Glover demonstrates the Catan Histories board game, Merchants of Europe (http://mayfairgames.com/game.php?id=395&stock=MFG3204&name=Catan+Histories%3A+Merchants+of+Europe).
Glover revisits the battle of 1862 battle of Shiloh and demonstrates the board game, Clash of Wills (http://mayfairgames.com/game.php?id=392&stock=MFG4862&name=Clash+of+Wills%99+-+Shiloh+1862) by S. Coleman Charlton, Martin Wallace, and Mayfair Games.
Glover builds a railroad empire in Empire Express, Mayfair Games streamlined version of the Empire Builder crayon rail board game.
Glover builds his railroad empire across North America with the first in a long line of board games called Empire Builder (http://mayfairgames.com/game.php?id=105&stock=MFG4500&name=Empire+Builder).
Glover builds his airline empire with the board game Aeroplanes (http://mayfairgames.com/game.php?id=388&stock=MFG4531&name=Aeroplanes%3A+Aviation+Ascendant) by Mayfair Games and Martin Wallace.
Glover tackles the American Civil War in the board game A House Divided (http://mayfairgames.com/game.php?id=389&stock=MFG4860&name=A+House+Divided) by Frank Chadwick and Mayfair Games.
Glover tries his hand at urban planning and construction with the board game Urbania (http://mayfairgames.com/game.php?id=394&stock=MFG4124&name=Urbania)by Simone Luciani and Mayfair Games.
Glover braves the rapids in the board game, White Water (http://mayfairgames.com/game.php?id=374&stock=MFG4129&name=White+Water) by Frederic Moyersoen and Mayfair Games.
Glover gets distracted by the exciting pirate theme in the board game, Catan: Junior (http://mayfairgames.com/game.php?id=384&stock=MFG3025&name=Catan%3A+Junior). by Klaus Teuber and Mayfair Games.
Glover zips from planet to planet with the card game game, Rocket Jockey (http://mayfairgames.com/game.php?id=383&stock=MFG4404&name=Rocket+Jockey) by Mayfair Games.
Glover builds a great pyramid in the board game Giza (http://mayfairgames.com/game.php?id=372&stock=MFG4122&name=Giza-+the+Great+Pyramid%21) by Dave Heberer and Mayfair Games.
Witch of Salem (http://mayfairgames.com/game.php?id=83&stock=MFG3309&name=Witch+of+Salem) (http://images.pulpgamer.com/webart/witchofsalem.jpg) Designer: Michael RieneckAges: 12+Players: 2-4Playing Time: 60 minutesStep back to early 20th Century New England. Here, the horrible "Great Old Ones" mysterious inhabitants of a dark, unfathomable void-seek entry into our world. One of their imprisoned overlords gathers them, just as his worldly servants open portals throughout Arkham for the coming onslaught. Only Salem's master witch, Robert Craven, holds the key to safeguarding mankind. He plans to gather a team of intrepid scholars to find the hidden portals and close them with powerful magic seals. The noble witch's elite team must battle the threat of madness, duel the dark servants, tackle mystical challenges, and face their ultimate nemesis: an unidentified Great Old One with an unknown and incalculable strength.In "Witch of Salem," you step into the terrifying world of renowned storyteller Wolfgang Hohlbein, a mythos inspired by the tales of H. P. Lovecraft. You play one of the witch's scholarly allies. Working cooperatively with your cohorts, uncover the secrets of the Necronomicon, combat creeping insanity, defeat the coming Evil, and bar the Great Old Ones from exiting the inter-dimensional abyss.
Lemming Mafia (http://mayfairgames.com/game.php?id=342&stock=MFG4121&name=Lemming+Mafia) (http://images.pulpgamer.com/webart/LemmingMafia.jpg) Designed By: Michael RieneckPlayers: 3-6Ages: 8+Play Time: 20 minutesBet on lemmings as they race to be the first to Jump. But yours more than a mere wager. Lemming bosses give you missions. You must slow some lemmings, or stop them altogether by putting them in concrete shoes. You must guide your favored lemmings, using jackhammers to cut off any concrete and limos to speed themalong. Pick the right mission, and the swiftest Lemming, and you win!
Discworld: Ankh-Morpork (http://mayfairgames.com/game.php?id=361&stock=MFG3305&name=Discworld%3A+Ankh-Morpork) (http://images.pulpgamer.com/webart/discworld.jpg) Designed By: Martin WallacePlayers: 2-4Ages: 11+Play Time: 60 minutes Be one of seven personalities vying for ultimate control of this proud and pestilent city, using your cunning and guile to complete your secret agenda. Along the way you’ll encounter wizards, assassins, watchmen and thieves... all of whom will affect your fortunes and continually change the fate of this mercantile metropolis.Each visit to Ankh-Morpork promises a unique player experience, combining rich visual styling’s and multifaceted gameplay. A finely detailed map and over one hundred individually illustrated cards depicting the city’s most beloved and infamous characters, locations, and organizations immerse the player in Discworld’s most unruly city. Use your cards to enlist minions, inhume the competition, and extort money from fellow players, but beware of random magic and nefarious actions dealt by your opponents that threaten your rise to the top!Discworld Ankh-Morpork blends the distinctive humor of Terry Pratchett’s best-selling novels with strategic challenge and a dose of mayhem into one devilishly addictive Discworld adventure for two to four players. Suitable for all the family, you don’t have to be a Discworld fan to play this game, but you might end up as one!Discworld Ankh-Morpork was devised by internationally renowned games designer Martin Wallace and a dedicated team of artists overseen by the Discworld Emporium.
Test of Fire (http://mayfairgames.com/game.php?id=365&stock=MFG4861&name=Test+of+Fire+-+First+Bull+Run+1861) (http://images.pulpgamer.com/webart/TestOfFire.jpg) Designed By: Martin WallacePlayers: 2Ages: 10+Play Time: 45 minutes July 21, 1861 the raw untried armies of North and South meet for the first battle of the American Civil War.Will you take the part of General Beauregard of the Confederate States of America defending Virginia or the part of Union General Irvin McDowell seeking to stop the rebellion of the south and re-unite the nation?Simple game mechanics center on a system where command opportunities are determined by dice, action cards and the frustrations of command are eloquently portrayed.Simply put, the Union Army of Northeastern Virginia must seize Manassas Junction or rout the Southern Army to achieve victory.The Confederate Army of the Potomac & Confederate Army of the Shenandoah win by routing the Union army, avoiding rout, by seizing the Northern town of Centreville, or simply denying the Union victory.