations, electronic "jamming and more. In short, a complete modern combined arms air-land battle!
• Complex Concepts — Playable Mechanics! The four-page Basic Rules allow players to quickly start playing the game and mastering the system. Later, the Advanced and Optional Rules can be added as desired to allow players to choose the levels of complexity and detail that THEY enjoy."

1988 ... AH 872 ... ISBN 0911605665

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Titan: The Monster Slugathon Fantasy Wargame [BOX SET]
• Mounted Mapboard
• 11 Battlelands
• 800+ Playing Pieces and Markers
• A Rulebook

"TITAN, a fantasy game for 2 to 6 players, is actually Two games in one... the first strategic and the second tactical. Players will move their Legions of characters around the strategic Masterboard racing to muster the largest and most powerful army, Depending on the characters already in the Legion and the terrain which it has entered, a new character can be added to the mustering Legion. When two Legions become engaged in the same land on the Masterboard, play is transferred to the respective Battleland where the Engagement is resolved in a tactical Battle. In Battle, the characters of the two Legions maneuver among any hazards of the terrain and strike to slay the members of the opposing Legion. Each strike is resolved by roiling dice, with certain numbers being hits. When a character takes enough hits, it is slain and removed from the game. The more powerful characters generally take more hits, are harder to hit, and do more damage.
Each player is represented in play by a TITAN piece. As the game continues and Battles are won, victorious Titans achieve increased power, becoming more deadly and harder to slay, and gaining the ability to teleport. When a Titan is slain, all of that player's forces are removed from the game. In order to win, a player must be the only Titan remaining, all of the others having been eliminated."

1982 ... Jason B. McAllister & David A. Trampier ... AH 839 ... ISBN 1560382015

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David A. Trampier - better known for his iconic AD&D Players Handbook cover - drew all the interior and counter art for Avalon Hill's Titan boardgame.


Titan the Arena: A Fierce Game of Deadly Combat [BOX SET]
Titan the Arena is a derived from Grand National Derby by Reiner Knizia. -W

• 110 playing cards, including
- 8 major creatures
- 88 creature strength cards
- 11 minor creatures
- 2 Referee cards
- 1 Head Referee card
• 25 wagering chips
• rule booklet
• storage tray

1997 ... AH 6458 ... ISBN 1560381914 / UPC 045708064589

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Trireme: Ancient Naval Warfare [BOX SET]
"You command a squadron of triremes, the great oared fighting ships of the ancient world. With a nod, your standard dips, "Ramming Speed" shout a dozen Captains across the bright blue sea. Oarsmen pull with all their might. Marines crouch under shields, ready for the shock of contact. Humming arrows fill the air. Through hissing waves, you speed, toward glory or a watery grave."

Board wargame covering ancient naval combat
between 494 B.C. to 370 A.D.

Players control fleets of one or more ships and try to destroy their opponents fleet using ancient ramming tactics.

There are over 225 different ships counters in the game, divided between 24 different classes of ships. There are also many game marker counters.
* One Game Tables Card
* One 40 page rules booklet
* 11 Log Sheet Pads
* Four mapboards depicting blue water with an hexagonal overlay

1979, 1980 ... Battleline/Avalon Hill 8942

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Witchcraft Ritual Kit [BOX SET]
* Manual of Interpretation (12 pages)
* Ritual Board 22"x16"
* 8 High Holiday Sabbath cards
* 6 Female & 6 Male Witch Character Cards
* Horned God Mask (symbol)
* Master Ritual Manual (12 pages)
* 12 Symbol cards (one is blank)

"The truth about Witchcraft! How to use it to Ifind love, secure happiness, and enrich your life.
Have you ever "dreamed" of an event that actually did occur later?
Ever felt that you've "been there before"? Has your life at one point been altered dramatically by what seemed at the time a strange coincidence? Are you usually in the right place at the right time? Are you "lucky" in love? Evidence handed down through the ages suggests there is more to life's successes than just good fortune and happy coincidences. Many believe there are energy forces working for you (and sometimes against you). They fully believe that the secrets of love, health, and happiness are known to those who practice witchcraft, the world's oldest religion.
It's official name is Wicca (the wise). The purpose of historical Wicca has been "healing, helping, and the raising of psychic powers of goodness. Wicca teaches that the believer is related to the universal and cosmic love source. Because Wicca centers on the small group experience of concerned fellows and ladies relating to each other in an intimate, caring way, it happens to be the fastest growing occult religion today.
Anyone can be a witch. Witches are made, not born. Psychic suggestibility is the key. If one believes, it works!
This kit provides you with all the tools necessary to allow witchcraft to work for you. Plus a Manual of Interpretation, an informative treatise dealing with the historical, psychological, and traditional symbolism of this ancient Paleolothic religion. Does witchcraft really work?
Perform the rituals in the intimacy of your own home, with a loved one or friends and find out for yourself.
Because experiences will vary according to varying psychic awareness levels of the participants, we caution you to use the tools in this kit wisely."

1974 ... AH 711

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Wizard's Quest

* mapboard
* 2 large counters: Peacemaker the wizard, and the dragon.
* 90 black orc counters
* 6 sets of player counters (1 hero; 1 sorcerer; 40 flags; 6 circular counters; 3 rectangle treasure counters)
* 35 petition cards
* instruction booklet
* 2 dice

"Wizard's Quest can be played by from two to six players. The mapboard portrays the island of Marnon, which has been divided into thirty-six territories and eight castle spaces. Orcs are placed in approximately one-third of these spaces, and players in turn place their men in the remaining unoccupied spaces. An opposing player then places your treasure in the most inaccessible spots he can find.

Each turn, orcs currently on the board are reinforced with additional orcs by a random die roll. Spaces which contain four orcs then frenzy and attack any and all players in spaces adjacent to their spaces. The dragon then goes marauding as he flies from space to space, determined by a random die roll. He stops his flying for the turn as soon as he lands and devours at least one of the players' men. The wizard also makes a visit to a randomly determined space, bringing with him reinforcements and protection from attack.

Each player in turn may petition the wizard and then attack a space adjacent to one his force currently occupies in order to move closer to and finally capture his treasure. The first player to collect all three of his treasures is the winner."

1980 ... Avalon Hill 825

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Wooden Ships & Iron Men: Fighting Sail Game [BOX SET]
"John Paul Jones and Lord Nelson sail the seas again in this realistic, highly playable, ship vs. ship game covering the American Revolution and Napoleonic Era.
Every type of ship that saw action from 1776 to 1815 is represented; frigates, ships-of-the-line, merchantmen, privateers, sloops, fire ships, bomb ketches, galleys, gunboats. Ships like the Ranger, Constellation, Wasp, Vengeance, Constitution, and Suffren.
Twenty-seven scenarios include the battles of Trafalgar, the Nile, and the Chesapeake. In addition, a design-your-own section of the rules allows players to recreate any other historical or hypothetical situation. Games may be single ship vs. ship duels or fleet vs. fleet battles. Good for any number of players.
A simultaneous, hidden movement system using ship logs recreates the spontaneity and unpredictable events of naval battles. Game features include fouling, grappling, exploding ships, toppling sails, boarding, melee, drifting, collisions, types of ammunition, raking, weather effects, towing, land and shallows, and much more.
A basic and advanced game have something for everyone. A 22" X 28" mapboard in two isomorphic sections, over 150 counters, charts and playing aids, and a thirty-six page rulebook complete the package."

1975 ... AH 709 ... ISBN 0911605711

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