Battle Sheep

Battle Sheep is a 2010 board game developed by F Rotta.


Battle Sheep is a game for two to four players. It is played on a hexagonal grid representing a pasture.

The board is made up by connecting four parts of the grid at a random configuration. The board must remain connected but may contain holes. Each player receives sixteen sheep of a specific colour and places them all, in a stack, on any free hexagon at the edge of the board.

On a player’s turn, he/she takes as many sheep from a stack of his/her colour as he/she wishes, provided that at least one sheep stays in place, and moves them in any direction as far as they can go, until they hit the edge of the board or other sheep. This causes the stacks to divide and the sheep to take up more space on the pasture. The play then proceeds cycling through the players.

If a player can’t move any of his/her sheep, he/she is out of the game. The game ends when no player can move any more. The player whose sheep take up the most space on the board wins.

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Transformers (board game)

Transformers is a race-style game for two to four players. Each player has three transforming robots as game counters. These robots transform from spaceships to robots. At the start of the game, all counters are placed in the start square, in spaceship mode. Each player is also dealt five cards, bearing numbers and pictures of various Transformers: 1 is Motormaster, 2 is Silverbolt, 3 is Cyclonus, 4 is Defensor and 5 is Galvatron.

On a player’s turn, he/she throws the dice and moves one of his/her counters. When two counters of opposing players land on the same square, a fight ensues. The fight is carried out with cards. Both players place a card face up on the table. The player with the higher card wins. On a draw, the fight is repeated. The losing counter transforms into spaceship mode (if not already) and moves back to the start square, while the winning counter transforms into robot mode (if not already) and stays in place. The players then replenish their cards. The only exceptions are certain “safe” squares on the board, where fights do not happen.

The player who first gets all three of his/her counters in robot mode to the special energised square at the end of the board wins.

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The Great Train Robbery (board game)

The Great Train Robbery is a board game created by the British military historian and author Bruce Barrymore Halpenny in the early 1970s and is based upon the actual robbery that took place on the 8 August 1963. Although based on The Great Train Robbery, the board game has been adapted on a few small points, one being the extra farm house that was added for playing purposes. The game is a form of strategy race game with the robber player trying to avoid the police players.

The game itself took three days and three nights for Bruce Halpenny to design and then three years to bring onto the market.[1] The famous train artist David Weston was commissioned by Bruce Halpenny to paint the box.

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Board games

A board game is a game that involves counters or pieces moved or placed on a pre-marked surface or “board”, according to a set of rules. Games can be based on pure strategy, chance (e.g. rolling dice), or a mixture of the two, and usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opposing players in terms of counters, winning position, or accrual of points (often expressed as in-game currency).

There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme (e.g. checkers), to having a specific theme and narrative (e.g. Cluedo). Rules can range from the very simple (e.g. Tic-tac-toe), to those describing a game universe in great detail (e.g. Dungeons & Dragons) – although most of the latter are role-playing games where the board is secondary to the game, serving to help visualize the game scenario.

The time required to learn to play or master a game varies greatly from game to game. Learning time does not necessarily correlate with the number or complexity of rules; some games having profound strategies (e.g. chess or Go) possess relatively simple rulesets.

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