Dice Rolling

Age of War

Age of War is a quick-playing game of conquest. Fourteen cards are laid out at the start of the game, each showing one castle and the symbols required to conquer this castle, with the symbols separated into battle lines. Each castle belongs to a clan, with some clans having only a single castle and some having up to four castles.

A player starts his turn by rolling seven dice, the six sides of which show archery, cavalry, daimyo, and 1-3 infantry. He then selects a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If he can do this, he then rolls the remaining dice, ideally conquering another line; if he can't conquer a line, he removes one die from play, then rolls again. His turn ends when either he conquers every line on the card (in which case he claims it) or he no longer has dice available to roll.

Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional daimyo line in the process. If a player owns all the castles of one clan, however, those castles are secure and cannot be stolen. What's more, these castles are now worth more points because you've united the clan under one ruler (you) and strengthened your hold over Japan.

When the last card is claimed, players tally their points, and whoever has the highest score wins.

Jitters

Jitters is a timed word game where players draw cards with pre-arranged crossword puzzles on them. A player starts the timer and then rolls "lettered" dice and must use the face up letters to fill in the crossword with qualifying words before time runs out. Each crossword puzzle card has a point value that increases with the card's difficulty. This game is somewhat stressful as you must think quickly, making words to fit the blanks on the card...of course when the timer runs out making a loud smacking noise as you were about to finish your last word - you jump every time...

Shadows over Camelot

Shadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3–7 players.

Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.

On each knight's turn, the knight takes a "heroic action", such as moving to a new quest, building his hand, or playing cards to advance the forces of good. However, he must also choose one of three evil actions, each of which will bring Camelot closer to defeat.

Moreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment...

But enough words... don your cloak, climb astride your warhorse, and gallop into the Shadows to join us in Camelot!

Stone Age

The "Stone Age" times were hard indeed. In their roles as hunters, collectors, farmers, and tool makers, our ancestors worked with their legs and backs straining against wooden plows in the stony earth. Of course, progress did not stop with the wooden plow. People always searched for better tools and more productive plants to make their work more effective.

In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village and so achieve new levels of civilization. With a balance of luck and planning, the players compete for food in this pre-historic time.

Players use up to ten tribe members each in three phases. In the first phase, players place their men in regions of the board that they think will benefit them, including the hunt, the trading center, or the quarry. In the second phase, the starting player activates each of his staffed areas in whatever sequence he chooses, followed in turn by the other players. In the third phase, players must have enough food available to feed their populations, or they face losing resources or points.

Cootie

Players race to construct a plastic bug, rolling a die to see which piece they get to add.

The Hennepin History Museum states that the first Cootie game was designed by William H. Schaper in 1949. However, Schaper's game was not the first based upon the insect known as the "cootie". The creature was the subject of several tabletop games, mostly pencil and paper games, in the decades of the twentieth century following World War I.

In 1927, the J. H. Warder Company of Chicago released Tu-Tee, and the Charles Bowlby Company released Cootie; though based on a "build a bug" concept similar to Schaper's, both were paper and pencil games.
Schaper's game was the first to employ a fully three dimensional, free-standing plastic cootie.

Known in Australia as Creepy Critters and in the UK as Beetle Drive.