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I will try to combine all the board games ported to the iPad, since the format of this device allows you to play comfortably, sometimes even more conveniently than in the desktop version.
Also in this thread will appearnewsregarding the release of board games on iOS.
Additional cards, cards, fields, opportunities in each game that the developer offers to buy for money, can be obtained free of charge using the programDLC UNLOCKERfrom Sidia's repositoryidwaneo.org/repo
All submitted games onEnglishlanguage. If the game is in Russian - it will be noted in the description of the game. Screenshots for each game you can see by clicking on iTunes.
The topic will be constantly updated:

Ticket to Ride
http://itunes.apple.com/ru/app/id432504470
Game Description:
The board game Ticket to Ride was released by Days of Wonder and is dedicated to building railroads in North America. It appeared in 2004, and was designed for 2 - 5 players, with a game duration of about 90 minutes. At the moment, this game has grown into a whole series of nastolk, whose actions take place in various countries of the world. The game is mastered quickly enough, there are few rules, they are written clearly and concisely, however, like the rules for all the games of Days of Wonder.

Inside the box we have the playing field "map of North America" ​​made of very high quality thick cardboard, plastic chips of the train of five colors, and a set of cards of two types. Namely, maps of trains, and maps of routes that you will need to build. Before the game starts, the playing field is laid out on the table, and players receive starting cards of tasks - routes representing maps of two cities that must be joined during the game, and it is indicated how many points you get for this. Near the playing field laid out five cards of trains in the open. It is from these cards that the player will collect his hand. The field shows railway routes, highlighted in some color and divided into sections. In order to build routes you need to discard the train cards of the corresponding colors. As an example, in order to build a route out of four blue sections, you need to discard four cards from blue trains. The route can not be laid in parts, and it can be built only immediately, completely. Routes are gray, laid by a set of maps of any color. The only rule is that the color should be the same for the whole gray route. It is for the construction of routes and points are added to you. And it should be borne in mind that the longer the route that you build, the more points you get.

Now about how the game is going. In his turn, a player can replenish his hand from five cards of trains laid out on the table in the open, or replenish his hand from the deck if the cards laid out in the open for some reason do not suit him. You can also announce the construction of one route or another, or collect new job cards for yourself. In the deck there are maps of all colors of the routes, there are also special maps of locomotives. This is a kind of joker, and it can be used as a card of any color. The game ends as soon as any of the players come to an end plastic trailers. If someone has only two cars left, the last move begins. All players go once more, after which the game ends. The winner is the player who scored the most points.

Ticket to Ride is a very good game. It is categorized for beginners. In front of us is a desktop with elegant game mechanics that allows you to make tactical and strategic decisions each turn. To learn to play it, it takes only five - ten minutes, after which you will fall in love with this game forever.

Thus, this desktop can really be recommended to everyone. She will perfectly help you to spend time in a quiet family circle or in a large and friendly company of friends. The game has many awards, and has earned the recognition of the whole world as one of the best family board games.


The game can be downloaded on our website:Ticket to Ride

Small world
http://itunes.apple.com/us/app/small-world...d364165557?mt=8
Game Description:
“I rarely remove any games from my collection, but have just excluded Vinci from it. Vinci is not at all a bad game, just its author, Philippe Keyaerts, created a new game - Small World, based on the same system. Small World absorbed all the advantages of Vinci, adding a lot of new things and not taking a single drawback. Vinci was the first game of Philip Kiarts. Since its release in the 90s, Philip beat many games, created several new ones of his own, learned all the subtleties of game design and gained immense gaming experience. He used all this experience to process his first game, and the result exceeded all expectations - Vinci was a good game, but Small World turned out just great and could take its place in the collection of games.

If you are already familiar with Vinci, here are the main differences between these two games, and all of them will once again convince you that you simply must buy Small World:
The fantasy background of “Small World” is much more diverse and more interesting than the historical background in “Vinci”. The special abilities of the races fit more harmoniously into the fairy-tale world than into the real one;
The playing field and the Vinci chips were a bit awkward, and in Small World they are just great;
Add a little magic to the game - a great way to bring interesting special abilities and effects into the game;
The deeply thought out distinction between primary and secondary characteristics made it impossible to imbalance combinations, some of which were too strong and created inconsistencies in the rules;
“Small World” is much shorter and more dynamic “Vinci”, but it has the same tactical depth. This was made possible by the skillfully crafted components and the removal of a few small rules and exceptions that slowed the game;
Secretly stored glasses make the game easier and don't make you think too much about the game. But it is also possible to play with open glasses;
4 different cards are made for a balanced game with any number of players.

And now for those who were born later or simply missed “Vinci”, a more detailed description of “Small World”.

When Vinci came out, most reviews, including mine, compared it to Civilization. Vinci was described as easier, more dynamic, faster, and more modern than Civilization. “Small World” brought more action to the fantasy world and therefore its comparison with the game “Titan” suggests itself - it is more dynamic, easier and more modern than “Titan”. Formally, "Vinci" can be described as "Risk" without cubes with some crazy aliens from "Cosmic Encounter". Of course, if you were too young for Vinci, you hardly ever heard of “Titan” or “Cosmic Encounter”, but these comparisons are written here to show that the game scenery and the idea of ​​Phillip Kiyart is more in line with the style of the American military fantasy games than the style of German management games.

The game takes place on a fantasy world map with hills, mountains, lakes, plains and magical sources. All kinds of fantasy nations — tritons, zombies, amazons, dwarves, giants and others — are trying to regain the lands of their ancestors. Of course, the whole problem lies in the fact that the small continent depicted on the map is the ancient homeland of other newts, zombies, Amazons, dwarves, giants and many others. In their turn, the players increase the number of their active races or, if the player believes that his race has already been “battered” by representatives of other races, and she can no longer claim the lands of her ancestors, give up her and introduce another race into the game to conquer their ancient homeland. In any case, not a single race in a small world is so numerous as to return the ancient land of the ancestors, but they all enjoy the process and this is most important.

The battles in the game are simple, without any playing cards or dice - if you have a sufficient number of representatives of the race, you will win. Each race has two special abilities, the basic racial ability and the background random, which together create diversity in the game. This makes “Small World” a tactical, dynamic and fun game. “Small World” is a fun game, and its fast gameplay makes it somewhat similar to games with a large percentage of accidents, such as “Valley of the Mammoths” or “Age of Gods”. There are so many games where you have to plan and think a lot, and there are simple fun games; but not many games at the same time with good tactics, and with easy and fun gameplay. “Small World” is one of them, which makes it much better than “Vinci” and therefore it will definitely become a hit.


The game can be downloaded on our website:Small world

Catan (Colonizers)
http://itunes.apple.com/us/app/catan-hd/id390422167?mt=8
Review on iPad version of the game:
I don’t even know why my acquaintance with board games on iOS did not begin with this game.

As if everything went around and around but did not decide to buy, although the game definitely played a big role in my hobby (paradoxically, but the very acquaintance with it and the actual rules took place just a few days ago). Catan is without doubt the most famous iOS board game.

It is now such a sea of ​​games (especially in the last year or even half a year - just like mushrooms, one after another appear), and then, in far 2009, Catan was literally a pioneer in this field, and a very successful pioneer. And for many, the mention of board games on iOS is strongly associated with the Colonizers.

In early July, the game was transformed, having received a completely new design, reworking the interface, rentia support and the addition of seafarers, but more on that later.

Well, let's move on to the toy itself.

The graphics in the game are very nice.

Hexes with terrain look great both on the general plan and in approximation. The most interesting thing, as it turned out, with the Internet connection turned on, two "redesigns" of the game can be made available. In the literal sense of "redesign", i.e. all the game has three design, one of which even has an animation of the type gif. But for the addition of "merchants and seafarers" will have to pay a price equal to the application itself. And only after the purchase of the add-on becomes fully accessible to the company.

But you can safely and in the normal mode of a standard set, though everything will be ironed out in the menu as if you have some free version with a blocked content.

Sounds also on the level.

A pleasant unobtrusive melody, the voice of certain events (oh, what a pleasure the cry of "aha!" Of the robber, when he robs someone for your benefit and what a chagrin when robs you)

The control is very convenient and intuitive, you just need to get a little comfortable.

There are a lot of settings, here you can set the AI ​​level of opponents, the robber’s loyalty, and even the random variants, you can get numbers not by throwing a die, but as if pulling values ​​from a certain set of numbers and still various small settings.

For the game itself, I can definitely say that the Colonialists are not my game, as it turned out the notorious random kills in me the desire to play, even in the “controlled random mode”.

Sit and just wait for the necessary values ​​of the cup in the game against live opponents to fall as it can be understood, but not in the game against AI.

The game does not have multiplayer, which in general is very understandable, finding four players online is not so easy and it seems the developers did not make a bet on it.

The first time I had to play six times until I was able to win, then realizing the principles of the winnings began to depend only on the random house.

AI is not bad, but again, who will undertake to check whether everything is based on the "successful" dice rolls. By the way, if you wish, and if there is a sea of ​​free time, this can be done.

The game at any time will provide you with just a lot of statistical information on the current game, so just the eyes will run, even in the form of small graphs. As a result, we have a quality product. Excellent graphics, three types of design, convenient operation and a nice geyplay. As an iOS port of a board game - a solid five points (the fact that I personally did not like the Colonialists at all).


The game can be downloaded on our website:Catan hd

Uno
http://itunes.apple.com/us/app/uno-hd/id364368518?mt=8
Game Review:
This board game has millions of fans all over the world. Hundreds of thematic sites and articles are devoted to it. The total number of copies sold has long exceeded 150 million copies. At the same time, it is one of the simplest: it takes no more than 10 minutes to master the basic rules. What kind of game is it and why is it so attractive to many thousands of people? So, we present: the card game “Uno” (“Uno”), one of the “oldest” (created back in 1971) and one of the few board games that will not soon lose at least some of its unique charm and charm, games that Through many, many years will also excite the excitement of players.

But, nevertheless, what caused the genuine interest of both fans of board games and "ordinary" people to "Uno"?
First, the simple, but interesting and dynamic rules of the game. In “Uno” there are 108 cards, of which 7 cards are dealt to each player, and another one is put face down on the deck. The first player lays out a card of the same color or of the same value onto the “open” card from the hand. If there is nothing to lay out - take it from the deck. By discarding cards on this simple principle, players tend to get rid of all the cards they have dealt. The one who can do it before anyone wins. In this case, you can bluff, cheat and actively interfere with opponents, but within the rules. Yes, and do not forget about the main rule that gave the name of the game, you must warn the players that you have one card left, shouting "Uno!", Or your opponents will do it for you. If the basic rules are boring, then you can add a “spark” by downloading from the Internet numerous variations and modifications of the game.
Secondly, Uno, unlike most board games, has no hard age restrictions. Both adults and children can play it from the age of 7. In addition, "Uno" is ideal for playing in a company of up to 10 people, and if you take two decks of cards, then up to 20. So, "Uno" is perfect for a quiet family evening and for a noisy party.
Thirdly, when playing Uno, there is no need to build multi-pass strategies and carefully think through every step. After all, a lot in it depends on your reaction, attentiveness and good luck. Catch your moment of luck and play "Uno"!
So, "Uno" is a fast, fun and simple board card game, which is worth every penny of money spent on it.


The game can be downloaded on our website:UNO HD

Blokus
http://itunes.apple.com/us/app/blokus-hd/id377471930?mt=8
Game Description:
One of the most popular games in the whole world, which has received almost all existing game awards.

The composition of the game: The game includes a small set of simple components, namely: a plastic field, divided into in-depth cells; a bunch of plastic very beautiful almost transparent "tetris-shaped" figures of 4 colors (for 4 players), and also a rule book (consisting of 1 sheet). Despite the large box, the game is very easy, so it is convenient to take it on trips or to friends.

Purpose of the game: Place as many of your own figures as possible.

Preparing for the game: Put the game board in the center of the table. After that, each player chooses his color and gets all the figures of the corresponding color.

Gameplay: The first player is randomly selected, then the game goes clockwise around the table. In the first turn, each player places on the board 1 figure, which should adjoin the corner of the field, which is closest to the player.

In subsequent moves, each player places the next figure on the field, observing two rules:
a new figure should be adjacent to the previous figure diagonally
The new figure should not be in contact with other figures.

So the game continues until the end of the game conditions are met.

When playing together, players get two colors. And when playing in three, 1 color remains neutral, but players make moves for a non-existent player controlling this color. Otherwise, the rules of the game remain the same for different numbers of players. The game continues until there are no places on the field where the figure could be placed, following the rules, or until all the figures have run out. Then the players count the number of squares of all the figures not placed on the field - these are penalty points. If a player lays out all his figures - he gets 15 points, and if the last figure laid out is a square - then the additional 5 points.

Blokus is a great lightweight game for any company. This is a rare game that will be interesting even for children, but, given the presence of the sometimes very difficult strategy, it will also appeal to experienced players. The advantages of the game also include the fact that it does not lose its attractiveness with any number of players. This abstract game can be compared with many classic games such as Go, Chess, etc., but most of all, of course, it reminds us of all our favorite computer Tetris.

Opinion Bruno Faidutti: “Blokus is an easy, addictive family game with an easy strategy that can be played not only together. Of course, it will never be as great as go or chess, but it can serve as a good substitute for annoying Chinese drafts. ”

The game can be downloaded at:http://www.filesonic.com/file/133216041/Blokus_1.0.2.ipa

Scrabble
http://itunes.apple.com/us/app/scrabble-fo...d363306776?mt=8
Game Description:
If you want to not only have a good time, but also broaden your horizons, Scrabble is your game! It was not for nothing that during the Soviet times she was called Erudite. The players' task is to make words and place them on the field in such a way as to capture the cells with the highest score. This simple and smart board game is also very exciting! This is evidenced by a large number of international tournaments in the Scrabble game, in which both amateurs and professionals participate. All this does not prevent it from remaining the most popular and beloved family game. Of course, the Scrabble game is a worthy and always current gift for people of all ages!
Word game

Scrabble (Scrabble, Scrabble or Scrabble) is a classic board game that requires making words with chips letters.
How to play Scrabble?

Each of the players starts with seven letter chips. On the player field 15 by 15 cells, you can lay out the words. Words can be spread from top to bottom or left to right (on the principle of scanwords or crosswords). The amount of points depends on how long the word you post.

What can be done in a move?

In one move, you need to try to spend all the chips of letters (up to seven) that you have. If you can lay out with the help of their words - it means that you are acting correctly. The strategy of the Scrabble game consists not only in the selection of the longest words, but also in many other nuances:
You can put the words in such a way as not to give your opponent the opportunity to build their combinations in the future;
Each letter gives a different number of points: the less often a letter is found, the more points it gives (and the less number of these letters you can meet per game);
The game field has multi-colored cells, and each of them somehow increases the number of points per letter or word as a whole;
It is possible to use a "dummy", that is, a dummy without a letter - this is a kind of joker, replacing any other letter;
You can replace any number of letters you have with random letters from the rest - but skip the move.
How interesting is scrabble?
The game is very, very popular: for example, in Europe it is quite easy to meet quite serious gentlemen traveling by train and spewing time behind Scrabble. The game hosts international and local tournaments both among juniors and professional adult players. The game never exhausts its capabilities and this is similar to chess, which you can play, in fact, forever.
How Scrabble is known in our country?
In the USSR, the game "Erudite" was released, remembered by many. "Scrabble", in fact, is its Western version, which can be played according to the classic rules:
In the "Scrabble" you can use any form of the word, and in the "Erudite" - only nouns in the nominative case and singular;
In Skrable, the dummy remains on the field, and in Erudite, it can be returned to the hand when replaced with the appropriate letter;
In "Erudite" there is no letter "E", more chips and a little differently evaluated points.
Is Scrabble good as a family game?
Of course. Scrabble perfectly develops vocabulary, linguistic skills and horizons of the child, strengthens his memory and ability to analyze.


You can download this address:http://file-sonic.com/file/904921071/Scrab...mbored.ipa.html

Medici
http://itunes.apple.com/us/app/reiner-kniz...d383152745?mt=8
Game Description:
appear later

You can download at this address:http://www.filedude.com/download/7nZaAFBlaf41a05f6c15

Neuroshima hex
http://itunes.apple.com/us/app/neuroshima-...d391297152?mt=8
Game Description:
This tactical vorgeym is based on the “Neuroshima RPG” universe, released in 2001. This is a post-apocalyptic world, torn by an endless war between people and machines. The remnants of humanity, who found shelter in the ruins of the city, are combined into small gangs and armies. Conflicts between these groups arise from time to time, and the goals, in general, are banal: food, equipment, etc. The main thing is that cars coming from the north constantly visit the city ruins. They are directed by a machine mind called Moloch. In the Great Wastes, surrounding the remnants of cities, lurks another enemy: Borgo - the leader of the mutants and his terrible army. But humanity still has hope. This Outpost is a well-organized army, leading the war against Moloch. The majority of human settlements, including Hegemony, try to live in peace until they are forced to show their teeth. The game is played on a hexagonal field, and the goal of the game is to destroy the enemy base. At the beginning of the game, each player puts his base hex in any empty space on the field. Each base has 20 HP. Upon the destruction of the base, the corresponding player leaves the game (in the case of playing for three) or the end of the game is declared (in the case of playing for two or four of them).

After setting the base, each player has 34 hexes of his army. In addition to the hexes of fighters and additional modules, these include immediate action hexes. The latter are distinguished by the fact that they are not laid out on the playing field, but, at the request of the player, they instantly work and go into a reset. Each player must mix his hexes and put them in a closed pile.

On their turn, each player can pull up to 3 hexes from a closed stack of his army, lay them out in front of him (so that other players see them). If, since the last move, a player has a non-played and non-abandoned hex left on the table, then he must pull out not 3, but two new hexes from his stack. In general, you need to get to three or more than three ready-to-play hexes in front of the player should not lie. Now the player must reset the least needed triple hex. The remaining two hexes the player can play (the fighters and modules in this case are laid out on the field, and immediate actions work), reset or leave in front of him for the future. Hexes can be spread only on empty places of the field, hexes are not placed on each other. Hexes laid out on the field usually no longer move across the field and will only be removed from the field to drop in case of defeat in a battle. However, there are exceptions to this rule, for example, fighters with the possibility of movement or an action hex that allows any unit to move to the field. In case there are no free places on the field at any moment of the game, a battle is fired.

The battle can also be activated by the player on his turn if he plays the corresponding immediate-action hex (with this he ends his turn). The battle is clearly divided into phases on the initiative. Each fighter, including the base, has its own initiative indicator; additional indicators or other properties may also affect this indicator. In a battle, the forces begin with the maximum number of initiatives (first phase), and the forces that remain alive with the indicator “zero” (the last phase) end the battle. Forces with the same initiative indicator act simultaneously. That is, if two fighters with an initiative of 3 and one life shoot at each other, they both will die and will be removed from the field. Dead hexes are usually turned upside down on the field, and are removed only at the very end of the battle phase. This is done for convenience. The fact is that modules or fighters acting on their neighbors cease their influence not at the moment of their murder, but at the end of the phase in which they were killed. There are units that have more than one life (there are relatively few of these, mostly Moloch's forces). In the event that such a unit is not finished off during the battle, wound tokens are placed on it, corresponding to the number of wounds received in the battle.

The game ends in the event of the destruction of someone's base. However, there are often situations when any of the players pulled the last hex out of their pile. Then this player makes his move, the other players also make the last move and the final battle begins, after which the game ends as well. According to the results of the battle, the player whose base has suffered less will win.

Consider the immediate action hexes. In addition to the "battle" command, there is a movement team that allows you to move one unit to the neighboring empty hex field and turn it in any direction (where the fighter most often looks) is very important and the neighboring enemy is "flipping off", provided that behind there is an unoccupied seat. There are still personal teams that are available only for one army and they mainly represent a wide opportunity for killing the enemy, but there are very few of them. For example, in Moloch, there is a rather terrible airstrike, however such a hex is the only one in the deck. Varieties of hexes of fighters set. On each such hex, the capabilities of this fighter are schematically indicated. In addition to the initiative indicator, these can be directions in which a unit shoots and / or hits melee, directions in which a unit can throw a network, blocking the actions of a neighbor, directions in which a unit can block enemy long-range attacks. It can also be mobility properties or indications that this unit has more than one hit point.

Each hex of an additional module has on itself a few arrows drawn from the center to some sides of the hex. The module, being laid out, gives a certain bonus to the friendly neighboring forces, located next to the module in the direction of the arrows. The bonuses themselves are also indicated schematically and may be different. For example, a module may give its neighbors an increase in damage during an attack, an increase in initiative or take damage from an enemy attack. The modules do not have initiatives on their own and work from the moment they are placed on the field until the end of the phase of the battle in which they were destroyed. In general, the game is a sequence of increasing presence on the field, followed by discharge in the form of a drawn out and played battle. Sometimes, the expectation of battle begins to resemble the expectation of a volcano in "Tikal". In general, I liked to play more together, than the four of us two on two. It seems that this game has a priority on the game together. In this case, the party is short (30-40 minutes) and dynamic. In two-by-two mode, it takes a lot of time to discuss the current situation on the field with an ally player and make a joint decision. And the three of us, every man for himself, I have never played. I think such a party will be somewhat chaotic.

The obvious high cost of this game is distressing, and there is not a single plastic or, even more, wooden element in the kit - a miniature playing field, 140 hexes (35 each army), several injuries tokens: that's by and large, and everything that lies in the box and this is all done from a dense high-quality cardboard. The high selling price of the game can be justified only by the costs of testing and finalizing the game, because each of the four armies is different and balancing the army with each other is worth a lot. By the way, there is an opinion that the forces of the Borgo and Outpost armies are slightly more serious than those of the Hegemony and Moloch, although in order to make sure of this, it is necessary to play “Neuroshima” at least a dozen times.

You can download the game from our forum:Neuroshima hex

Carcassonne
http://itunes.apple.com/app/carcassonne/id375295479?mt=8
Game review for ipad and iphone:
"Carcassonne" for gadgets from Apple. The game costs $ 5 and is a very fresh development. It is clear that such things go best on the iPad, so I had certain doubts: was the 480 × 320 resolution (iPhone and iPod Touch screen enough) enough? No, it was enough - you can play, and even without any inconvenience.

Here the developers have implemented only the basic game. According to them, work on the additions is underway, but again I have certain doubts - is it necessary? After all, more tiles - more than the size of the laid out field, and then the screen resolution can already affect ... Well, wait and see.

Honestly, the game impresses with its functionality. In addition to the usual game (one or several people on one gadget), you can play with several consoles, hooking them via Bluetooth or Wi-Fi (in the latter case, it is possible to play through LAN or the Internet). For multi-console game there is a chat and notifications. There is an opportunity to participate in the online ranking. There is a special solo mode (about it just below). Finally, great help and introduction to the game. The field is moved and scaled in ways standard for these consoles, everything is very convenient. At the same time, when a computer opponent puts a tile, the focus automatically shifts to the point of exposure, so these moves are not ignored. That process of exhibiting had to be made multi-stage - after all, apart from the fingers, there are no controls.

First, the player sees the tile that he was given and the possible places of his exposure. In one of them you need to poke a finger, and the tile rises where it is ordered. If he can dock there in more than one way, then a circular arrow appears on it. We continue to poke a finger, and the tile is spinning. Turned as it should - poke a finger into the figure of the mipla, and the newly exposed tile increases in size. Possible positions are highlighted, and in any of them you can put a mipla (if, of course, they are). In general, a little longer than on the desktop, but quite intuitive and convenient. And so on until the end of the game. Rating and statistics is a holy affair. The contribution of various game elements is shown schematically, according to the principle of “which is more and what is less”, separately for the last game and all the games played before. As already mentioned, you can send your results to the server and admire your success.

In my opinion, the game turned out just great. I just can’t find any flaws in it ... well, except that when going from one AI level to another, the steepness of computer opponents increases too much with big jumps. Instead of the proposed four levels, it was possible to make six pieces. And this is the only complaint that I was able to formulate. By the way, AI is implemented very well, its four levels have about the following meaning: “a novice is a decent player — a strong player — what a strong player ofiget”. At each level, two AI instances were instituted; the error described above was avoided by the developers.

It remains to tell about the solo mode. This is such a tricky thing, a cross between solitaire and quest. The player sets the tiles coming to him according to the usual rules, and must consistently build a certain set of cities and roads to increase their complexity. Initially, he has 1000 "action points", and setting each tile reduces them. The more tiles on the field and the more “ugly” the field configuration (a special criterion is introduced here), the more points the exposure takes. As you might guess, the task is to complete the quest, remaining in the "greatest plus" points. A bit wondering, but interesting ... although playing against strong AI gives me more pleasure.

You can download the game from our website:Carcassonne

MONOPOLY
http://itunes.apple.com/app/monopoly-for-i...d405622181?mt=8
Game Description:
Classic game Monopoly

You can download the game from our website:MONOPOLY for iPad

RISK
http://itunes.apple.com/us/app/risk-the-of...d407085219?mt=8
Game Description:
"Risk" is a classic American board game for several players. The childhood spent behind "Risk" and "Monopoly", has transformed Americans into soulless capitalist bastards.

Classic "Risk" - the playing field in the form of a map of the world, divided into continents (or cardinal points), which, in turn, are divided into territories. The multi-colored counters designating armies, dice. First, the players take turns placing chips into the territories they like, and then start fighting, moving the “armies” and capturing the enemy territories. The result of the collision of armies is determined by the roll of the bones. After everyone has gone and the turn is over, players get a "profit" - a certain number of armies, depending on how many territories they currently control. If any player was able to subdue an entire continent (capturing all the territories in this part of the world), he gets an extra bonus. The game continues until one player destroys all opponents. In the spirit of the teachings of European geopolitics, the winner is usually the one who managed to seize and retain control of Asia. This, in turn, is very difficult!

The rules of the battle. Depending on the number of chips involved in the attack, the attacker rolls up to three bones. At the same time, no more than two chips are involved in the defense, and, accordingly, the defender rolls one or two dice. The bones with the most points are compared, the chip of the losing side is removed from the board. If possible, compare the next pair of bones. A draw is interpreted in favor of the defender. [For example, the attacker dropped 5-3-2, while the defender dropped 4-3. The best result of both sides is 5 and 4, the defender loses one chip. The second result - 3 and 3, a draw in favor of the defender, the attacker loses one chip. The attacker can attack or retreat again.] The main thing is that the attacker can secure numerical superiority, while the defender always has the advantage of the position. There are still a lot of rules, for example, the ability to transfer troops from one territory to another, if there is a “bridge” between them from the lands under control, and so on and so forth.

Since then, numerous variations of "Risk" have been born.

"Castle Risk", where the capitals, generals, diplomats and admirals appeared - the game goes on the map of Europe, and the players divide the territories of the great European powers of the 19th century. (By the way, the network says that from the point of view of the playing field, the most successful country for capturing hegemony in Europe is France. England itself ranks second, Russia is third. Austria-Hungary is the weakest of the seven, it is almost impossible to keep. )

"Risk" in "The Lord of the Rings", in which a restriction on the number of moves was imposed - it is necessary to achieve a decisive result before Frodo brings the Ring to Orodruin. However, if you want to read about the Lord of the Rings board game, take a look here. This, however, is not "Risk", but a more complex system, but the more interesting. Makes you think about the features of strategies for the Tolkien trilogy, that the war, in fact, goes on two levels, at the level of the army, and the Ring itself ... Ah, I was distracted!

"Risk 2210 A.D." - the struggle for hegemony in the world of the future, after the next thermonuclear war and large-scale climate change. Chips depict combat robots, there are also commanders who give different bonuses ("land commander", "sea", "space", "nuclear" and "diplomat"). Before the start of each game, radioactive wastelands, remaining from the previous redistribution of the world, are randomly placed on the playing field, these territories are considered impassable. On the other hand, there are sea settlements in the ocean that can be captured with a “naval commander”. There are orbital fortresses that allow to strengthen the defense of the territories in which (from the point of view of the game they are above). There is also a separate minimap depicting the surface of the moon and lunar colonies. If you have an orbital fortress and a "space commander", you can transfer combat robots there and begin to conquer the lunar surface.

In essence, the "commanders" are the same troops. It is just that in certain situations an octahedral bone is thrown for the commander, and not the usual one. As the best result wins, it gives a certain advantage. Competence is different for everyone. For example, a “naval commander” throws an octagonal bone when attacking a naval settlement or landing from a naval settlement on the coast, while the “space commander” enhances spaceborne operations with its participation. The “nuclear commander” always throws the octahedral bone, and the “diplomat” never, in which the contradiction between strategy and tactics, staff work and direct command and control of the troops manifests itself. The magic of a "diplomat" is of a different kind, but about magic further.

The main resource is energy, the equivalent of mana in fantasy games; like the troops, it comes from the territories under its control. Energy allows players to bargain for the right to choose the order of the turn - who has spent more energy, chooses the first, sometimes it is beneficial to keep the first move, sometimes the last. For energy, they buy commanders and fortresses; you can also buy cards that are a bit of a spell. Maps are divided into "suits" ("army", "fleet", "space forces", "strategic forces", "diplomacy"), and can be used if there are appropriate commanders. These abilities require energy, although they can, for example, give a bonus to the production of energy in subsequent turns. From the point of view of the game world, the cards mean innovations, unexpected strategic moves or a banal application of weapons of mass destruction. Indeed, the cards often play the role of weapons of mass destruction, in the literal and figurative sense, and since they are blindly drawn, no one knows exactly what they have in their hands. The game goes on five turns (conditionally, five years), after which points are calculated for territories, continents, sea settlements, lunar colonies, orbital fortresses, etc., as a result of which the winner is determined. And since players usually have surplus energy by the fourth-fifth move, the war for hegemony inevitably turns into a hot phase, with the opening of cards, the death of entire armies and the unpredictable change of leaders. Such is it, the war of the future. I don't want to go there.

Oh, yes, I almost forgot. A separate plus is the names of territories in the world of the future. For example, Iceland has become the "Center for Genetic Research" Iceland ". England -" New Avalon ". Alaska -" Northwest Emirate of Oil. "Greenland -" United States in Exile "(there is also an" American Republic "on the East Coast of USA). The European part of Russia is proudly called "Ukraine" (this, however, suffered the classic "Risk", but then the bug was turned into a feature). Mongolia suddenly turned out to be the "Khan Industrial Republic". As for the Japanese islands, written - Japan. Can you imagine? It is divided between the "Australian Test Site" and the "Aboriginal League", Hong Kong, apparently attached to itself the rest of China, we have on the territory of solid "Ukraine" and "Bear Enclaves", and these were both Japan, and stayed! Where is the justice ?!

Download the game at this link:http://www.filedude.com/download/51NmeUyrp929063961f2

Stratego
http://itunes.apple.com/us/app/stratego/id398975927?mt=8
A small review of the game:
"Stratego" - the game is even more respectable than "Monopoly". It goes back to medieval China, and in its present form appeared in Europe shortly before the First World War. In the USSR, the "unlicensed" version of "Stratego" came out, and now the game appeared in Russia quite officially.

At the beginning of each player comes an army of 40 troops (in denominations from 1 to 10), bombs and a flag. They are placed in a closed from the enemy. Players take turns moving chips, attacking them with the enemy. In a battle, the one whose worth is higher (with rare exceptions) wins. The goal of the game is to capture the opponent's flag. In the US and Europe, "Stratego" exists in the mass of options, but we have published a classic version. However, you can diversify the game using not all 40 chips, but only a part of them.

The result: a classic, which is a hundred years old at lunch (a patent for the game was issued on November 26, 1908). However, considering that the Dutch are leading in the World Championships in “Stratego”, there is something, if not fantastic, then psychedelic in this game.

Download the game by the link:http://fileape.com/index.php?act=download&...3chwjXFjL5bW4oj

Tikal
http://itunes.apple.com/app/tikal/id430920838?mt=8
Game review for iphone and ipad:
Tikal is an interesting ancient city located in the heart of the impassable jungles of Guatemala. Here for one and a half thousand years the Maya civilization flourished. But little is known about it - by now only a small section of the city has been explored. You have to lead an archaeological expedition, the purpose of which is to find in the jungle temples and treasures hidden here for thousands of years. Of course, the search for monuments and lost artifacts of the ancient civilization is extremely exciting, but beware! After all, not only your expedition is digging in these places! And competitors are not asleep - they can assign the antiquities you found. However, you can pay them the same coin.

Your task in the board game Tikal is to score the maximum number of points for the temples and treasures found. At each turn, the player places a new piece of terrain on the playing field (jungle, temple, treasure, or volcano), and then uses 10 points to perform various actions. This must be done very prudently, trying as best as possible to place the participants of your expedition on the playing field in order to better clear the temples found (to increase their “cost”) and collect the most valuable sets of treasures.

However, there is one very important detail: temples and treasures can change owners! That is, you must constantly monitor the current situation on the field, calculate the possible moves of your opponents so that they do not appropriate the finds you have excavated. And at the same time, you can try to capture the antiquities they found! Be careful, choose the most advantageous scenarios for yourself, watch the actions of competitors - and then you will get points for the temples and treasures! The game when you first start is replete with pop-up tips and comments, which speeds up familiarity with the game and its mechanics. Then all the tips can be disabled in the settings menu. You can also change the speed of the animation and the speed of the AI. You can play locally against AI (or against live opponents on the same device), and the choice is both the number of players (2-4) and the difficulty of AI, which is measured by the ELO rating value: Prophet (1300), Boilder (1400), Warrior (1500), Healer (1600), Princesse (1700), King (1800). Or online through OpenFeint. At the time of writing, there were very few players, but this is explained by the novelty of the game itself - it is only a month old. You can play in multiple sessions. I can even say that the Retina game is simply registered to be, because on the general form of the map the details are quite small, and it is better distinguishable with a large resolution.

Here I note that for the first time I wanted to have an iPad. Yet it looks a bit small on the general view, you have to strain your eyesight. On the iPad, I think there are no such problems.

But here we are talking about the physical size of the screen itself, so it is very difficult to comfortably fit the Tikal field on 3.5 inches. This is one of the main problems of all ports of board games. And to the credit of the developers, we can say that they did everything possible to make the game comfortable.

The sound in the game is atmospheric, a sort of Maya rhythm - I really liked it. However, you can always put your track by selecting and running it in iTunes right from the game (in the settings options).

At the beginning of the game I was strained by the absence of the cancellation of the move, but as it turned out, I simply looked through this option. She is in the game menu.
In general, Tikal left a positive impression. The atmosphere is at the height (note that you didn’t play the original board game), the graphics are pleasing to the eye, the Mayan rhythms are hearing, the controls are intuitive, plus you can always cancel the wrong move (for some reason I miss it often, the screen size affects). Well, in full, you can show your strategic thinking, it is a pity that there is no choice of the option to play with the auction, because, according to experienced people, it is this mode that is most successful.

You can download at this address:http://www.filedude.com/download/3Fd6Qn1W1fa7f6315fd3

Ghost stories
http://ax.itunes.apple.com/app/id451126213?mt=8
Game Description:
Long time we did not talk about cooperative games, it is necessary to fix this thing Today we talk about the game Ghost Stories (by Antoine Bauza, publisher of Repos Production). We acquired the game after watching a video review from Tom Vesela, in which he stated that Ghost Stories is one of the most complex cooperative board games. And it did not deceive Tom! We are still playing on the easiest difficulty level, however, we are already thinking of moving on to the next one. But first things first.

This is a game for 1-4 players, the party time is about an hour. All components of the game are of excellent quality, the decoration is very pleasant and designed in a cartoon-dark style. In the game, you take on the role of Chinese monks, who will defend the village from the invasion of evil spirits. Armed with fearlessness, knowledge and unique abilities, the monks must repel the attacks not only of ordinary monsters, but also fight the most evil spirit - one of the incarnations of the master of Hell - Wu Feng (on more difficult levels - several incarnations). So, for the expulsion of evil forces, we need:

A small Chinese village that needs to be protected. This is the playing field. It consists of nine tiles, which at the beginning of the game are arranged randomly, forming a square 3 × 3. It also brings a certain variety to the game, because every time the village will be a little different. Each tile depicts the owner of one of the institutions, which offers you help in a difficult battle with evil. As the game progresses, the monks can visit the Temple of Buddhists, the Tea House, the Heavenly Winds Hut, and even the cemetery. In these institutions, the monks can restore vitality, use the services of a mercenary or resurrect a deceased brother. Next, you need to choose a monk, whom you will play. Four monks - blue, red, yellow and green. A monk's standard of living depends on the amount of his vital energy Qi. At the light level, at the beginning of the game, each player is given 4 Ts-tokens. Also, each monk has a unique ability, or rather two. They are very significant, and without them, the monks are unlikely to successfully complete their mission. The abilities of the monks are displayed on the player's personal field of the corresponding color. The players' fields are two-sided, on each side there are different abilities that can be chosen randomly or at will before the game. Finally, we need the evil and bloodthirsty spirits. In the game they are presented in the form of cards: 55 ordinary spirits and 10 incarnations of Wu Feng. The ghost card below shows all the dirty tricks it does: on the left — on appearance, in the middle — every turn, on the right — on exile; By the way, for exile, in rare, true cases, a reward is given (at least something good). To determine the order of the invasion of spirits on an easy level of complexity, it is necessary to mix all the spirits and, for 10 cards from the end of the deck, insert the chosen blindly incarnation card. That way, you'll never know what kind of look Wu Feng will take this time. The course of the game. As is common in many cooperative games, evil is first committed. In his turn, the player checks his field for the presence of evil. He does all the bad things that are indicated on the cards of the spirits existing there (he moves black hunters closer to the village, throws a curse cube), and then draws a new monster from the deck. During the evil phase, quite a few unpleasant events can occur. Then we do, do not believe good. In this phase, the monk can move his monk to the next cell in any direction, use the useful property of the tile, or make an attempt to expel the spirit. This is where the cubes with multi-colored circles on the edges come into play. The fact is that each monster is characterized not only by color, which indicates the player's field, where he arrives, but also by the level of resistance. Resistance is indicated by the number of circles on the map. You ask, and how to throw out three green circles from three cubes to kill this terrible spirit, is the probability very small? Try ... try ... the game is complicated! Just kidding The game also contains Tao chips of corresponding colors, which are added to the value of the cubes. They can be obtained by using the property of the village tiles, or as a reward for exorcising certain spirits. In addition, there are a couple of important tips for exorcising spirits: it is desirable to place light spirits on the edges of personal fields, since for the throw you can kill two at once; Also, if during a fight with you there is another monk on one tile, you can use his Tao tokens.

Expelled, breathed for a couple of seconds and again into battle. Only 45 spirits, and then incarnation and victory! Victory is gained only in one case - with the successful killing of Wu Feng. Remember, we put it in a deck for 10 cards to the end? Yes, yes ... when the player draws the last card, and Wu Feng will be on the field and healthy, alas, the monks will lose. In addition, players lose when capturing four village tiles, as well as if all the monks were killed - no one has more than one Qi token. Total, we have an excellent cooperative game, which is dynamic and in the same breath. The game is really not simple, and most interesting with the maximum number of players. This is explained by the fact that playing a smaller company you will have to play for neutral players, which, in our opinion, is not so interesting. To think with such a brainstorming for yourself, and even for that guy - no, if you please. And yes, it is necessary to think and discuss a lot here, therefore, four heads are much better. It is necessary to think over the moves at least a circle ahead, the strategy - “ah, I will do it on the next turn” - will not work here.

The main advantage of the game is communication and interaction between players. The element of chance is present both in the dice rolls and in the appearance of spirits. The first is balanced by Tao's chips and the abilities of the monks, and the second is no longer so striking after several games - you already know all the spirits in person, and since the total pack of ghosts does not change - just be ready that sooner or later they will still will come. The special abilities of monks play a very important role, so they must be used as efficiently as possible.

Among the shortcomings - the monks could be made more individual - visually, for example, and even give each of them a name!

Play and remember, a walk in the Chinese countryside will not be easy!

You can download the game from our website:Ghost Stories: The Boardgame

Jenga
http://ax.itunes.apple.com/app/id393106605?mt=8
Game Description:
Classic ancient game. It is necessary to build a tower, using as many boards as possible, pulling them out of the body of the tower and putting it on top. Loses the one who will fill up the tower

You can download on our website:Jenga hd

Hey, That's my fish! (Hey! This is my fish!)
http://ax.itunes.apple.com/app/id432427965?mt=8
Game Review:
In this game, a bunch of penguins will slide over the ice floes, collecting fish under the noses of their gaping fellows. All this will be watched by a pretty Shark that would like to relax, but it will not succeed. Today on the Pink Couch - icy Hey! This is my fish!

North, Antarctica ... Always dreamed of visiting there. Imagine - you leave their cabins, the sun bakes, felt boots rustle along the frozen deck, the padded jacket pleasantly presses on the shoulders. You come up to the iceberg, knock on it with a knife, and a glass of whiskey falls ... shoo, damned Loon, shoo - you have banned everything! ... So what am I talking about? Oh yes, a piece of pure and fresh ice falls. And you, sipping this drink, look at the snowy expanses, on which amazing creatures frolic. Here about them there will be my today's review.

The box from the Star company shows funny penguins (father and son) who brag about their fish, balancing on ice floes with difficulty. Judging by the expression of the eyes - they are very good, and they clearly have found a cure for fighting frost and cold water. And in the background - the spouse, whose view clearly hints about the evening beating for the mountain - anglers. Everything is colorful and atmospheric - I just want to look inside. The playing field, divided into hexes and representing a "sea abyss", which will absorb the reckless applicants for the title of "penguin of the year." Not without the help of the Shark, of course, the symbol of which is depicted in the center of a kind of hexagon. Penguins are fish hunters who are at our complete disposal. There are many of them and they will save you from extracting from the depths of consciousness fragments of rules, which state that as the number of players increases, the number of penguins per sufferer decreases by one. The detailing is so high that you can see how the Penguin shows you the tongue and sends for the fish, pointing this out with its flipper.

As you already understood, the unhappy Shark will chaotically scamper across the field, getting fish in the face and wondering what it does here. A beautiful creature, not like these ill-mannered individuals, poking each other with the fingers of a fin. The cube will contribute to giving direction and acceleration for this character. It is time to hand each one over the brood of the Penguins, spread the tiles with the fish over the abyss and place the Shark in the center of the field, with eyes bulging with perplexity. It's time to start the competition. At the beginning, players put their wards on tiles with the image of one fish. When all the penguins on the field, you can start moving. You can run as many hexes as you like, but only in a straight line (remember - a penguin, though smart, but understands only one word, which screamed strange black people who got lost here three hundred years ago - “Reg!”). Penguins can not jump over each other - education does not allow.

After the stop, we collect the tile from which our fish adventurer has left. The goal of the game, as you probably guessed, is to collect more similar ice floes with fish. Penguins do not know how to swim in this game, so the movement "on the water, like a dry land" is prohibited.

After all the players are like, the most harmful player can control the Shark for his pleasure. Numbers are located opposite each outer face of the common hexagon. And they will point us to the direction of movement of the unfortunate fish. At the end of the game, it will be harder to move around, and there will be few possible places to move. Therefore, the game will continue to the "last ice", which players can collect. Then the catch is calculated - the player from whom the Penguins have scored the most fish is considered the most penguin of all the Penguins. Impressions of the game: Smart and fun game. And not quite childish. It is necessary to calculate several moves ahead. When playing a more experienced player with a beginner, the latter has practically no chances - the game implies the same level of training of opponents. Enough conflict - the Penguin's paths can intersect, and the struggle on the field unfolds serious, and, given the movements of the Shark, is very tense.

At the same time, exciting, well-made and very atmospheric. I tried to play the original version of the game (without the Shark). I can say that the Shark is more fun, and the game is more “live”. Without this participant, the game becomes fresh - only the cold Arctic calculation.

I recommend - a good game. Here you can break your head and have fun while collecting fish.

You can download on our website:Hey, That's my fish! Hd

Roll through the ages
http://itunes.apple.com/us/app/roll-throug...d374165408?mt=8
Game Description:
Matt Lecoq, the author of the world-famous Pandemic, released in 2009 a small table toy similar to the other fairly well-known. Games have a similar design, a similar name and subject - but, unlike the giant Through the Ages, this game is a 30-minute EuroGame in the subject of civilization, and not civilization itself. rules

You can learn the rules in 5 minutes - the only difficulty arises when counting the goods received by civilization for their turn.

Players roll cubes according to the number of their cities, lay cubes with skulls, the rest can be deferred or thrown, and so 3 times. Then they look at what happened - I’ll say right away that it is almost always possible to purposefully engage in the selection of the necessary components, therefore there are fewer randomnesses in the game than it seems.

After throwing dice, players add food and goods to wooden planks. Products are added from the bottom up, from cheap to expensive, one by one for a jug on a cube. If there are more than 5 jugs, then we start again with the first product (wood).

Following the counting of goods, we can build cities or structures. 1 man for 1 cell built. Some sciences will give us the opportunity to spend for the construction of goods. Having built the necessary, we open one science, if we can (but not more than one per turn), we get penalties for the skulls and give the cubes further. The author of the game recommends playing with the rule of the options - after the construction of cities, goods can be changed in any proportions. Because because of the quantity of goods, their value increases, the exchange will always be mutually beneficial - we encourage trade and all that (remember the Colonialists - trade goes this way). Goal of the game

The goal of the game is to collect victory points, which are given for wonders of the world and for science. And more bonus points that give the two most expensive for the discovery of science: Empire and Architecture - points for the city and for the wonders of the world (in quantity). Negative points are given for various disasters that consist of ejected skulls. Given the fact that many sciences save, and sometimes even redirect disasters, these glasses - the trouble rather the first stage of the game. Also, the hungry population gives minus points (cities need to be fed). Adding plus to minus we get the result. The game ends with the discovery of any of the players of 5 sciences, or when all the wonders of the world are built.

When playing for one person, the game runs for 10 turns, regardless of the sciences and monuments, you can also throw cubes with skulls. Gameplay

The basis of the gameplay is not the dice rolls, as it seems at first, but the skillful planning of the cubes and the distribution of goods with resources. What sciences you will discover when you start to build cities, what goods you will change, spend and save - what wonders of the world you will build, whether you will fight with neighbors (through disasters Diseases and Revolutions): the result depends on this, and this is the main gameplay . From this point of view, the game is more like Stone Age, Puerto Rico and other European games, but without the arrangement of men.

Addition

Already there was an official addition, which by the way is free. Supplement is a modified sheet with buildings, sciences and wonders. 4 new sciences, changed the conditions of the end of the game, trade has become an indispensable part of the process, as well as increased points for wonders of the world.

Total

Before us is an interesting Eurogame, with mechanics based on dice and deep planning. The subject of civilization perfectly frames it, but there are no military actions in the game (excluding the planned influences of Diseases and Revolutions), therefore it is not a civilization for 30 minutes (it is not the Colonialists). But a civilized-like game - yes. The game deserves a score of 7 points on a 10-point scale, but I subjectively did not like it very much, because in fact, this is a Eurogame for optimizing resources for the sake of victory points. But the game is worthy and really fits into 20-30 minutes.

You can download at this address:http://www.filedude.com/download/6wpJY2Em1M267e1e9c4b

Necronomicon
http://itunes.apple.com/us/app/necronomicon/id399858907?mt=8
Game Description:
A simple, but not primitive, fascinating card game on the mythology of G.F. Lovecraft. The game requires a minimum knowledge of English.

You can download at this address:http://narod.ru/disk/26037023001/Necronomicon_1.2.ipa.html

CLUE
http://itunes.apple.com/app/clue/id315286034?mt=8
Game Description:
The ancestor of the glorious genre of detective games. First published in 1949 by Waddingtons from Leeds English, later rights passed to American Hasbro. The man who invented her - a contemporary of Agatha Christie named Anthony Pratt - was a very remarkable person: he served as a clerk in a law office, and in his spare time acted as a clown. The plot of Cluedo is a classic sealed detective with a limited range of suspects. Because of the snowfall, everyone was locked in a single space - the country estate of Dr. Black, the aristocrat and the famous anthropologist. There was a murder. The victim is the master of the house, but who killed him: Colonel Mustard - a candlestick in the living room? Mrs. Peacock - dagger in the billiard room? Old White - poker in the library? Or so: in the library, but Colonel Mustard, and not a poker, but from a revolver? Six suspects, six possible murder weapons, nine rooms, and with each move something clears up, and the evidence becomes more and more. But here's the problem: many of the evidence is false! And the most interesting thing is this: while you turn on deduction, methodically calculate probabilities and cross out mutually exclusive options, someone suddenly - oops! - guessed both the murderer, and the place, and the instrument of crime. Because the real detective also works on intuition - just like Inspector Cluseau from Pink Panther (the coincidence of the names here is far from accident). Cluedo is a famous game in general, almost like “Tales of Mother Goose”. She is constantly quoted, a bunch of remakes have been released (various “Clues”, etc.), and even several films have been made, including a direct adaptation of the game, but not the British, but the American version. The victim is a blackmailer, and the action takes place in times of McCarthyism.

Age: from 9 years old, but the game is not easy and not even for all adults.

Number of players: it is best to play six of them - according to the number of suspects and murder weapons; but can be threesome, with a double set of cards

Party time: ~ 1.5 hours

Advantages: Each party seems to be like a performance, and each time is different. In addition to logic, a psychological moment is included - no worse than in poker or, say, in the Mafia.

You can download on our website:Clue (Cluedo)

Kingsburg
http://itunes.apple.com/app/kingsburg-serv...d390444806?mt=8
Game Description:
Imagine that you are the lord of the frontier lands. Everything is fine, except that in these wild and desert regions there is no place to turn your great talent and ambitions. Yes, and the barbarians have recently intensified at the borders ...

And here you have the opportunity to move closer to the capital. To do this, you need nothing: survive 5 harsh winters and manage to bring your region to prosperity. True, besides you there are 4 more applicants, and they also want to get a promotion, and there is only one place ...

First, a few words about the components. First, in the game there are 21 (!) Hexagonal dice. Secondly, a beautiful field and cards of enemies. There are 3 piles of wooden cubes: gold, wood and stone, and player cards for construction. The box itself provides compartments for storing all the chips, which is very convenient.

So, you have to develop your region within 5 years. Each year it is divided into 4 seasons (surprising, yes?), During 3 harvest seasons we get resources and build buildings, and during the winter invaders come and try to rob us. There are also 4 intermediate phases that occur at the junction of the seasons, then the king helps the lagging lords and encourages the leaders. The most interesting part in Kingsubrge is the choice of resources. In order to receive resources (or other bonuses, such as military power or victory points), lords can use the help of one of 18 characters. Characters occupy most of the playing field, each of them is marked with a number from 1 to 18, and the larger the number, the greater the bonus that this character brings. For example, an architect at number 3 will bring 1 wood, and a stonecutter (13th) will already bring 4 stones.

* although in the English version he is called “champion”, it’s still not very clear to me why he is a champion should mine a lot of stone, so there will be a mason.

How to determine who to ask for help this turn? To do this, each player throws 3 dice of his own color, then all players line up in ascending order of sum. The first player chooses 1 or more of his dice and chooses the character he wants to bet on, and the amount on the dice must match the number of the adviser. After that, the next player chooses where to place his dice, and it’s already impossible to place the occupied places. This process continues until all players spend their dice. As a result, it turns out that the highest competition is going for cheap advisers, and people are trying to block off each other the course options.

Then everyone gains the right amount of resources from the characters and builds 1 building each. For construction, each player has his own piece of paper, which consists of 5 lines of 5 objects. You can build buildings in any of the rulers, but in each ruler only in ascending order.

So, the buildings are built, bonuses and victory points are obtained from them, the game moves to the next phase. In general, for the year, players will receive resources 3 times and will be able to line up three times. Then comes a terrible winter - all players are invited to hire an army for the price of 2 resources per soldier. The price, by the way, is predatory, considering that for the high season to get 3 resources is very good, and the soldiers after the winter battle disperse to their native villages and are not going to help us next year.

After all the players have spent their money on building up military power, the king mercifully decides to send his troops to help us. How many units will come is determined by the throw d6. And immediately after the gallant guard comes into our cold lands, the enemies invade. A map is drawn from a special deck, an attack of enemies is written on it, and we compare our strength with the power of the barbarians. Or goblins. Or demons ... In short, with those who looked at the light. Accordingly, the victorious enemies receive few resources, those who have finished in a draw - are enviously watching this, and the losers lose resources, buildings or victory points. Then all this annual cycle is repeated 4 more times, after which the winner is found on points.

Of course, there are many more nuances in the game, like a royal adviser, which allows the weakest player to build 2 times per turn, or additional cubes that can be added to his own to take a character stronger, but these are already details. At first it may seem that in the game a lot depends on the case - the better you roll the dice, the more resources you will have. In fact this is not true. Having borrowed 2 cheap advisers you can usually get as many resources as one of the top half will give.

In our game cell, everyone loves this game, and quite often we are going to leave the cubes. It is light, beautiful and actually allows you to feel responsibility for the construction of your province.

You can download the game on our website:Kinsburg Serving the Crown

European war
http://itunes.apple.com/app/european-war/id342097431?mt=8
http://itunes.apple.com/en/app/european-wa...d413249836?mt=8
Game Review:
European War 2 on iPad is a time killer game. When I saw her screenshots, I immediately thought that for sure there is a board game the same as it turned out I was right - European War 2 is an adaptation of the board game.
If you like turn-based strategies, this game is for you. The fact that this is a strategy and not tower defense puts this game apart. Battles take place on a map of Europe. The map is divided into countries, countries are divided into regions. In every region there are troops. The troops can move and if they go to the cell occupied by the enemy, the game is played (dice roll) and according to the number of points that have fallen out, either one or the other troops win. In principle, I described in a few lines what you have to do throughout the game. There are no peaceful states or allies here - everyone is at war. It is possible to maintain neutrality with some country, but this is all for the time being. The battles take place very darlingly, but quickly the parties do not drag out too. To give interest to what is happening, the creators have invented several companies. But you can play a game without companies and conquer Europe with some kind of Norway. The higher the level of difficulty - and there are several of them, the more seriously you have to think about each turn. There is a choice of troops and bonuses. Suppose buying a fortress, we get a +1 bonus in defense. The cost of troops and their strength varies from state to state. Also for maritime states, war at sea will be relevant - there are ships for this.

The game is not Must Have - but so high quality that I tried to describe it in more detail. And precisely those who like the description and it is intended. I personally like these games very much. The turn-based strategy genre is not dead and European War 2 on the iPad proves it.

The first part of the game:European war
The second part of:European War 2
Versions for iPad in search ...

World Conqueror 1945
http://itunes.apple.com/us/app/world-conqu...d427150724?mt=8
Game Description:
Excellent risk-like game. Very similar to the European War series. With some reservations.

You can download at this address:http://download.pandaapp.com/ios-ipad-app/...0-id15112.html#

Puerto rico
http://itunes.apple.com/us/app/puerto-rico...d438437326?mt=8
Game description (thanks to tweedlledee):
Welcome to the era of the development of the islands of the Caribbean and sailing ships, this is a sea of ​​plowing! Players take on the difficult role of planters, providing the old Europe-Europe with the colonial goods that are so much in demand there, namely corn, indigo paint, tobacco, sugar and coffee. To win, you will have to approach the game wisely, not only ensuring the effective production of these goods on the plantations, but also adequately approaching the issue of their realization - after all, there is little to be done, you have to load the shipwreck well, and investing in the development of the nearby city of San Juan A hundredfold, giving the player a number of advantages! With this game, you can both feel the ease of being a planter, and lose to a more persistent competitor in the difficult conditions of the imperialistic system.

The game consists of several rounds. Each round, players choose one of seven different characters, and all players in turn are given the opportunity (and sometimes they simply have to) perform actions corresponding to that character. The settler, for example, creates and sows new plantations on which you can grow different in complexity and cost in the culture market (corn, sugar cane, tobacco, coffee, indigo dye). The craftsman allows you to harvest crops from the fields where the employees are distributed by the Mayor. Subsequently, this harvest can be sold on the market with the help of the Merchant or transported with the Captain on ships to the Old World in exchange for victory points. With the money gained during the sale, with the help of the Architect, new buildings are being built in the cities, which also have their value when calculating victory points, and also bring additional bonuses both in the game and in the final. The game has a gold miner, which simply brings a stable small income.

The player who chooses a certain role loses it first and gains a number of additional benefits. In one round, each role can be selected only once, and roles that have not been played go to the next round with a small cash reward, which awaits the player who will choose it in the future. In each round, the order in which players sort out roles changes.

You can download from our website:Puerto rico hd

Might & Card
http://itunes.apple.com/us/app/might-and-c...d365660185?mt=8
Game Description:
The game is a clone of the game Carcassonne

You can download at this address:http://www.filedude.com/download/W6VOMP2jk...e99216b?confirm

Bohnanza
http://itunes.apple.com/us/app/bohnanza-hd/id434833999?mt=8
Game Review:
The theme of this game is sucked from the finger, that is, to say that in this game there is only a poorly covered game mechanics - this is to say nothing. However, in order not to be unfounded - this is a game about growing beans. You have two or three beds, there are cards of beans, which should be sown on the beds, which should be exchanged favorably with other players and which should be sold at the highest possible price. The one who sells the most is the one who won.

My impressions were unequivocal, which even surprised me a little, because five or six years ago, when I played this game for the first time, it seemed interesting to me, though I had enough of two or three games before it bothered me. But, apparently, the age gives his knows - a joyful meeting after a long separation did not work. We played in the whole (this is the maximum number of players who can participate in the Russian localization of the game), and I only did that I waited for the end of the game. And that's why:

1. I got the clear impression that you are not playing the game, but the game is playing you. Most of the decisions that need to be made in the game lie on the surface. What beans to grow on the basis of what you have on hand, with whom to change, on the basis of what they have and what you need, to spend or not spend two coins on the third bed - all these decisions are very tactical and quite simple . The most difficult decision, perhaps, is to take the bean you need from someone for free, or leave it to him to spoil it all his life. When playing in every way, according to the logic of things, you have to take it.

2. Most of the things happening in the game are dictated by those who, in what sequence and which cards came to hand. Predicting in this game is very difficult, because the only information that somehow helps to navigate is how many beans of one type or another are left in the deck, which is doubly difficult to do when playing with a large number of people, since people have half Decks - how much prediction is there!

3. As I said, the game is dry as a three-day crust of bread, and the pictures on the cards do not add any charms to the game - they are made in a cartoon style that children might like, but not thirty-year-old peasants (well, maybe, except for the bean walking around the lamppost). In general, what can I say. I don't like this game. I can imagine a certain contingent that this game will be cute for - people who like to chop at Uno, for example. I have nothing against such people, but I do not take them to them.

You can download at this address:http://download.pandaapp.com/ios-ipad-app/....1-id20558.html

Wizard hex
http://itunes.apple.com/us/app/wizard-hex/id410535271?mt=8
Game Description:
Imagine a dark tower - where the powers that be have enough courage and intelligence to control it. The master's power reconciles several elements: an evil wind, a spinning column of water, ice, falling earth, fire, and sudden lightning. They compete to gain power for themselves.

In Wizard Hex, you play on an elegantly designed hexagonal board, you choose your element and then challenge against five other players or just one computer in an attempt to be the strongest.
You start as a Disciple, learn to be an Apprentice and ultimately challenge yourself and others at the Master Level. You run not only your own element, but also friendly elements found on both sides. Together, you are struggling to get to new areas, convert bronze to silver, and the last to gold and attack when the opportunity arises. All the time defending and combining the points of conquest.

You can download at this address:http://letitbit.net/download/01396.01f9984..._1.3.2.ipa.html

Elder sign
http://ax.itunes.apple.com/app/id475401686?mt=8
Game Description:
Investigators (from 1 to 4) stand in front of the entrance to the museum. Inside it, they must find a sufficient number of magical seals to block the portal through which Ancient evil is trying to break through to our world. Evil is chosen from the corresponding deck randomly at the beginning of the game. The range of lovecraft classic: Cthulhu, Shab-Niggurath, Yig, etc. Every Ancient has its own unpleasant tricks. For example, Cthulhu forces investigators to lower health indicators - physical (stamina) and mental (sanity) - by one. But the investigators, of course, also have their talents. Let's say Professor Harvey Walters can change the value of one die during a turn. And each character has its own set of starting items - cards from the corresponding decks. These can be regular or special items, spells, and allies. The museum itself is represented by a set of six adventure cards. Each map shows the sequence (s) of the values ​​of the cubes to be obtained in order to successfully complete the adventure. Actually, we are engaged in the whole game of cubicide. It is possible to roll additional dice using map properties. In case of failure (it did not work out to add up the sequence) a chance is given to roll the dice - while one is put aside as a penalty (it is not used), and one die can be saved - use its value in the re-roll. If everything worked out - all the sequences indicated on the adventure map are filled with cubes - we get prizes: objects, allies, spells that allow to throw cubes tokens and - of course - the notorious seals, the collection of which is the goal of the game. In place of the "traversed" adventure laid out a new card.

In addition to the museum, there is still the opportunity to go to other worlds - these are especially complex adventure maps that appear on the table during the game. If the successful completion of the adventure did not work out - fines work: we lose health, we take out monsters on the field (they complicate the sequence of cubes on the cards), fill in the scale of fate.

The scale of fate measures the time before the appearance of the Ancient One in our world. If this happens, the stasis in the museum stops and the heroes fight the monster. As they say in the rules, it is likely to turn into a loss. Therefore, it is better not to bring it up and collect the seal before the scale is completely filled.

The scale is filled either as a result of a penalty from a failed adventure, or when the clock - and among the game props there is a small dial with an arrow - will show midnight. Each turn, each player shifts the hand by 3 hours. And according to a strange logic, midnight comes every 12 hours - i.e. every 4 turns. On the BGG forums aptly noticed that the characters probably sleep all day after their nightly adventures. Therefore, for them a day consists of only 12 hours.

Yes, instead of going to the museum, players can mess up in a conditional shop. There you can buy cards for special trophies, you can also restore your health there and try to get a random item (with a die roll). By the way, according to the first reviews from GenCon 2011, you can make a timid conclusion that the game was pretty easy. Well, in general, people like it. Described as a casual Arkham Horror with an admixture of "Yazzi."

You can download the game from our website:Elder Sign: Omens
IPAD version:Elder Sign: Omens HD

Zooloretto
http://itunes.apple.com/us/app/zooloretto/id312840471?mt=8
Game Review
Zoloretto (and in fact - Coloretto 2.0) is a nice family toy, in which you need to equip the zoo, populating aviaries with same animals. The distribution of the same animals between the players is the same as the distribution of cards in the Coloretto - they are laid out in rows of three.

The essence of the game is that there are only three enclosures in each zoo and, accordingly, only three types of animals can live in them. If a player has other types of animals, penalty points are awarded for them. In his turn, the player can either stick his hand in the bag, take out a random animal and put it in one of the rows (the number of which is equal to the number of players), or pick one of its rows (no matter how many animals it contains).

Due to this mechanism of distribution of animals, it is not always possible to get the necessary animals. This is exactly what the game is built on - all the time you need to make decisions whether it is worth taking a row for yourself in which there may be less than three animals or even to suffer in the hope that the right animals will come out of the bag.

Zooloretto is a nice family toy. It is designed for 2-5 people, but for me the most interesting thing is five of us. And although I personally prefer the Coloretto, I think many will like Zooloretto.

You can download on our website:Zooloretto

Ascension: Chronicle of the Godslayer
http://itunes.apple.com/us/app/ascension-c...d441838733?mt=8
Game Description:
The card game "Ascension: Chronicle of the Godslayer" ("Elevation: Chronicle of the God-Fighter") just offers you the opportunity to stay in the shoes of a savior. Moreover, in addition to the game legend described above, there is also a business legend. Which claims that the game was created by the cool wizards of Magic the Gathering, who are also Dominion fans.

It’s hard to say about Dominion, but the creators' involvement in the world of MtG (and collection card games in general) is very clearly visible. Now we take a closer look at the game and see why. Mechanics are based on the same construction principle: you start with a primitive deck (eight magicians-students and a couple of village militias with pitchforks), and then you call heroes more abruptly under your banners, arm yourself with different artifacts and fight for external justice ( the very monsters from the portals) and the internal (the very cultists) enemies.

Heroes and artifacts, by the way, have to be called up - from neighboring worlds, too, through portals. For this, in fact, need mages in the team. In the Vigil's summit, you can only acquire wizards-mystics a little more than a student’s level and professional soldiers. And here we get the first greetings from MtG.

All resources called through the portal are divided into four factions with different styles of magic and battle. Here they are:
Enlightened. These value knowledge above all. They know how to get your cards in hand from the deck and prefer to fight without using brute force.
Mechanists. As you might guess, these people like to create interesting things and are strong precisely in working with artifacts - mainly, of course, with their own.
Servants of the Void. That is, the priests of Death, without which Life is impossible. Despite their gloomy name, they are quite normal guys. Excellent fighters and specialists in the release of unnecessary cards.
Life-worshipers. As well as all "green", big fans of a freebie and experts in its getting. That says it all.

Combining cards of different factions in their deck, players are trying to as high as possible to rise in the field of rebellion. The elevation is marked by points of glory, which are counted in two ways: on the one hand, special crystals, on the other hand - the value of the cards.

In addition to points of fame, there are two types of resources: runes and combat power. If with the latter everything is clear enough (the more you have, the more abrupt monsters you can fill up), then the runes are simply some kind of money equivalent. The more runes, the more steep magic your battle group conjured this turn, and the more steep heroes with artifacts you can invoke through this portal this turn.

So, each card can have the following characteristics (one or several times):
Combat power;
Runes;
Points of Fame;
Other draw effects (for example, get some cards into your hand or copy the effect of another previously played card this turn).

The entire set of cards present in the game is divided into four categories:
Elementary cards - students and militias that make up the initial deck;
Base cards are mystic, latnik and cultist; these are available at any time;
Monsters climbing through the portal;
Heroes and artifacts are available for calling through the portal.

(Strictly speaking, a cultist is also a monster, and a disciple, a militiaman, a mystic and a batman are heroes. The only difference is in their accessibility.)
The portal is made up of six cards. As soon as one of them leaves his place (for any reason), her place is immediately taken by the card from the top of the main deck. Immediately next are the base maps. The set includes a playing field, designed to simplify the entire layout, but after the second or third installment, the need for it almost completely disappears.

Each turn of a single player looks like this. He plays cards from his hand in any desired quantity and order. Maps generate effects, combat power and runes. Effects are resolved, runes are used to invoke heroes and artifacts, combat power is going to kill monsters. The order of drawing, calling and killing may again be arbitrary.

Summoned cards are placed in the discard of a personal deck (if there are no effects that allow you to deal with them in any other way). Killed monsters go into the void, and the player who killed them receives the reward indicated on the monster card.

At the end of the turn, the played cards of the heroes go to a personal discard, and the played cards of the artifacts remain on the table. Cards, for whatever reason, remaining unplayed (if any, of course), also go to the discard. The player enters a new five-card hand and waits for his next turn.

That's basically all the rules. The game ends when the “bank of glory points” becomes empty, the size of which depends on the number of players. But not instantly - the current round passes to the end, so that all players have the opportunity to make the same number of moves.

If you look closely, we will see two more points, unequivocally referring us to the collection of card games. First is the content of the move.

Recall the "Dominion" (if we talk about the card well construction, then it is impossible not to mention it). At each turn you have one action and one purchase. Need more? Get them with special cards. Which at first also need to get. But the developers of "Thunder Stone" made a step away from this concept. There, actions from all played cards work, although there is still only one purchase. The developers of Elevation have taken another step: in their game the number of summoned (= purchased) cards is unlimited ... or rather, limited only by the available runes.

So, this is very KKI-shnou, when you can play and use everything on your hand as much as you like. There are no restrictions as such. Play, buy, kill, steal ...

And secondly? Oh, secondly much more interesting. And tell me, can you imagine that a player in CCI would take, and even put useless or even obviously harmful cards in his combat deck? I (the former KKI-Schnick himself) cannot.

And the developers of "Elevation" also could not. The game mechanics are such that there are no harmful cards in the decks of players. The slaughtered monsters go to the Void and do not litter the deck, and the glory for them is counted by special counters-crystals. Artifacts are played out on the table and remain there - even if they do not bring benefit, then there will definitely be no harm from them: they lie to themselves and lie, they don’t ask, as they say, to eat. Unless "elementary" cards of starting decks over time become useless - but without them, it simply cannot be done. There are no cards working "in the negative" at all.

The very text of the rules, by the way, is also specifically written. In this style, the rules set out for people who are generally already "in the subject." Without explanation, CCI-shnaya terminology is used (“banish”, “under control”, etc.), examples of moves with explanations are not given. The rules are immediately followed by the FAQ (I don’t understand this in principle. Well, there were questions - isn’t it easier to rewrite the text so that they will not arise when reading?)

In general, the impression is created that “Elevation” was created purely as a stybian project of several pro-gamers ... and then they released it to the market as a commercial product. If you look at art, then this impression is enhanced.
Art (from artist Eric Saby) is the most controversial moment of the game. Although, in principle, it is quite appropriate, setting up players to the appropriate style of stabling (see the first paragraphs of this review). I also advise you to read the artistic text, especially on the maps of mechanists - it is worth it.

The game as a whole is perceived quite original. If we talk about me personally, then I read the reading of reviews and pre-release advertising texts with some kind of caution. However, in fact, the first batch of all wariness immediately went away - quite a normal game, which you quickly enter and which is captivating. So if you read all this and think about the expediency of a purchase, then I honestly tell you: do not spit on design, but try. Most likely you will like it.

Of course, “Elevation” has its own specifics, which I will now try to describe to complete the picture. (Here again, it will not work without comparisons.) Let's go:

First of all, the game is free from a tedious setup and sorting cards after the game. That is, a postigigra sorting is needed there, but on a small scale. And the setup is generally minimalist, especially when compared to the monstrous “Thunder Stone”. About how in the "Arcana".

Next - random. Right out of here. Heroes, artifacts and monsters are contained in one deck, accessible through the portal with only six cards each. All at once available. Without selecting from them a subset. But - in random order. That is, this is also the next step from the "Dominion" along the path of the "Thunder Stone". Plus a random deck of each player. It turns out a little specifically: it requires a good shuffle of the deck before the game, and in case it turns out to be not very good ... well, then the well construction will be a little difficult. Although it will still be possible to play. And - pay tribute to the developers! - the party because of this is practically not delayed. Hmm ... in general, in the "Dominion" there is an analogue: a not very successful subset can get out ...

And finally, about what so many players crave - about interaction. There is it. Smaller than in the "Dominion", but still more than in the "Thunder Stone" (I am now talking only about the basic boxes). The interaction is curious. There are, of course, cards that force opponents to fold something. There are cards that allow you to literally steal from opponents. And there are maps that can drive out monsters / heroes / artifacts that are accessible through the portal. The latter is very useful, as it allows breaking other players - in the conditions of the specific local random it is difficult to overestimate.

As I said, the game as a whole was completely successful, it leaves very pleasant impressions, although, of course, in depth and inferior to the same “Dominion”. And if we compare it with the “Thunder Stone,” the latter seemed to me less interesting ... perhaps because the developers paid too much attention to the meticulousness of the legend and this resulted in more “taut” gameplay ...

I will try to summarize.

Advantages of the game:
Transparency and dynamism.
It requires (in comparison with other well-building games) a bit of storage space and the game itself.
The package contains wonderful acrylic crystals-counters. To use them is a pleasure, including in other games.
A small downtime (the course proceeds fairly quickly).

Disadvantages of the game:
Specific random that can reduce the interest of well construction.
High sensitivity to the quality of mixing deck.
Need to read the FAQ in addition to the rules.

Ambiguous features of the game:
Design by Eric Saby.
Some stibnost.

You can download the game from our website:Ascension: Chronicle of the Godslayer

Dominion
http://itunes.apple.com/us/app/dominion-hd/id364350308?mt=8
Game Description:
Dominion is a modern classic strategy game where you need to establish world domination, similar to the RISK game. Players take turns building and attacking.

Screenshot game:

You can download from our website:Dominion

Continuation of the catalog on this link: Catalog of board games for the iPad (Post # 9015458)

The full catalog of Board games on iOS can always be viewed in this section:Board games. There you can download the latest versions of games.

Post has been editedDyuss - 16.07.18, 18:33
Reason for editing: Cap
Dyuss
Message#42
23.11.11, 12:32
Gunfighter
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Rested in the maximum message size (in the header) and no longer allows you to add information. Moderators, tell me, please, how to overcome this limitation.

Post has been editedDyuss - 23.11.11, 12:33
_ [Assi] _
Message#43
23.11.11, 13:13
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Dyuss,
I gave you the right to the second post in the topic. There you can continue and specify the link "continue" in the header or create a mini-catalog by name.


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Griffka
Message#44
23.11.11, 13:17
Non-honorary "honorary."
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_ [Assi] _ @ 11/23/2011, 5:13 PM*
or make a mini-directory by name.

The most correct option.

Dyuss,
I suggest the following:

1) We make you the curator of this topic.
2) Remove all posts from this topic, except the first.
3) We write a warning in the header stating that there is no need to write anything in this topic, and we create a discussion topic for this directory, for example, in "Personal Experience".
4) You do the following: in the header you only do a directory of links, you can with a description in a couple of words, and you make each game in a separate post to which the link leads.

If everything suits us, we'll do it.
Dyuss
Message#45
23.11.11, 13:47
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Hacked versions of the last two games are still in search.

Posted on 11/23/2011, 1:47 PM:

Griffka
And it seems to me that it would be more logical to lead a discussion on this topic. As you can see, there are not so many fans and fans of the desktop on the iPad / Iphone.
And those who are interested in this topic so look into this section from time to time.
Dyuss
Message#46
23.11.11, 17:28
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Another request to the moderators:
Please make the first two posts appear on all subsequent pages.
PACTAMAH
Message#47
23.11.11, 19:27
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Dyuss @ 11/23/2011, 6:28 PM*
Please make the first two posts appear on all subsequent pages.

No :( Technical limitations of the forum, i.e. only one post can be a header.


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24.11.11, 02:13
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How then to be ... Games then all will be added and will be.
_ [Assi] _
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24.11.11, 03:41
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Dyuss,
Only the link in the header on the second post is done.

Post has been edited_ [Assi] _ - 24.11.11, 03:42


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24.11.11, 12:26
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Here are two links that are very useful in my opinion:
iboardgames
iOS boardgamegeek

They are almost completely listed all released and upcoming games and similar games for iOS devices.
4kusnik
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26.11.11, 18:06
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Dyuss
Message#52
28.11.11, 20:46
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4kusnik
No problem, here is the link to this game:
Download: http://www.filedude.com/download/du7qxIxIU...024beea?confirm
4kusnik
Message#53
28.11.11, 22:38
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Is there an iPad?
Dyuss
Message#54
29.11.11, 20:52
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It seems to be universal.
Dyuss
Message#55
02.12.11, 14:45
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Unfortunately, ipa, for gamesCyclades, Forbidden islandare in search. Or ... expect to be hacked. If there are links to working ipa of these games, please post it.

Post has been editedDyuss - 02.12.11, 14:57
Dyuss
Message#56
05.12.11, 21:47
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Added an interesting card board gameCabals: The Card Game
npoxop7
Message#57
06.12.11, 12:08
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I bought Forbidden Island, played a couple of games with myself, very cool, but difficult
Mimzik
Message#58
06.12.11, 16:28
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Apple iPad Air Wi-Fi + Cellular

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can make a croaked version?)
Dyuss
Message#59
06.12.11, 19:59
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Played at night inCabals: The Card Game- quite interesting nastolka, but it is clear that she still has to grow and grow.
I recommend playing a few games, and the rules are very simple.

npoxop7
We will be extremely grateful for hacking.

Post has been editedDyuss - 06.12.11, 20:00
npoxop7
Message#60
07.12.11, 10:49
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Dyuss @ 12/06/2011, 20:59*
We will be extremely grateful for hacking.

and how to break it?
_ [Assi] _
Message#61
07.12.11, 11:40
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Apple iPhone 4S

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npoxop7,
[FAQ] How to hack the application


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iPod 3G 64Gb 5.0.1 JB, iPad 3G 64Gb 4.2.1 JB, iPad 2 White 64Gb 5.0.1, iPhone 4S White 32Gb 5.1

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