Monday, 27 October 2014

Ultimate Board Games - Ms





I assembled the "Ultimate Board Games" list, and we are currently working our way through it! So here are the Ks.

(Visit the 0-9, & AsBs, Cs, Ds, Es, Fs, Gs, Hs, Is, Js, Ks, Ls)



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Mad Gab Game

Mad Gab is a game created by Terry White in which there are at least two teams and 2-12 players. Each team has two minutes to sound out three puzzles. The puzzles, also known as mondegreens, contain small words that, when put together, make a word or phrase. For example, "These If Hill Wore" when pronounced quickly sounds like "The Civil War." Another example would be "Eye Mull of Mush Sheen" quickly spoken it sounds like "I'm A Love Machine." There are two levels of difficulties: easy and hard. The faster the puzzles are answered, the more points the players score.

This game uses phonetics, which is a branch of linguistics. This game is a test for the human brain to process sounds based on simpler English-written sounds into a meaningful word or phrase. The game is designed where a person would not be able to decode the meaning of the phrase unless spoken out loud and listened; reading the phrase silently will not allow the player to decode the meaning because sounds would have to be encoded into meaningful English words.

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Mall Madness is a shopping themed board game, that was designed for players aged 9 and up. The targeted consumer was teenage girls, usually 11 to 16 years old. Milton Bradley made several commercials for the game. In one from 1990 the camera showed alternating shots of four girls shopping in a real mall, and playing the game at home. After one girl moves her pawn to the game board's parking lot she exclaims: "I win!" The other three demonstrate dismay at having lost. The commercials last line is "Mall Madness, it's the mall with it all!"

The electronic version featured an electronic computer which dictated game play.

This game was the coveted game when I was a kid.


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Manhattan

In Manhattan, players are constructing a skyline of skyscrapers over several districts, or city blocks, of Manhattan Island. Ultimately, each player seeks to have built the tallest buildings in the most city blocks of the Island.

Each turn, players will play a card that illustrates which part of a city block they may place a "floor" on a building. The placement card is unique for each player in that the section they may place in is relative to their seating at the table. The player who has placed the top most floor controls that building. Each round, scores are tallied based on control of each of the neighborhoods.

At the end of the game, the player who has scored the most points through area control and tallest buildings, wins.

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Mastermind

Mastermind or Master Mind is a code-breaking game for two players.
The game is played using:

    a decoding board, with a shield at one end covering a row of four large holes, and twelve (or ten, or eight, or six) additional rows containing four large holes next to a set of four small holes;
    code pegs of six (or more; see Variations below) different colors, with round heads, which will be placed in the large holes on the board; and
    key pegs, some colored or black, some white, which are flat-headed and smaller than the code pegs; they will be placed in the small holes on the board.


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 Masterpiece

Masterpiece is a game where players participate in auctions for famous works of art. In this game, players compete with other players to bid on potentially valuable paintings, and negotiate with other players to trade these works of art, build a portfolio, amass money, and win the game. The top value of a painting in the 1970 edition is $1 million, and $10 million in the 1996 edition; however, getting the full value for the painting requires some luck in landing on the right square on the board to sell a painting to the bank.

The game utilizes bluffing skills because the players possess asymmetrical information about the value of the paintings they possess. Some pictures are known to their owners to be 'forgeries' with an actual value of zero. These 'forgeries' can, however, be resold to other players or to the bank with the value hidden.


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Medici

Medici is a German-style board game where players buy cards in an auction and match in series and in sets to end up with most points from those formations.

Medici the board game is based on the pricing of risk: each lot of commodities has an uncertain future value based on how cards are drawn from the deck, what other players buy, and other factors. In order to play the game well, players must judge and price the risk attached to each lot of cards, buying them for a price appropriate to their expected value and the riskiness of the investment.



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Mensch Argere Dich Nicht

Mensch ärgere Dich nicht is a German board game (but not a German-style board game), developed by Josef Friedrich Schmidt in 1907/1908.

The game was issued in 1914 and sold about 70 million copies, driven by huge popularity among German troops serving in World War I.[1] It is a cross and circle game with the circle collapsed onto the cross, similar to the Indian game Pachisi, the Colombian game Parqués, the American games Parcheesi, Aggravation, and Trouble, and the English game Ludo.


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Merchant of Venus

Merchant of Venus is a board game, set in an unexplored part of the galaxy during a reawakening of galactic civilization. Players move around the board as traders discovering long forgotten pockets of civilization and buying and selling goods. The game can be played by one to six players. In tournaments it is usually played by four players. The solitaire version, which relies heavily on combat with a militaristic race, has different game mechanics.

The name of the game is a pun on the Shakespeare play Merchant of Venice. The planet Venus does not actually appear in the game.

The aim of the game is to acquire a set amount of wealth ($1000, $2000, $3000 or $4000). The first player to hold the required amount in cash and deeds is declared the winner.

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Mexica

Mexica is a board game designed by Wolfgang Kramer and Michael Kiesling and published in 2002 by Ravensburger in German and Rio Grande Games in English. Mexica was awarded 5th prize in the 2002 Deutscher Spiele Preis.

Mexica is the third game in the Mask Trilogy, after Tikal and Java. In the game, players attempt to partition the city of Tenochtitlan in Lake Texoco into districts, and then gain influence over the most developed districts. The game is characterized by it's lack of events based on chance. There are no dice in this game. Therefore, every player should play very well-considered.

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Modern Art

Modern Art is an auction game. Players represent art dealers, both buying and selling works of art by five different fictional artists. At the end of each round, they sell the paintings they bought back to the "bank". More popular artists' works are worth more, and the value carries over into future rounds.

Although the game is played entirely using cards, a board is used for scoring, so the game is sometimes referred to as a board game.

Each player is dealt a hand of cards, which represent works of art that the player may offer for sale. Players then take turns putting these cards up for auction. There are several auction formats; the one used is determined by the card offered for sale.

As soon as a fifth work of art by a particular artist is offered for sale, the round ends (the fifth painting is not sold). Players then sell purchased artwork back to the bank -- the more paintings of an artist that were sold in the round, the more that artist's paintings are worth. Only the three most popular artists' paintings are worth money; the others are worthless. Ties are broken by a fixed artist precedence. The game has a board to keep track of the value of a given artist's painting. Each artist occupies a column. The leftmost artist is always preferred in case of ties. The number of paintings in the deck reflects this; with the leftmost artist having the fewest paintings, and the rightmost artist having the most paintings.

The game is played in four rounds. In the second, third, and fourth rounds the value of paintings at the end of a round depends not just on how the artist did in that round, but carry over from previous rounds as well. Players are dealt additional cards in the second and third (but not fourth) rounds.

The player with the most money at the end of the fourth round is the winner.

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Monopoly

Seeing as I haven't met a person that doesn't know what Monopoly is, I will keep this fairly brief. I felt I had to include it, or what kind of board game list is this?:

Monopoly is an American-originated board game originally published by Parker Brothers. Subtitled "The Fast-Dealing Property Trading Game", the game is named after the economic concept of monopoly—the domination of a market by a single entity. It is produced by the United States game and toy company Hasbro. Players move around the gameboard buying or trading properties, developing their properties with houses and hotels, and collecting rent from their opponents, with the goal being to drive them into bankruptcy.

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Monopoly Junior Board Game

Fast-trading Monopoly Junior game is for younger players
Game is like the classic Monopoly game but easier for kids
Properties are fun places like an ice cream parlor and a skate park

Single banknotes keep the transactions quick and easy
Includes gameboard, 4 tokens, 20 Chance cards, 48 Sold signs, 90 x M1 banknotes, 4 Whos Your Token character cards, and 1 die






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Munchkin Deluxe

Munchkin is a game that has a humorous take on role-playing games, based on the concept of munchkins (immature role-players, playing only to "win" by having the most powerful character possible). Munchkin won the 2001 Origins Award for Best Traditional Card Game,[1] and is itself a spin-off from The Munchkin's Guide to Powergaming, a gaming humor book that also won an Origins Award in 2000.

After the success of the original Munchkin game several expansion packs and sequels were published. Now available in 15 different languages, Munchkin accounted for more than 70% of the 2007 sales for Steve Jackson Games.


The goal of Munchkin is to reach level 10 (or level 20 in an "Epic" Level game). Every player starts as a "level 1 human with no class (Heh, heh)" and has to earn levels by killing monsters or other means. Other means include selling a thousand gold pieces worth of items, or playing "go up a level" cards. A typical game runs for around an hour.


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