https://www.booyakajuice.com/collections/all.atom booyakajuice 2024-09-12T14:40:50-04:00 booyakajuice https://www.booyakajuice.com/products/7421473783859 2024-09-12T14:40:50-04:00 2024-09-12T14:40:50-04:00 Flanks of Gettysburg: Little Round Top, Culp's Hill – July 1863 (Minor Damage) Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 70.95

Designer John Poniske
Publisher Compass Games
Players 1-2
Playtime 210 mins


Flanks of Gettysburg is a two, two-player games on a company level, simulating the two brigade sized flank attacks on Little Round Top and Culp’s Hill on July 2, 1863. Each assault is a separate game based on a chit-pull system that can be completed in several hours. Historically the Union bested rebel forces on both flanks because it fed enough reinforcements in to stem the gray tide But that is not to say that the rebels don’t stand a chance. They do.

FOG uses a chit pull system similar to John Poniske’s Ball’ Bluff and Belmont designs. Both games follow similar rules applying unique fire and movement, melee and order assignment. These are simple, rapid playing approaches to complex situations. FOG clocks in at three to three and a half hours per game and provides high solitaire capability.

The battles of Culp’s Hill and Little Roundtop demonstrated Lee’s determination to attack and envelop the Union Army of the Potomac. FOG does not attempt to recreate either grand assault in full, rather it presents the desperate three-hour finale that took place on the extreme ends in both cases These were the two instances when Lee came closest to claiming a Gettysburg breakthrough.
Culp’s Hill offers the Union prepared defensive positions but the liability of having reinforcements report to General Greene before joining the line. Little Round Top introduces artillery and sharpshooters and challenges players to exit or block the exit of Rebel forces between Little and Big Round Tops.

Each game offers a beautiful Rick Barber map and a low counter mix. Regimental draw chits allow companies to move, volley fire or melee at the player’s discretion. The ground over which the Confederates must assault is rough and at times movement under fire can be distressingly slow. Casualties mount rapidly until the rebels are close enough to exact revenge.

–Description from the publisher

]]>
Arrival-New-Sept-9-15-2024 Arrival_Sept 13 2024 Availability_In Stock BGG-Discover BGG-Not-Set BGG-Set Category_Wargames Discount_On Sale INV-0-L INV-F Max Playtime_500 Players Maximum_2 Players Players Minimum_1 Player Product Type_Board Games Product-International Restock-20240505 Stock_New Stocky-Clearance https://www.booyakajuice.com/products/7421473783859 Default Title 70.95 CPA1155-MD 4078
https://www.booyakajuice.com/products/7057529995315 2024-09-03T11:31:37-04:00 2024-09-03T11:31:37-04:00 Flanks of Gettysburg: Little Round Top, Culp's Hill – July 1863 Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 74.95

Designer John Poniske
Publisher Compass Games
Players 1-2
Playtime 210 mins


Flanks of Gettysburg is a two, two-player games on a company level, simulating the two brigade sized flank attacks on Little Round Top and Culp’s Hill on July 2, 1863. Each assault is a separate game based on a chit-pull system that can be completed in several hours. Historically the Union bested rebel forces on both flanks because it fed enough reinforcements in to stem the gray tide But that is not to say that the rebels don’t stand a chance. They do.

FOG uses a chit pull system similar to John Poniske’s Ball’ Bluff and Belmont designs. Both games follow similar rules applying unique fire and movement, melee and order assignment. These are simple, rapid playing approaches to complex situations. FOG clocks in at three to three and a half hours per game and provides high solitaire capability.

The battles of Culp’s Hill and Little Roundtop demonstrated Lee’s determination to attack and envelop the Union Army of the Potomac. FOG does not attempt to recreate either grand assault in full, rather it presents the desperate three-hour finale that took place on the extreme ends in both cases These were the two instances when Lee came closest to claiming a Gettysburg breakthrough.
Culp’s Hill offers the Union prepared defensive positions but the liability of having reinforcements report to General Greene before joining the line. Little Round Top introduces artillery and sharpshooters and challenges players to exit or block the exit of Rebel forces between Little and Big Round Tops.

Each game offers a beautiful Rick Barber map and a low counter mix. Regimental draw chits allow companies to move, volley fire or melee at the player’s discretion. The ground over which the Confederates must assault is rough and at times movement under fire can be distressingly slow. Casualties mount rapidly until the rebels are close enough to exact revenge.

–Description from the publisher

]]>
Arrival-New-Sept-9-15-2024 Arrival_Sept 13 2024 Availability_Out of Stock BGG-Discover BGG-Not-Set BGG-Set Category_Wargames INV-0-L INV-F Max Playtime_500 Players Maximum_2 Players Players Minimum_1 Player Product Type_Board Games Product-International Restock-20240505 Restock-20240915 Stock_New https://www.booyakajuice.com/products/7057529995315 Default Title 74.95 CPA1155 4078
https://www.booyakajuice.com/products/6976407240755 2023-11-01T08:14:32-04:00 2023-11-01T08:14:32-04:00 La Vendée 1793: Counter-revolution in the West Board Games Against the Odds

Vendor: Against the Odds
Type: Board Games
Price: 59.95

Designer John Poniske
Publisher Against the Odds
Players 2
Playtime 180-240 mins
Suggested Age 14 and up

This area movement game depicts the first Royalist rising in 1793, centering on the “White” player’s attempt to capture and hold Republican fortresses. If all goes well the English may enter the fray. Meanwhile “Blue” Republican armies attempt to overwhelm their weaker foe and implement a scorched-earth policy while partisans harry their every move. Event cards present both sides with opportunities and challenges.

]]>
2-Players-Only Age_12+ Arrival-Dec 17 2023 Arrival-New-Oct-30-Nov-5-2023 Arrival-Nov 2 2023 Availability_Out of Stock BGG-Set Category_Wargames INV-0-L INV-L Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20231105 Restock-20240512 Restock-20240526-Long Year Published_2020s https://www.booyakajuice.com/products/6976407240755 Default Title 59.95 ATO-GA19 3261
https://www.booyakajuice.com/products/6957116522547 2023-10-15T14:53:11-04:00 2023-10-15T14:53:11-04:00 Wolfe Tone Rebellion: Irish Rebellion of 1798 Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 52.95

Designer John Poniske
Publisher Compass Games
Players 2-3
Playtime 180-240 mins
Suggested Age 12 and up

In 1796 the charismatic Irish rebel, Wolfe Tone, convinced the Revolutionary government of France and one of its finest generals, Lazare Hoche, that Ireland was poised for rebellion. Ireland would rise, he insisted, if France would only lend its support. That year, a force of 14,000 Frenchmen on 43 ships evaded the British fleet and sailed into Bantry Bay, Cork County, Ireland where rough weather forced them to abandon their operation and return to France.

Two years and three audiences with Napoleon later, Tone tried again. Three waves of French landings were planned to coordinate with a general rising of the United Irishmen (Protestant and Catholic alike) all across the island. Unfortunately, word leaked and key leaders were arrested in Dublin, triggering an early rising, quickly and brutally put down by a combination of professional troops, recently raised fencibles, local militia and orange order yeomen. The rebellion staggered on through September but only in County Wexford and later in County Mayo with minimal French support, did the rebellion meet with any success.

As for the French, the first wave of 1100 men under the able command of Jean Humbert, stormed ashore in County Mayo in August, 1798. A smaller force landed in Donegal in September under the command of Napper Tandy. Humbert enjoyed a few successes but soon surrendered to the overwhelming force Lord Cornwallis brought to bear. Soon after, Tandy abandoned the Emerald Isle when he realized he could no longer be of service to Humbert. A month later and further North off the coast of Donegal, a second wave of 3000 men under Jean Hardy and Wolfe Tone himself met with disaster. Hardy’s fleet ran afoul of the British fleet and Tone was captured. Imprisoned and condemned to hang, Tone committed suicide. The third and largest wave of French soldiers never sailed.

Without determined French support the Irish rebellion of 1798 stood little chance of success. Historically it was a bloody great uncoordinated fiasco made worse by the early demise of Tone’s benefactor, General Hoche to consumption. History might have been different if the stars had aligned, if those key Irish leaders had not been captured and their plans revealed, if the rebels had received a sizeable number of French and British arms, if Hoche had survived. If a second and even a third wave of French regulars had landed, and if those French regulars had landed while the rebellion was still vibrant, then – then, as WOLFE TONE’S RISING reveals, England would have had a serious problem.

WOLFE TONE’S RISING puts the aforementioned what-ifs into play. A short game of seven turns pits English regulars and loyalist militia against the Irish rebels and their French allies. Here, the French play a shell game with the British attempting to land troops in Ireland not once but three times. Here, unknown morale plays a vital role to the outcome of every battle. Here, Local leaders are not cookie cut-outs but individuals who enjoy unique abilities in battle. And here, each battle is assisted by a battle board utilizing fresh mechanics that make each battle a mini-game unto itself. A note on the leaders used: British and French leaders are key historical leaders, whereas Irish rebel leaders are largely representational. Anonymous loyalist leaders represent a mixture of militia and yeomen. Loyalist hierarchy was either nonexistent or too confusing to identify specific names.

]]>
Age_9+ Arrival-Dec 17 2023 Arrival-Jan 20 2024 Arrival-Mar 29 2024 Arrival-New-Nov-13-19-2023 Arrival-Nov 18 2023 Availability_In Stock BGG-Set Category_Wargames INV-M-Z INV-W Non-TCG Players Maximum_3 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20231126 Restock-20231225 Restock-20240121 Restock-20240310 Year Published_2020s https://www.booyakajuice.com/products/6957116522547 Default Title 52.95 CPAPW104 2717
https://www.booyakajuice.com/products/6684419686451 2022-03-08T23:39:27-05:00 2022-03-08T23:39:27-05:00 Maori Wars: The New Zealand Land Wars, 1845-1872 Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 74.95

Designer John Poniske
Publisher Legion Wargames LLC
Players 1-2
Playtime 120 mins
Suggested Age 12 and up

Maori Wars is a simulation of the principal uprisings that took place between 1845 and 1872 due to British colonial incursions into native Maori lands on the North Island of New Zealand. Conflict involved the destruction of numerous villages, pas (strongly fortified villages that featured intricate trench-works) and colonial settlements. The war introduced the British to a wily well-armed enemy whose defense works and strategy of ambush surprised and stymied them. As scenarios progress so does the extent of the conflict. More British regulars, native born Australian troops and New Zealand militia enter and are allied with increasingly more tribes who tend to change sides at the most inopportune times (those supporting the British came to be known as Queenites).

Historical scenarios feature low counter density, quick play time (under two hours), and features a novel bush-raiding rule that allows the Maori player to move units temporarily off the map and then back in a location of his choice. As the British player gains experience he learns to track these tribes. At which point he enters and battles these units in the bush. Maori resistance is dependent on village support so as fortified villages fall to British control, resistance melts away. Random battle dispatches reflect historical circumstances. Events such as: SEEK PEACE, NEW RELIGION, and CONCERNED TRIBES force players to deal with new and developing crises. The English may build forts but are penalized for fort-building as they historically caused local uprisings. Canoes and gunboats allow rapid transport and in the case of gunboats waterborne artillery support. Standard British artillery and cavalry are introduced but play only a minor supporting role. Terrain and knowledge of the terrain is the Maori’s secret weapon. Relative troop strength is designed to allow the possibility of historical outcomes not the proportionate historical strength. The overwhelming British superiority of men and firepower made the successes of the Maori forces all the more remarkable.

Map Scale: 10 miles per hex
Unit Size: Battalions/Strength Points
Time Scale: 3 months per turn

(from Legion Wargames website)

]]>
Age_9+ Arrival-Jan 13 2023 Arrival-Jun 16 2022 Arrival-Jun 3 2023 Arrival-Jun 7 2024 Arrival-Mar-7-13-2022 Arrival-May 6 2023 Arrival-New-Mar-7-13-2022 Arrival-Sept 10 2022 Arrival_Aug 30 2024 Availability_In Stock BGG-Set Category_Wargames INV-M INV-M-Z Non-TCG Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120 Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220321 Restock-20220721 Restock-20220915 Restock-20230112_Full_Restock Restock-20230226 Restock-20230521 Restock-20240505 Restock-20240526-Long Stock_Updates Year Published_2010s https://www.booyakajuice.com/products/6684419686451 Default Title 74.95 WS-LWG-1802-MWS 599
https://www.booyakajuice.com/products/6659535601715 2022-01-12T14:44:36-05:00 2022-01-12T14:44:36-05:00 Plains Indian Wars Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 69.95

Designer John Poniske
Publisher GMT Games
Players 1-4
Playtime 60-120 mins
Suggested Age 10 and up

Description from the publisher:

The Great Plains in the latter half of the 19th century was a cultural battleground. The Native way of life was under siege by an avalanche of invaders seeking land and progress. Plains Indian Wars reduces this monumental and catastrophic series of conflicts to its basic elements: A settler surge via long snaking wagon trains, the building of the Transcontinental Railroad, east and west, and the cavalry sent to protect them all. At the same time, Plains Indian Wars seeks to offer the Native-American player the opportunity to unite earlier, hold their own and perhaps even prevent European-American success.

Plains Indian Wars can be played by 1-4 players. It is a card-driven, cube game that uses area movement and control. Game play averages 60-90 minutes. The Plains Indian Wars Map board centers on the Great American Plains between the Mississippi River in the east and the Rockies in the west, the Canadian border in the north and Mexican border in the south. The Northern Plains Tribes (NPT) and the Southern Plains Tribes(SPT)each defend 12 regions while the Northern (Crow)and Southern (Mexican) "Enemies" each defend 5 regions of their own.

Separating the NPT and SPT is the planned route for the Transcontinental Railroad. US Completion (linking the two lines) ends the game and earns the US player a bonus. The Indian player earns a bonus if this is prevented. Through the course of the game Wagon trains attempt to travel historical trails to the Rockies. If they make it they earn victory points for the US player if they don't the Indian player gets the VPs.

]]>
Age_9+ Arrival-Apr 21 2022 Arrival-Apr 28 2022 Arrival-Apr 6 2022 Arrival-Dec 3 2022 Arrival-Feb 10 2024 Arrival-Jan 20 2024 Arrival-Jun 16 2022 Arrival-Jun 25 2022 Arrival-May 17 2022 Arrival-May 4 2022 Arrival-May 7 2022 Arrival-New-Apr-4-10-2022 Arrival-Oct 20 2022 Arrival-Oct 7 2022 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-M-Z INV-P Players Maximum_4 Players Players Minimum_1 Player Playtime Maximum_120 Minutes Playtime Minimum_60 Minutes Product Type_Board Games Product-International Restock-20220409 Restock-20220523 Restock-20220815 Restock-20220926 Restock-20221010 Restock-20221023 Restock-20230423 Restock-20240218 Restock-20240526-Long Year Published_2020s https://www.booyakajuice.com/products/6659535601715 Default Title 69.95 GMT-2118 1361
https://www.booyakajuice.com/products/4647740473395 2020-08-14T11:22:46-04:00 2020-08-14T11:22:46-04:00 Devil Dogs: Belleau Wood 1918 Board Games Worthington Publishing

Vendor: Worthington Publishing
Type: Board Games
Price: 69.95

Designer John Poniske
John Davis Poniske
John Daniel Poniske
Publisher Worthington Publishing, LLC
Players 2
Playtime 60-240 mins
Suggested Age 16 and up

An easy to learn, fast-playing (1-4 hours) card-driven game for two players. The play map covers the historical French battlefield geography. The 300 counters and markers represent the historical units and incidents involved along with chits that determine initiative and order choice. These company sized units move using 180 meter hexes. The game is unique in that it captures the tension and high rate of casualties without ever casting a single die, relying more on planning and issuing orders as the active or reactive player. Each side will have a 30 card deck that is faction specific. The Devil Dogs of Belleau Wood has involved a great deal of research and play-testing, the result is an intense and satisfying game that keeps you on the edge of your seat.

—description from the publisher

]]>
2-Players-Only Age_15+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-D Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_60 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.booyakajuice.com/products/4647740473395 Default Title 69.95 WPUB 043 2644
https://www.booyakajuice.com/products/1839071100979 2019-04-15T12:29:21-04:00 2019-04-15T12:29:21-04:00 Hearts And Minds: 1965-1975 (Third Edition) Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 83.95

Designer John Poniske
Publisher Compass Games
Players 1-2
Playtime 45-360 mins
Suggested Age 15 and up

Hearts and Minds, Third Edition is an uncomplicated approach to a very complicated conflict. Eight scenarios introduce players to U.S. involvement in Southeast Asia including a scenario after the US withdrew from Vietnam, a full campaign scenario as well as high solitaire capability. Players appreciate the ability to start in any year of the war they wish and fight to the end of any other year of the war. The game provides a comprehensive historical approach using mechanics that include guerrilla warfare, faction differentiation, political turmoil, and veteran advantages. This design has already been used as a successful teaching tool.

This is a card-driven, area-based design with low counter density and a much simplified combat system. Each scenario represents a year and players have the flexibility of starting in any year of the war and ending in any later year of the war. Players choose either the Allies (US, ARVN, Cambodian and Laotian) or Communist (NVA, VC, Cambodian and Laotian) Players engage in guerrilla warfare – VC units remain hidden until engaged. VC units may be simple units or reinforced units or simply false information. When determined to be false information, players roll on the Bush Events Table which involve events from discovering Chinese troops to the arrival of USO shows featuring John Wayne and Bob Hope.

This edition involves the use of three card decks, A red deck (communist), a blue deck (Allied) and a black deck (interchangeable). Prior to every game, half of the black deck is shuffled into each of the red and blue decks ensuring a different game every time. Cards indicate the amount of RPs (Resource Points) that may be spent or banked, a historic situation, and its game effects. Certain cards are year specific. Within each Red and Blue Deck are a number of Campaign cards that may be chosen by each player allowing increased abilities but only in a predetermined area.

The game does not ignore political ramifications. Card events cover mass protests in the U.S. and more significantly the instability of the South Vietnamese government. The Allied player controls more firepower but must walk a tightrope between U.S. and ARVN (South Vietnamese) casualties. Too many U.S. casualties leads to a rapid rise in Communist morale. Too many ARVN casualties will result in a coup which has major strategic advantages for the Communist Player. While in Cambodia and Laos, the destruction of all government forces means the fall of those governments. Throughout the game both sides jockey for the “Hearts and Minds” in each province. Political Control determines the availability and expansion of VC influence.

Hearts and Minds, Third Edition offers players an easier to follow rulebook with simpler victory conditions. Also included: tested solitaire rules and a separate solitaire player aide; a premium mounted map that includes all of the charts necessary to play the game; full-sized poker quality card deck; standard playing dice and a new artistic approach to factional units.

Product Information

Complexity: Low to Medium (4 out of 10)
Solitaire suitability: Medium to high (7 out of 10)
Time Scale: Each scenario represents one year. The campaign game covers 8-10 years.
Map Scale: The Map is divided into provincial areas, indicating major cities and US major bases
Unit Scale: Units are abstract and represent US, ARVN, NVA, VC, Cambodian and Laotian
Players: Two Player game (Solitaire friendly)
Playing Time: 45 minutes or less per scenario
Designer: John Poniske
Original Developer: Stan Hilinski
Solitaire Developer: David Wessman

Components:
24 page rule/scenario book
Solitaire Player Aid
Three Counter sheets (3/4” Counters)
22” x 33” Mounted Map
80 Standard Playing Cards (27 Red/27 Blue/ 28 black)
Two 6-sided dice (1 Red/1Blue)
One box and lid set

-from the publisher's website

]]>
Age_12+ Arrival-Apr 25 2023 Arrival-Apr 28 2024 Arrival-Aug 13 2023 Arrival-Dec 17 2023 Arrival-Jan 16 2024 Arrival-Jan 27 2023 Arrival-Jan 6 2024 Arrival-Jul 20 2023 Arrival-Jun 18 2023 Arrival-May 18 2024 Arrival-Oct 20 2023 Arrival-Oct 29 2022 Arrival-Sept 23 2023 Arrival_Aug 3 2024 Availability_In Stock BF-2023 BGG-Set BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Discount_On Sale Google-True INV-0-L INV-H Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_45 Minutes Product Type_Board Games Product-International Restock-20221127 Restock-20230112_Full_Restock Restock-20230305 Restock-20230507 Restock-20230723 Restock-20231009 Restock-20231126 Restock-20240101 Restock-20240331 Restock-20240623 Sale Type_Regular Year Published_2010s https://www.booyakajuice.com/products/1839071100979 Default Title 83.95 COMPASS-1076 1724
https://www.booyakajuice.com/products/10210869517 2017-05-31T13:11:48-04:00 2017-05-31T13:11:48-04:00 Revolution Road Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 69.95

Designer Bill Morgal
John Poniske
Publisher Compass Games
Players 1-2
Playtime 120-180 mins
Suggested Age 10 and up

Revolution Road presents the first two conflicts between Britain and her American colonials in 1775 which ignited the American Revolutionary War. Two complete games are included, BOSTON TO CONCORD and BUNKER HILL. These are fast, tense battles. Card driven, area movement, low counter density, quick play and simple to learn, all make REVOLUTION ROAD a wonderful introduction To the American Revolution and to to war-gaming. Its wealth of historical information makes it an ideal teaching tool.

Although the scale between the games is decidedly different the same rules apply with only slight differences. BOSTON TO CONCORD is a game of maneuver, very chess-like. For the Patriot player it involves alarming the countryside with night-riders, mustering militia and trying to fend off the best infantry in the world. For the British it is playing hide and seek with Patriot Arms caches as he ferrets out Sons of Liberty troublemakers and then tries to make it back to waiting reinforcements as the Patriot forces grow to unmanageable size.

Bunker Hill is a different animal altogether, a basic slug-fest. The Patriot player faces a growing tide of redcoats who threaten to overwhelm his defense works on every turn. Patriots face disappearing ammunition, flanking, panic and optional rules for alternate British landing sites. As casualties mount historic leaders try desperately to rally their men and bring about the miraculous result reflected upon by British General Henry Clinton when he declared "It was a dear-bought victory; another such would have ruined us."

]]>
Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-R Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.booyakajuice.com/products/10210869517 Default Title 69.95 CPA1038 2644
https://www.booyakajuice.com/products/2393888193 2015-11-03T08:05:00-05:00 2015-11-03T08:05:00-05:00 Hugs Board Games Victory Point Games

Vendor: Victory Point Games
Type: Board Games
Price: 26.95

Designer John Poniske
Publisher Victory Point Games
Players 2-4
Suggested Age 6 and up

Everybody needs a hug now and again! In Hugs, by designer John Poniske, you are a member of a big family and you love everyone. So how do you show your love to the members of your family? By giving them a lot of hugs!

Each time you hug a family member, you earn points, and the objective is to earn the most HUG points possible. Of course, some members enjoy more hugs than others, and then there are SOME things you want to avoid hugging altogether. But will you be able to tell the difference?

Each turn, a player has one of four actions to choose per turn: To place one of their colored HUG counters, remove a family token from the board, peek at other tokens on the board, or draw a token from the "Token Pool" and place it face-down on the board.
Not all tokens are good to hug, and some family members are worth more points than others! When all pieces from each player have been placed, each counter is flipped over and the points are counted where their HUG counter connects with any character tokens.

A great little kids game that the whole family will love, give some HUGS to you and yours today!

]]>
Age_3+ Availability_Out of Stock BF-2020 BGG-Set Category_Children Children-Games Google-True INV-0-L INV-H Players Maximum_4 Players Players Minimum_2 Players Playtime Maximum_15 Minutes Playtime Minimum_15 Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.booyakajuice.com/products/2393888193 Default Title 26.95 8016424129 1019
https://www.booyakajuice.com/products/374392949 2014-11-09T02:55:00-05:00 2014-11-09T02:55:00-05:00 Leaping Lemmings Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 35.95

Designer John Poniske, Rick Young
Publisher GMT Games
Players 2-6
Playtime 60 mins
Suggested Age 10 and up

Leaping Lemmings - The Original Cliff Divers

Leaping Lemmings is a humorous game for 2-6 players. Each player controls a cloned clan of lemmings that have been specially trained to compete with the other lemming clans, all trying to scurry down a canyon and hurl themselves over a cliff. Distance and style points are important. One lemming diving with style and élan is worth as many as five of the more mundane divers. But beware the hungry eagles circling overhead or your lemmings might not even make the cliff edge!

Objective: The player with the most victory points wins the game. To earn victory points, players dive their lemmings over the cliff edge and/or collect Lemming Chow Pellets.

The game board is a hex-based map representing the canyon down which up to six separate lemming clans will travel. The canyon ends with the cliff edge hexes, which are the lemmings' ultimate goal. Between the lemmings and their goal there are two eagles circling overhead hoping for multiple lemming snacks.

Each turn a movement card is revealed which will allow for 2-5 lemming movement points. Card luck is mitigated in that all players use the same card to move that turn. Only the top lemming in each stack is allowed to move, so covering your opponents' lemmings is one tactic that is used to slow them down. The down side is that the top lemming in each stack is the only one in danger of becoming eagle chow.

Special Actions allow players to briefly alter the normal rules of the game to their advantage or to their opponents' detriment. There are 16 different Special Actions in the game.

Home Page: https://www.booyakajuice.com/p-143-leaping-lemmings.aspx

]]>
2023-LD 2023-LD-20 Age_12+ Arrival-Dec 3 2022 Arrival-Sept 22 2022 Availability_Out of Stock BF-2021 BF-2021-2 BGG-Set Category_Family Google-True INV-0-L INV-L Max Playtime_72 Players Maximum_6 Players Players Minimum_2 Players Playtime Maximum_90 Minutes Playtime Minimum_60 Minutes Product Type_Board Games Product-International Restock-20221023 Restock-20230924 Stocky-Clearance Vintage-Exclusion Year Published_2010s https://www.booyakajuice.com/products/374392949 Default Title 35.95 1006 1359