The Game Pile


Ultimate Golf - The Ultimate Game


Ultimate Golf is a boardgame representation of the game of golf. The players make their way through a course composed of 18 holes selected from the top rated golf courses of the world. Each hole is printed on a large cardboard board, one on each side.

To start the game, each player takes a pair of vinyl Ball Markers and a deck of Club Cards. The Ball Markers stick lightly to the board and are used to mark the location of the ball. The Club Cards come in three types; Woods, Irons and "Specialty Situation Cards" (Greenside Bunker, Fairway Bunker, Recovery and Chip Shots, and Putting).

A player starts by placing a Ball Marker on the Tee and lining up the shot with the "Shot Locater". The Shot Locater is a two-piece cardboard device consisting of a base which is marked with angles and a sliding piece marked with distance indicators. The player lines up their shot by putting the base over their ball and adjusting the sliding part of the locater so that it aims in the direction they wish the ball to go. They then select a club card and place it in front of them. The club cards each contain a chart showing the results of a hit with that club. The player rolls two dice and compares the result to the chart. This tells them how far to move the sliding part of the marker and the angle to which it is to be set. The player then puts their second ball marker at the end of the locater, picks up their first marker and ends their turn.

When a player lands on the green they use the Putting card to determine the number of strokes it takes to complete the hole. The other Specialty Cards are used when the situations they cover arise.

Play continues through all 18 holes. Certain special rules apply for some of the holes, mostly dealing with hazards on that hole. When all 18 holes are complete the player with the lowest number of strokes is the winner.


Ultimate Golf calls itself "The Ultimate Game" and the boards representing the various holes are well done. However, the rest of the game does not hold up as well. The rules are adequate but somewhat on the simplistic side, completely ignoring wind and other effects. The shot locater is made of heavy paper but consists of two parts which are constantly being moved. I suspect it would rapidly tear in even moderate usage. Given the production values of the rest of the game the locater looks flimsy and cheap; a plastic locater would have been much more preferable. (The rules only list one locater as being included but mine had two. Perhaps a late realization of the fact that the locator's are easily damaged?)

An interesting golf game, but one that looks better than it plays.

5 comments on Ultimate Golf:

Beto at August 27, 2011 16:37 said:
which are the game instructions?.
how to play? at June 10, 2010 11:08 said:

I have a complete ultimate golf game, in box, unused.
Great lithos, all instructions, complete sheet of vinyl balls (24) and, unlike the author, a plastice, two piece, shot locator (it resembles a slide rule). I'm of the opinion that the author of this site may have copies of the original locator that a previous owner had made. I am selling this edition and will consider offers here before I to to eBay. Ed
Matt Johnson at March 28, 2010 12:53 said:
Matt Johnson at March 28, 2010 10:36 said:
I just found this board game in a pile of other games and started looking into it. Looks very fun once I get used to it but the instructions seem so inadequate. Unlike what you said, I feel confused. Especially by the "Sand Wedge" card which has increments of feet from flag pole instead of yards from original position. I have the 1985 manual and I'm wondering if you have an updated or better version of the instructions or maybe a tool of some kind for measurement or perhaps just advice. Thank you
Bob Kodish at January 4, 2009 09:18 said:
I have a game but do not have the instructions. Please send of copy or reference site for the directions to the game.

Thank you,
Bob Kodish

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Counter Espionage - Identify and De-Activate


Counter Espionage is a spy game designed in cooperation with espionage thriller author Robert Ludlum (who wrote The Icarus Agenda, The Bourne Identity, The Holcroft Covenant and many others.)

A multi-national intelligence group known as "The Club" has been formed containing agents from the spy organizations of many nations with the goal of reducing the threat of nuclear war. The existence of The Club is to be kept top secret, even from the governments of the agencies involved. Now, a double agent is leaking information about The Club and must be stopped.

Each player represents both a Field Agent and a Section Chief from one of the offices of The Club. At the start of the game Identity Cards are given to all of the players. The players then fill out a "Top Secret" sheet containing information from their Identity Cards. The Top Secret sheets are then placed in the Top Secret Folder so that the information from the sheets will show through the holes in the front of the folder. The holes are initially all covered except for the sheet number. One die is rolled and the number shown is the ID number of the player who is the Double Agent. The other sheets are removed from the folder.

The players must now determine who is the Double Agent. They do this by moving around a map of Europe or North America (there are two maps). When two agents are in the same city, one may attempt to gain information from the other. They do this by comparing the Survellience and Counter-Survellience values of the two agents. These values can be modified by playing Supply Cards. If the Survellience is successful, the defending agent must give one piece of information from their information card to the attacking agent. The attacking agent may also remove one of the discs covering a hole in the Top Secret Folder.

When a player thinks they know who the Double Agent is they must move their Station Chief to the location of the suspected agent and play the "De-Activate Double Agent" Supply Card then make an attack on the agent. If the attack is successful the defending agent must reveal their ID number. If the defender is revealed to be the double agent then the player who accused them is the winner. Otherwise they are out of the game.

Play continues until either the Double Agent is identified or until 15 turns have passed, at which point the Double Agent is the winner.


While having many similarities to Clue, Counter Espionage is actually a far more interesting game. Once again players have to slowly uncover the key pieces of information that will allow them to determine the identity of the Double Agent but the amount of information in this game is much larger than that in other games, making this one more difficult. The Supply Cards (things like Sonic Microphones or Low Frequency Jammers) add much to the flavor of the game and make any information gathering attempt a risky proposition. (Do you use the card now or wait till later? Does the opposing agent have the counter for this card?) The game has a good flavor to it and the players get a good feel of being spies on clandestine missions.

There are some minor problems; the Top Secret Folder is a little awkward and if the players aren't careful it might be possible to recognize the Agent by their handwriting on the Top Secret Sheet but overall this is an interesting and fun game.

1 comment on Counter Espionage:

Anonymous at November 6, 2008 20:41 said:
If this game doesn't get you looking over your shoulder nothing will!

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Dogfight - Air Battle Game of World War I


Dogfight is a game of plane to plane combat in World War I. The players are the pilots and commanders of air squadrons from the war.

There are two squadrons for each side and each squadron has three planes. One plane from each squadron can be in the air at any one time. Planes which are flying are identified by being placed on a stand; other planes are on the ground.

When a plane takes off the pilot of that plane takes four cards from the stack for their squadron. These cards will be used for air to air combat. Once in the air the pilot cannot get more cards unless they land again. There are three types of cards; Burst, Loop and Roll. Burst cards are used to attack, Loop cards are used to avoid being attacked from behind and Roll cards are used to defend against being attacked from the side.

Planes move by rolling dice and moving the number of squares shown. Planes may move any direction except diagonally. If a plane ends its move by exact count facing an enemy plane combat ensues.

Combat begins with the attacker playing a Burst card. If the attack is from the rear the defender must play a Loop card or be shot down. If a Loop card is played the attacker and defender exchange places and now the defender can attack.

In a side attack the defender must play a Roll card or be shot down. Finally, in a head-on attack, both players play a Burst card. Whoever plays the Burst card with the highest value is the winner. Planes which are shot down are removed from play.

Players which successfully shoot down planes and safely return to base are Aces. Aces get more cards when they take off giving them a better chance in combat.

It is also possible to attack planes on the ground, but the attacker must fly over Anti-Aircraft guns in order to do so. Surviving planes can destroy planes on the ground by playing a Burst card.


Dogfight is a very simple game with some subtle options. The limited number of combat cards makes for some careful planning since pressing an attack too long can leave a plane defenseless as it tries to get back to its home airfield. While much simpler than a standard wargame it is an interesting game all the same.

This game is part of the American Heritage series which was produced in cooperation with American Heritage magazine. It includes an educational booklet on historical WWI air combat. Other games in the series included Broadsides (ship to ship combat in the age of sail) and Battle Cry (US Civil War combat).

32 comments on Dogfight:

Steve, Chris, John & Rob at October 21, 2013 08:06 said:
My brothers and I loved this game and built 1/72 scale airplane kits, got a huge piece of cardboard for the game board, made our own decks of cards and had six planes per person and could fly all of them at one time "in the air". I still have most of the plastic models we painted, decaled and numbered for ease in keeping track of which plane went with which deck of cards. We were into this game big time.
John at July 26, 2013 14:29 said:
I agree with Bill Cannistra, "Dogfight" allows for player creativity and innovation in devising new rules for more advanced play. As an example, my brother and I used to place airplanes shot down on the square where they were defeated. No other aircraft could occupy that square even if just flying over.
Jeffrey at January 29, 2012 12:00 said:
Wow...used to play this and Battle Cry with my brother all the time...<3
mlewxav at October 29, 2011 20:45 said:
rules question... once opponent gets access to an airfield by manding on a miss space, can he just move on the the open 'landing space' the next turn (by exact roll) and shoot the next plane on the ground?
....... at September 7, 2011 00:33 said:
Iv got the game
Tex from Karratha at January 29, 2011 11:46 said:
Thanks, brought back some great memories of a miss-spent childhood playing this in country new zealand, used to pester the hell out of all family members to play it with me - great days..... at December 27, 2010 12:34 said:
I bought this game in 1968. I still have all original pieces in excellent condition. It has not been used in about 20 years.
Robert at December 26, 2010 08:17 said:
The war game that started it all for in the hobby of war gaming. Still have my copy sitting on the shelf. It comes out about once or twice a year to play. One of the best introductory war games ever to hit the market. Nice to see a website that is trying to keep this game alive.
jeffrey budd at December 19, 2010 07:22 said:
Anyone!!! Who has this game and it is in decent shape and would like to sell it please e-mail me at I would love to have this game again. Thanks Jeff
George K at November 6, 2010 17:01 said:
I loved these games -- and they were great at teaching history! I'm looking for them to play with my ten-year old twins.

eddy ,,g at October 17, 2010 02:10 said:
i love these game ,, please tel me were to get it,, ,,
BK at July 3, 2010 16:51 said: has original and restored Dogfight games for sale. Very laid-back website that only does Dogfight. The guy is OCD or something and jokes about it. Worth checking out if you're having trouble finding a game on e-bay.
John Tuminaro at March 10, 2010 11:52 said:
Where can I purchase this game?

Debbie Gore at July 10, 2009 17:11 said:
I would like to buy this game. Where might I be able to do that? please, someone let me know. thanks
manfred von ricthofen at April 1, 2009 07:20 said:
where is there a place in england i can buy the game
Rocco at March 22, 2009 08:30 said:
The game has 2 loops, 3 barrel rolls.

There are either 3 or 4 of each burst (burst 1, burst 2, burst 3, burst 4, burst 5) Unfortunately, I do not remember off the top of my head.

Question: There seem to be a lot of ambiguities in the rules. Is a more detailed rule book available anywhere?
rcbigal at January 26, 2009 20:48 said:

other than ebay, this guy has lots of games for sale as well as pieces needed to complete the game. I love this game as a kid growing up and have some sets on ebay to re-kindle the fire. Always fun to have some old memories around to share with family. A super fun game to play with family that is if you still have all the pieces!

Flu-Bird at December 3, 2008 00:37 said:
I can remember this game in Jr High i remember playing aginst some other a was a american pilot i shot down some those germans
Todd Gamel at October 18, 2008 02:36 said:
have the board and rules, missing the cards does anyone know how many loops, rolls, and burts numbers the cards were in the original set?

bob elston at October 3, 2008 00:16 said:
i had this game as a kid also and was surprised to see it displayed in the smithsonian on a recent visit
Bill Cannistra at September 12, 2008 23:15 said:
This 1963 game was a great entry-level game I used to ease into the world of the more complex war games put out by Avalon Hill of SPI later in the 70's.

The rules were easy to understand and learn. I eventually devised some cloud-cover extensions and game rules that we used to simulate attacks from above out of the sun. These game extensions worked great!
Steve Carter at May 24, 2008 12:17 said:
Dogfight was one of my favorites when I was a child. I used to play it with my brother and friends. I also had Hit The Beach, Battlecry, and Broadsides, and I sure would like to see PC versions of any or all these classic board games! Thank you for this website.
Vickaronomie at May 8, 2008 10:01 said:
Still have this! It's in good condition, too. Was my father's and now my brother and I play it when he's on leave. We also have Sub Search and Shenanigans somewhere. :D
Sioux City Tim at February 6, 2008 20:28 said:
Played this game which we got for Christmas in about 1964. The planes had nomenclature and you could fly different ones. The aerodromes were "Jagdstafels" or something like that. We used to litter the battlefield with crashed planes which were shot down. rex is right that kids don't enjoy the board games as much now that they have electronic stuff.
Rex Herman at February 3, 2008 00:39 said:
This game was so fun to play as a child. Before the Atari 2600 ruined children\'s imaginations, Dogfight was the top of the notch. Great memories!!
Bill at January 30, 2008 21:31 said:
Any place to order replacement parts? My son, now 9 and I, now 43 started playing the game over the holidays. My dad, now 78, and I use to play it "back in the day". Anyway, thanks for this posting. The directions were missing but he LOVES flying the planes and shooting down his old dad, the evil GERMAN!! HAHAHAHAH!!
FrankLJ at January 8, 2008 22:04 said:
How many cards in each stack, and what type?
Dennis, The Gamepiler at January 7, 2008 10:43 said:
Yes, Aces get 6 cards and double Aces get 8. You can find a copy of the rules (in PDF format) at
Greg at January 2, 2008 18:09 said:
My brothers and I played this game as kids. My brother claims an acegot 6 cards and a double ace got 8 cards.
Dave at December 4, 2007 20:57 said:
I used to play this game with my cousins when I was a young kid. Easy to understand, and it was fun.
Robert at November 27, 2007 15:53 said:
Were can i get a "Dogfight" board game from? Don't want one from Ebay.
Bob G. at November 24, 2007 16:22 said:
Thank you!

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Convoy - The Naval War Game


Convoy represents a battle between two naval fleets. Players take turns shooting at each others hidden ships in an attempt to sink their opponents fleet before losing their own fleet.

The players start by arranging their ships (Carriers, Battleships, Torpedo Boats and Submarines) on a 10 by 10 grid. Each square of the grid is identified by a letter-number pair (like A7 or G3).

Once the ships are arranged the players take turns shooting at each other's ships. They do this by calling out a letter-number pair. The other player then responds either "hit" or "miss" to indicate if the shot hit a ship or not. Each player fires one shot then the other player takes a shot.

When all of the grid squares occupied by a ship have been hit that ship is "sunk". The game ends when one player has had all of their ships sunk. The player with remaining ships is the winner.


Yes, Convoy is just another version of the classic pencil and paper game Battleship. This one has the advantage of a fairly nice set of components. The plastic grid frames are nice as are the the ships and markers (which are shaped like tiny "bombs"). Still, it is a pencil and paper game at heart, though one of the better ones around.

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Battlestar Galactica - The Game


Battlestar Galactica is a board game based on the TV series of the same name. The players are pilots of the "Viper" space fighters who are trying to capture a disabled Cylon Raider and return it to the Galactica.

Players start in the "Launch Bay" corresponding to the color of their fighter. Each turn they spin the spinner and move that many spaces either horizontally or vertically (not diagonally). If they manage to land on the Raider they "capture" it by placing it under their fighter and start moving back to their launch bay.

If one player has captured the Raider another player can attempt to take it from them by challenging them to an "Interstellar Battle". First, the attacking player moves next to the player with the Raider. Each player then spins the spinner and the one getting the highest number wins. The winner gets the Raider and the loser gets sent to a planet for "repairs".

A player may also play "Command Cards" which allows them to take additional moves (Turbo Thrust), move other players to planets (Force Fields) or send the other players back to their base for repairs (Laser Torpedoes). The other players may play "Evasive Action" cards to avoid the result of the Command Cards.

The winner is the first player to get the Raider back to their launch bay.


There really isn't that much to this game. The movement is totally random, there is little (if any) strategy and the game rapidly degenerates into a series of attacks against whoever has the Raider. The game really doesn't have that much to do with Battlestar Galactica either, except in the art. In fact, the box art and the Viper Fighter counters are probably the best things about this game. An interesting item for a collector or fan of the TV series but not really that much fun as a game.

3 comments on Battlestar Galactica:

James at June 25, 2014 22:01 said:
I had this game, and this page brings back memories-- as another poster commented earlier, Grant's Quay has been in my memory all this time!
DeAnna at June 10, 2010 16:49 said:
I found this at our local antique mall and said, "I don't care how much it is, I'm buying it." My husband and I love to throw on a little BSG and play it after the kids are asleep. Its a lot fun!
Anonymous at November 6, 2008 20:01 said:
A good game for a single galaxy.

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