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category image link description title
a:3:{i:0;s:9:"Card Game";i:1;s:7:"Wargame";i:2;s:12:"World War II";}
A card game that is loosely based on Avalon Hill's Squad Leader series. Each player directs a squad of men in various scenarios with cards driving the action. Nicely balanced and very playable.
Up Front (1983)
Another game in Alea's bookcase series, this game takes place in India. There are twelve turns with an auction for up to six different prizes each turn. Players use cards to bid for the various prizes. The trick is when you take a turn and you make the highest bid on a prize, you can either spend more cards to try for other things or simply take your winnings and walk away. The prizes are mostly positions on the board, and players get more points for connecting provinces on the map. But as is typical for Dr. Knizia, there are several other ways of scoring points in this game. After the final area on the board is auctioned, the player with the highest point total takes the game. This game is #3 in the Alea big box series.
Taj Mahal (2000)
Tikal is a game of exploration within the Central American jungles in search of lost temples and the treasures within. Players send their team of explorers into the jungle, exposing more and more of the terrain. Along the way, you find temples that require further uncovering and treasures. Players attempt to score points for occupying temples and holding onto treasure. Tikal is the first game of the Mask Trilogy. Sequel: Tikal II: The Lost Temple
Tikal (1999)
The players are builders in Ancient Egypt, competing to get the most fame building different monuments requested by the Pharaoh (the Sphinx, the Obelisk, the Temple, and the Pyramid). The game lasts 5 turns. In each turn, the players place their pawns on the board, along the banks of the Nile, getting the advantages shown on each square. On the right bank there are fixed squares where the players may get workers, improve their mercantile capabilities, influence the floods (and thus the fertility of the fields) and reserve the right to build the monuments (that are built only after all the placements are done). On the left bank the players may take cards that are deployed randomly on the 10 squares at the start of each turn; some of these cards are kept until the end of the game (cultivable fields, stone quarries, deities granting special advantages), while others are discarded after the use and offer multiple immediate advantages. In Egizia, the twist on the worker placement mechanic is that the players must place their pawns following the course of the Nile, moving northwards (from the top to the bottom of the board, that is seen from the Mediterranean Sea). In this way, each placement not only blocks the opponents from choosing the same square (except monuments, where multiple players are always allowed), but also forces the player to place his remaining pawns only on the squares below the one he just occupied (note that "pawns" are placed, since "workers" are one of the resources of the game, like grain and stones). When the placement phase is over, the workers of the players must be fed with the grain produced in the fields. The production of each field is based on the floods of the Nile, so some fields may not give grain each turn. If a player has not enough grain for all his workers, he has to buy it with Victory Points (the ratio is better for players with improved mercantile capabilities, recorded on a specific track on the board). After that, stones are received from the owned quarries and used to build the monuments (if the right to do was reserved earlier) along with the workers. When the game ends, the points scored during the game (mainly building the monuments) are added to the bonuses obtained fulfilling certain conditions on the Sphinx cards. Whoever has the highest total is the winner. Online Play Yucata (turn-based)
Egizia (2009)
a:2:{i:0;s:7:"Wargame";i:1;s:12:"World War II";}
Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P's main theme is the addition of three new factions to the Combat Commander family: Imperial Japan the Pacific US - with a strong emphasis on the US Marine Corps the Pacific Commonwealth - focusing on Indian and ANZAC forces CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC:P includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include: Banzai attacks; BARs and Thompson SMGs; Beach landings & river crossings; Hidden movement; Caves; Scouts; Aircraft; Bayonets; Mortar spotting; Treetop snipers; Reconnoitering. SCALE: Each hex of a Combat Commander map is roughly 100 feet across (about 30 meters). Each complete Player Turn abstractly represents several seconds of real time. Each complete Game Turn abstractly represents several minutes of real time. UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads, the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a pistol or rifle — are represented by their own counters. Individual Aircraft are also represented with their own counters. VICTORY: Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge. GAME FLOW: A game of Combat Commander is divided into several Time segments. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan. CC:P includes twelve maps featuring terrain specific to the PTO. CC:P's playbook includes: twelve scenarios. Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations. section detailing the differences between CC:P and Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading. examples of play. Design & Development notes as well as numerous play hints. Components: * 352x large counters (5/8") * 280x small counters (1/2") * 216x 2.5 x 3.5 cards * 6x 2-sided 17 x 22 maps (twelve maps in total) * 3x 2-sided 8.5 x 11 nation-specific player aid cards * 2x 1-sided 8.5 x 11 generic player aid cards * 1x 32-page Rulebook * 1x 32-page Playbook * 1x Track Display NOTE: Combat Commander:Pacific is a stand-alone game. You do NOT need to own any other Combat Commander game in order to play it, though familiarity with the system would be a plus.
Combat Commander: Pacific (2008)
Ticket to Ride - Märklin Edition is the third installment in Days of Wonder's best-selling Ticket to Ride series. The board for the Märklin Edition is based on a map of Germany and each individual card in the deck depicts a different Märklin Trains model. A DVD introducing players to the Märklin line of model trains is included. Passenger figures are used to pick up merchandise tokens worth different numbers of points along the routes that they claim. The player who completes the most destination tickets receives a 10 point bonus (instead of the base game's longest route bonus). Part of the Ticket to Ride series. Expanded by: Ticket to Ride: The Dice Expansion Re-implements: Ticket to Ride
Ticket to Ride: Märklin Edition (2006)
a:2:{i:0;s:7:"Wargame";i:1;s:12:"World War II";}
Tide of Iron is a game of World War II tactical conflict for two to four players. The components in this base game allow players to simulate the dramatic struggle that took place between American and German forces in Northern Europe during the years 1944 and 1945. Tide of Iron is a Scenario-based game, with the available forces, objectives, map, and victory conditions being set by each given scenario. It features loads of plastic figures, including soldiers, equipment, heavy weapons, and combat vehicles, cards, dice, cardboard markers, and modular game boards that will represent the customizable terrain of this scenario-based wargame. The twelve double-sided map tiles, plus the dozens of included terrain hexes, allow for limitless potential combinations, and each scenario can be enhanced by special rules, objective markers, troop allotments, and other variations. The only limiting factor is your imagination! Rules Clarifications Document (RCD) - Please read this before posting a rules question! Many questions are asked over and over in the forums. Expanded by: Days of the Fox Normandy Designer Series Vol. 1 Map Expansion Pack One Fury of the Bear Tide of Iron link on FFG Home Page: http://www.fantasyflightgames.com/edge_minisite.asp?eidm=8 Online Play: http://www.zuntzu.com/files.htm --real time with simple drag and drop interface. http://www.vassalengine.org/community/index.php?option=com_vassal_modules&task=displayAll&Itemid=30 --real time platform independant.
Tide of Iron (2007)
Unfurl the banners of the Great Houses of Westeros! To secure power in the Seven Kingdoms and to ensure the survival of their lines, the Houses of Westeros each follow very different paths. Some forge strategic alliances, some create complex political intrigues, and still others use deceit and betrayal. But there is no more direct or lasting path to power than taking to the field of battle. In Battles of Westeros, two players recreate the military conflicts set in George R.R. Martin’s A Song of Ice and Fire series, taking part in battles directly from the books... or designing their own. In this epic board game of battlefield tactics, players control either House Stark, the wards of Winterfell who have called their hearty allies to defend their honor and lands, or House Lannister, an aggressive force funded by Casterly Rock’s endless supply of gold. Battles of Westeros is played over one of several included scenarios, called battles. Each of these has a battle plan that dictates the formation of the map (called the battlefield), starting positions of each House’s units, starting resources, special rules, and victory conditions for the game session. A battle is played over several rounds, with each round consisting of alternating player turns. The goals a player needs to accomplish to win a game of Battles of Westeros can vary (some battles require players to earn a certain number of victory points, while other battles require a player to take and hold strategic positions on the battlefield), but this collection of available scenarios, along with the ability to make your own exciting battles with the double-sided map board and over thirty map overlays, gives Battles of Westeros a wealth of replayability! Battles of Westeros also offers plenty of strategic complexity, resulting in a satisfying number of compelling choices in every game. For example, each player has a special randomized Leadership Deck, consisting of unique tactics and abilities; this deck will change based on the scenario being played and characters present. Is Jaime Lannister on the battlefield? If you draw the appropriate Leadership Card, he can order nearby troops to aggressively rush their opponents! Is Eddard Stark guiding his forces into battle? Special flanking maneuvers enter your Leadership Deck, to potentially be drawn into your hand. Battles of Westeros also features a level of realism that immerses you in the most significant conflicts of the War of the Five Kings. Each plastic figure base, which holds your infantry, archer, cavalry, and kennelmaster units, has a slot for a banner pole – a small flag-bearing attachment. The plastic banners that attach to each unit bear the crest of that unit’s house, and their orientation on the pole indicates at a glance whether that unit has been ordered yet. In addition to the intuitive and useful game effect this provides (differentiating the units you’ve activated from those you haven’t), the sight of your army’s banners spread impressively across the gorgeously designed game board will give you the sense that you are the clever Tywin Lannister, Lord of Casterly Rock... or the stoic Robb Stark, with his direwolf Grey Wind at his side!
Battles of Westeros (2010)
a:4:{i:0;s:8:"Fighting";i:1;s:10:"Miniatures";i:2;s:25:"Movies / TV / Radio theme";i:3;s:15:"Science Fiction";}
Based on the four battles at the end of Star Wars Episode One: The Phantom Menace -- the battle on the plain between the Gungan forces and the droid army; the attempt by Naboo forces, led by Queen Amidala, to storm the palace and capture the Trade Federation viceroys; the fight between Darth Maul and the two Jedi Knights; and the space battle in which Anakin's starfighter destroyed the Droid Control Ship. The forces are represented by 155 plastic miniatures on three separate boards, including a three-level palace. The action is driven by two decks of cards for each side. Each turn, each side simultaneously chooses four action cards from a hand of ten, and places them in order. The actions are then carried out one at a time, alternating sides. Combat is resolved using special attack and defense dice.
Star Wars: The Queen's Gambit (2000)
From Wizards of the Coast website: A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons. A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon! Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play. This game includes the following components: • 42 plastic heroes and monsters • 13 sheets of interlocking cardstock dungeon tiles • 200 encounter and treasure cards • Rulebook • Scenario book • 20-sided die Compatible with: Dungeons & Dragons: Castle Ravenloft Board Game Dungeons & Dragons: The Legend of Drizzt Board Game
Dungeons & Dragons: Wrath of Ashardalon Board Game (2011)


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