We excelled in the 90s. We had all the time in the world to play everything. This is a blast to the past exploring the best the 90s had to offer. Sorry if they are hard to find/buy nowadays.
#5 Mighty Empires
|Mighty Empires is both a strategic layer to the Warhammer system and a boardgame in its own right. It allows players of the miniature game to manage a kingdom, explore the world, and attempt to conquer other kingdoms, but it also can be played standalone as a fantasy wargame. The game board is constructed with hexagonal tiles to create a unique land with mountains, hills, river valleys, lowlands, and coastal areas. The game comes with some nifty bits representing armies, castles, cities and villages,|
#4 Man O War
|Man O’ War is the game of Raging Sea Battles in the Warhammer World. As an admiral of an ocean-going war fleet you must command your ships – which can be either squadrons of Ships of the Line or heavily armored Men O’ War, in the battle for supremacy of the high seas.
Players choose fleets from the multitude of races of the Warhammer world. Every ship is represented by a template showing individual areas, each with a description of the items (masts, cannons etc.) in those areas – as well as the damage that they can take before being destroyed. Each location has a value that must be rolled to hit that area when attacked, along with another value that can be rolled by the defending player to possibly prevent any damage that might occur. Ships are classified as Ship of the Line (SOL) – which are designed to move as a group of three (each moving and fighting to completion before continuing on with the next ship in the squadron), a Man O’ War (MOW)- which are single ships that are much larger, more powerful and crewed by larger numbers than a single SOL classed ship, or finally as an Independent (IND) – which are used individually like a Man O’ War but are more in line in strength and abilities to that of a Ship of the Line.
At the beginning of each turn, players determine Initiative by each rolling a die which determines either who will go 1st in each phase – if the numbers are different, or how the wind direction changes if they both roll the same number. If the wind changes, the initiative roll and resolution is repeated until one player wins the die roll.
Players then conduct the Magic Phase with each Admiral having his Wizard make one spell attempt if desired. If a spell is successful, the other player can try and dispel that cast spell if they have a corresponding type of magic to make the attempt.
Next comes the Battle phase which is based on the previously determined initiative roll and players alternate between phases of Movement/Combat, each choosing a single MOW, IND or SOL Squadron and then conducting movement and making attacks before passing the turn sequence back to their opponent. This process continues until all ships have moved on both sides. Once that has occurred, the turn is over and a series of quick turn ending/record keeping events occurs before moving to the next turn. Game play continues for a predetermined time or until one side is destroyed, surrenders or flees the battlefield.
|HeroQuest is Milton Bradley’s approach to a Dungeons & Dragons-style adventure game. One player acts as game master, revealing the maze-like dungeon piecemeal as the players wander. Up to four other players take on a character (wizard, elf, dwarf, or barbarian) and venture forth into dungeons on fantasy quests. Plastic miniatures and 3-D furniture make this game very approachable. Expansions were also released for this system.
The HeroQuest series consists of the main game and a number of expansions.
This game was made in cooperation with Games Workshop who designed the miniatures and helped in many of the production details including background world and art in the rule book and scenario book.
#2 Warhammer Quest
|In Warhammer Quest each player takes the role of a warrior, one of four brave adventurers willing to test their courage in the search for wealth and glory. Each hero comes from a different people. The Barbarian has traveled far from the savage north, a land of bitter cold and ferocious warriors. The Wizard hails from the cities of the Empire, the largest and most important of the realms of men. The Dwarf is drawn by the goldlust for which his race is famous. Dwarfs are grim and rather abrupt, but they are good fighters and loyal friends who remember debts of gratitude as readily as debts of coin. The Elf comes from the green woods of Loren where his kin spend their days hunting and making merry, protected from evil by the strange magic of their land. Elves are incredibly quick and agile, and they are also the best archers in the world.
In the Warhammer Quest game the players enter a dark and forbidding dungeon. Together they must face the horrific dangers that wait for them. They will be attacked by monsters such as Orcs, Goblins, Skaven and Minotaurs. Other perils lurk in the darkness: scurrying venomous things like spiders, deadly pit traps, and decayed tunnels that cave in at the slightest touch. If they complete their quest the players will be rewarded with gold, treasure and artefacts of magical power. The more gold and treasure you can discover the better.., and the player whose warrior amasses the greatest fortune has done best of all!
Warhammer Quest is probably unlike other games you have played. Rather than each player competing against the others, all the players must co-operate if they are to win. Also, there is no single board. Instead, the different rooms and corridor sections are clipped together to make a dungeon that is different every time you play. The game rules may seem a little complex at first – but don’t worry a lot of the rules are designed to extend the game and are not vital to begin with. The actual game rules you need to play are in this book or printed on the various cards. The hugely thick Role-play Book is all extra and alternative material that introduces you to a whole new hobby of role-playing Warhammer Quest.
#1 Space Marine
|Space Marine is a miniatures wargame set in the Warhammer 40,000 universe. This game in both its editions was the flagship of Games Workshop Ltd.‘s Epic scale (6 mm) miniatures games until they were replaced by Warhammer Epic 40,000 which worked at the same scales but had all new mechanics. Both first and second editions were sold as box sets which contained rules, scenery and enough miniatures for two armies.
First edition subtitled Epic Battles in the Age of Heresy was set in a much earlier time period than Warhammer 40,000. It featured Space Marines versus Space Marines in a civil war. The game could be combined with the previous published Adeptus Titanicus which featured Titans, giant robots, in the same 6 mm scale. Ork and Eldar models were also released, with rules for them in the Codex Titanicus expansion.
Second edition was subtitled Epic Conflict in the War Torn Universe of the 41st Millenium and brought the setting into the standard era of Warhammer 40,000. It was radically revised but still fundamentally the same system, unlike the latter version of the Epic range. The new edition included Orks, Eldar and Titans in the base rules. These and other new races were greatly expanded in latter supplements.