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Games - Company: Avalon Hill (5 result(s))

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1830: Railroads & Robber Barons

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Avalon Hill 1995
Genre: Strategy
Rating: 5/6
Licence: Commercial
System: PC

A good adaptation of the classic board game. No doubt the port to computer from the tabletop was done in response to Sid Meier's Railroad Tycoon, a game co-created by one of the designers of the board game original. It is honestly probably still one of the most accurate adaptations of the golden age of railroading in America, showing clearly how the early robber barons bought up earlier, smaller, less profitable companies, and used them to construct huge lines - additionally, it's heavy focus on the stock market is quite realistic, something that the Railroad Tycoon series never quite got 100% right. Whereas the Railroad Tycoon series always had model railroad simulation elements, 1830 focuses solely on the business aspects. It is possible to win a game without even running a railroad!


Acquire

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Avalon Hill 1991
Genre: Strategy
Rating: 4/6
Licence: Commercial
System: PC

Acquire was one in a series of business board games created by Sid Sackson and released by 3M in the 1960s. Later, most of these games were released by Avalon Hill in the 1970s and 80s and are now the property of Hasbro. Acquire is probably the most exciting of this lot of games. It requires good thinking, great foresight, a little bit of luck and lots of attention. The computer version of the game can last only ten minutes, but these ten minutes will require your full attention. Due to the fact it is a board game, the replay value is extremely high.


Breakthru in 3D

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Avalon Hill 1984
Genre: Action
Rating: 4/6
Licence: Commercial
System: C64

Pong...the game that ate my nights :). Indeed, I had a hard time playing PONG, I even tried to make my own. Some years ago, after playing Elite, I was even more curious to see a Pong game in 3D. After playing Doom, I thought at a first-person Pong.


Diplomacy

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Avalon Hill 1984
Genre: Strategy
Rating: 3/6
Licence: Commercial
System: PC

This is a conversion of a tabletop. As one of 7 Powers in a Europe divided in regions on the dawn of the 20th century you try to conquer as much as possible with your allies' help.

The rules have been adopted completely. The main point of them is that nothing happens by accident but everything can be calculated logically before. That means that nobody can use the excuse of luck/bad luck. Instead of that the attacking armies are compared to the defending ones. The one who has more wins. But more than one unit per area is impossible. In order to build a front line neighbouring countries have to support others.


Telengard

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Avalon Hill 1985
Genre: RPG
Rating: 4/6
Licence: Commercial
System: PC

"Ah yes, my young fellows, I still remember when I first climbed down the stairs into this vile dungeon. All I had was the sword of my father and no clue how to use it. And then they came! Zombies, Skeletons, Orcs! I fought them all - barely made it out alive with the few coins I was able to find in the corners of the tunnels. Bandaging my wounds I made it to this very tavern and spent the night. But when the morning sun rose I knew I had to go back in there. I could not leave that dungeon unconquered. And so I travelled deeper. My skills got better, I got faster - soon I was starting to fight of demons and dragons - and the deeper I ventured into the caverns the deadlier they got!



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