Monday, 22 December 2014

Ultimate Board Games - R

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

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



Lead your dynasty through 2000 years of history in ancient Egypt. Gather as much fame and honor as possible.

Place the most pharaohs.

Establish unequalled monuments and use the fertility of the Nile. But don't neglect your people and their culture. And pay homage to the gods -- lead by the sun god Ra -- otherwise the fame of your dynasty is quickly lost.

Back by popular demand, this is a classic Reiner Knizia, and sure to be a game you play over and over again. 


Rail Baron

Here - in BAIL BARON - you become a latter day Gould, or a Cornelius Vanderbilt, or any of those menacingly infamous moguls whose wizardry and acumen established the criteria for which business success was to be judged in decades to come.

RAIL BARON is played on a Large board of the United States RR network. In fact, it comes in three separate boards. Laid end to end, it spells out America and portrays the 28 major rail lines and major cities they connected during the halcyon days of railroading. ~ You start with $20,000 - and a train.

You make money on trips from city to, city. Pretty soon you've got enough money to build up your empire (you can buy the S&O and C&O for just $44,000). More holdings bring more money your way (track rental) from your opponents. ~ With many new nuances of strategy, it becomes a game where fortunes see-saw until the last rail baron is bankrupt - or has accumulated the $200,000 needed to win.


Warning. Warning. The central computer has failed. The robots are unable to reach their destination on their own.

Help them by planning their trajectory as efficiently as possible. Optimize your moves and ricochets to arrive at your goal. Remember: robots are obstacles too; and they can easily be moved. Can you find the shortest trajectory before the other players?

The classic returns. This new edition of Ricochet Robots contains every released board in one box.


Risk Game

Lead your troops. Take a risk. Rule the world. Rally your armies to march across continents. Carefully craft your strategy—you’ll face your opponents on the field of battle and they’ll give the fight everything they’ve got.

Keep advancing until you’ve defeated all of your foes and taken over the world. Strategic game of “global” domination pits you against your opponents to try to take over the world.

Includes gameboard, 5 armies with 40 infantry, 12 cavalry and 8 artillery each, deck of 43 cards, 5 dice, two reference cards and rules.


The world is at war. As the leader of one of the warring factions, you control the destiny of your people. On and above earth you must marshall your forces, send forth your troops, hit the right commanders and crush your enemies.

Build alliances if you dare, but also be wary of those who you call your friend. Spend your energy wisely. Enlist the right commanders with the right commands and you can gain the power you need to conquer the world and beyond. This advanced version of RISK from Avalon Hill contains more strategic play, extending the game theme 200 years into the future when the world's countries are at war.

The game contains over 450 military pieces, plus five decks of Command Cards for tactical purposes.
For 2-5 players.


Rivers, Roads & Rails Ever-Changing Game

Rivers, Roads & Rails is a delightful, all-around, fun, light strategy, children's game suitable for ages 6 to adult, for 1 to 8 players.

The game consists of 140 colorful, heavy-duty, square, cardboard playing cards. Each card has a different river, road and rail pattern. Some cards end roads or train tracks, some curve and twist the tracks or rivers. Each is unique. Each turn a player attempts to play one card which matches one of the ends of the network. The only requirement is that roads attach to roads, rivers to rivers and train tracks to train tracks.

Great game for developing observation and planning skills. Easy to understand instructions. Includes two additional Game variations: 1.) "ROADBLOCK" and 2.) "FOURSIES".

Average game 25 to 45 minutes.



A frenzied race filled with computer driven chaos! At the far end of the galaxy lies a fully automated grid-widget factory. As one of the factory's eight redundant super computers, you have a lot of responsibility and even more free time. When boredom creeps into your circuits, you and the other computers have a little fun at the factory's expense. Pulling defective robots out of the maintenance bay, you pit them against one another in a destructive race across the dangerously cluttered and ever-changing factory floor. One robot will wind up in the winner's circle the rest go on the scrap heap.
As one of several supercomputers in a fully automated widget factory, you have it made. You are brilliant. You are powerful. You are sophisticated. You are bored. Time to enjoy a little fun at the factory's expense. With the other computers, program factory robots and pit them against each other in frantic, destructive races across the factory floors. Be the first to touch the flags, in order, and you win it all: the honor, the glory, the grudging respect of the other computers. But first you have to get your robot past obstacles like gaping pits, industrial lasers, moving conveyor belts and, of course, the other robots. 
The game is for 2 to 8 players. It takes about an hour to play. 



Rummikub is a tile-based game for two to four players.

Rummikub's main component is a pool of tiles, consisting of 104 number tiles and two or more joker tiles. The number tiles range in value from one to thirteen, in four colors ( black, yellow, blue and red, or other). Each combination of color and number is represented twice. Players each have a rack (container) to store tiles, without revealing the face of the tiles to the other players.

Rummikub can also be played with two decks of 52 standard playing cards, plus two of the four jokers. Cards have their face value, with ace counting for 1, jack for 11, queen for 12 and king for 13. It is advisable to use small cards, since space on the playing table is limited, and to deal the cards (rather than taking them from a pool) unless the color on the back is the same for the two decks. Cards are less likely than tiles to read as upside down for any given player; however, large hands may prove slightly difficult to hold, especially for children.


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