|2nd Edition, 3rd Printing 90,000 B.C. - A great Ice Age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species. ...|
|Battle Line is a card game of capture the flags using an ancient battle formation theme. It plays like rummy or poker is easy to learn and has strategy and the ability to provide surprises to your op...|
|In December 1956, paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and-after a disastrous initial encounter with government forces-a total of just ...|
Space Empires 4X
|Space Empires is a game in the finest tradition of 4X space games - eXplore, eXpand, eXploit, and eXterminate. Make no mistake. All four ''X's'' are included in this game. This is a wargame where the ...|
|Estimated Release Date: November 2018. SpaceCorp is a fast-playing board game in which one to four players explore and develop outer space over three eras. Each player contro...|
Fire in the Lake
|Vietnam, 1964. The most wrenching US engagement of the Cold War would be far more than GI versus Charlie. The conflict had set tribesman against nationalist, Buddhist against Catholic, mandarin agai...|
Falling Sky: The Gallic Revolt Against Caesar
|Winter, 53 BC: In a series of brilliant and brutal campaigns, Caesar has seized Gaul for Rome. But not all tribes rest subdued. In the north, the Belgic leader Ambiorix springs a trap on unwary leg...|
A Distant Plain
|Afghanistan - scene of tribal, ethnic, colonial, and Cold War conflict across the ages. Into this cockpit dropped a multinational post-9/11 coalition to root out al-Qaeda and replace the hardline-Isl...|
Here I Stand Board Game
|The lineage of Here I Stand includes descent from both SPI's A Mighty Fortress (published in 1977) and GMT's The Napoleonic Wars (2002). Reusing the theme of A Mighty Fortress, the game improves on it...|
|1846 is an 18xx game set in the Midwestern United States. Differences from other 18xx games include scaling the number of corporations, private companies, and bank size to the number of players, fewer...|
Fields of Fire Second Edition
|Fields of Fire is a solitaire game of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are t...|
|Colombia in the 1990s hosted one of the world's last Marxist guerrilla armies, brutal drug lords, and right-wing death squads and appeared close to failing as a state. A decade later, its Marxists had...|
|By late 1942 the Axis had been stopped at Stalingrad, El Alamein, and Guadalcanal. With Axis expansion halted and Allied victory only a matter of time and resources Churchill, Roosevelt, and Stalin b...|
Cataclysm: A Second World War
|Cataclysm: A Second World War is a quick-playing game about politics and war in the 1930s and 40s, designed for two to five players. The three primary ideologies of the time contend to impose their vi...|
|Long hampered by cost and beset by international problems, real space exploration did not seem possible for humanity. Amazing technological breakthroughs would change all of that in the year 2112. T...|
Time Of Crisis: The Roman Empire In Turmoil
|In Time of Crisis, 2-4 players take the reins of Roman dynasties, gathering and wielding influence among the senate, military, and people of Rome to ensure that their legacies are remembered by histor...|
Sekigahara: The Unification of Japan
|Fight in the Famous Battle of Sekigahara! Two factions vie for power in vacuum left behind by the death of Toyotomi Hideyori. Spurred on by the establishment of a new centralized military power, d...|
Liberty or Death: The American Insurrection
|Give me Liberty or Give Me Death! A bitter conflict erupts between colonists and the British over the fate of the American colonies. The Revolutionary War, as it is often referred to, spanned fro...|
1960: The Making of the President
|Winner of the 2008 International Gamer Awards best two-player strategy game and nominated for numerous other awards, 1960: Making of the President is widely recognized as the best U.S. presidential el...|
|Fort Sumter is a two-player Card Driven Game (CDG) portraying the 1860 secession crisis that led to the bombardment of Fort Sumter and the American Civil War. The game pits a Unionist versus a Sece...|
Paths of Glory Board Game
|5th Printing They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The ...|
|Thunder Alley is a stock car racing game for 2-7 players with the feel and flexibility of a card-driven simulation. Players controls not one car, but a team of 3-6 cars. Each race is not only a run fo...|
Labyrinth: The War on Terror 2001-?
|Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of card combinations similar to GMT Games' Twilight S...|
Commands and Colors: Ancients Board Game
$45.50(3% Over MSRP)
|2012 Edition Commands & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean - Carthage and Rome. W...|
|Urban Sprawl is a game for 2-4 players. Urban Sprawl abstractly models the growth of a town into a teeming metropolis. Players assume the roles of entrepreneur, tycoon and politician-each helping i...|
Washington's War Board Game
|Washington's War is a card-driven game on the American Revolution. It pits the forces of King George III against the American colonists as they fight for their independence. In Washington's War, you a...|
|Conquest of Paradise is a game of empire building in the "Polynesian Triangle" of the central Pacific Ocean for two, three, or four players. Players explore the unknown ocean around them, hoping to di...|
1989: Dawn of Freedom
|"History punishes those who come too late." - Mikhail Gorbachev 1989: Dawn of Freedom is an exciting, fast paced game simulating the end of the Cold War in 1989. During this amazing year, a series o...|
Hitler's Reich: WW2 in Europe
|No stacks of armies, no hexes, no overly-lengthy rules to learn - Hitler's Reich takes five minutes to set up and two hours (or less!) to play. Players fight over Europe, across the North Atlanti...|
Combat Commander: Europe
|Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of the Axis (Germany) while another player com...|
|November 1st, 1954: On the eve of All Saint?s Day, armed members of the Front de Liberation Nationale arose in revolt across Algeria against the French colonial government. The authorities suppressed ...|
|When Alexander the Great died in 323 BC, he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war among themselves over ...|
|In 1697 the Sun King, Louis XIV, emerged from a decade of war with his Continental ambitions still unsatisfied. Meanwhile, King William III of England sat easier on his new throne than he ever had be...|
Next War: Poland
|Ukraine is in turmoil: embroiled in a civil war which has lasted for years and the situation seems further from resolution with each year that passes. Clandestine support from both Russia and the West...|
Triumph & Tragedy 2nd Edition
|Triumph and Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1935-45 between Capitalism (the West), Communi...|
Talon 1000 Expansion
|This expansion is called Talon 1000 because it adds over 1000 scenarios to the game of Talon . With 4 sheets of expansion counters, most of which have ships printed on both sides, the game comes...|
Fields of Despair: France 1914-1918
|Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War. Players take control of the Allies or Central Powers fightin...|
For the People
|or the People is a grand strategy game of the American Civil War covering the conflict from Texas to Pennsylvania, from the firing on Fort Sumter to the end at Appomattox Court House. You take the rol...|
Conquest of Paradise 2nd Edition
|Conquest of Paradise is a game of empire building in the "Polynesian Triangle" of the central Pacific Ocean for two, three, or four players. Players explore the unknown ocean around them, hoping to di...|
Pendragon: The Fall of Roman Britain
|"At that time all members of the assembly, along with the proud tyrant, are blinded; such is the protection they find for their country (it was, in fact, its destruction) that those wild Saxons, of a...|
|Triumph and Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1935-45 between Capitalism (the West), Communis...|
Pericles: The Peloponnesian Wars
|Pericles is a four player 'sandbox' (unscripted) design that covers the period from 460 BC to 400 BC. The players each represent one of two Athenian or Spartan factions. The game has a political and a...|
Space Empires: Replicators Expansion
|Space Empires: Replicators is the second expansion in the Space Empires series. Von-Neumann Machines (or Replicators) are self-replicating. They behave, research, and reproduce differently than oth...|
Ancient Civilizations of the Inner Sea
|Description from the publisher: Ancient Civilizations of the Inner Sea allows you to create or conquer the great civilizations of the ancient Mediterranean in a single night, alone or with ...|
|Wilderness War takes two players into the French & Indian War, 1755-1760, the climactic struggle between France and Britain for control of North America. It uses strategy cards and a point-to-point ma...|
Great War Commander
|Stand with the French at Verdun. Charge forward with the Germans in Belgium and at the Marne. Follow the Americans as they slug their way through Belleau Wood. Great War Commander is a tactica...|
Hunt for Blackbeard
|Now the Hunt for Blackbeard is on again. As Blackbeard, you must select your anchorage carefully, as you’ll need all your guile to survive. Will you cash in for the diversions of a pirate’s life, or ...|
Next War: Korea
|Next War: Korea, the first of a planned series of Next War games, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Cri...|
Skies Above the Reich
|Skies Above the Reich is a solitaire game depicting a Luftwaffe squadron of Bf109s struggling to deter and destroy the relentless daylight raids over Germany during World War Two. The player's individ...|
|Red Winter: The Soviet Attack at Tolvajärvi, Finland, December 8-12, 1939 It is the winter of 1939 and the Soviet Union has just declared war on Finland. Bombers unleash a downpour of destruction o...|
Space Empires: Close Encounters Expansion
|Space Empires: Close Encounters is the first expansion to Space Empires: 4X. Alien races meet up close as they encounter each other for the first time in ship boarding engagements and planetary invas...|
Clash of Giants: Civil War
|Clash of Giants: Civil War, takes the game system from Ted S. Raicer's popular and critically acclaimed Clash of Giants WWI series to two of the storied battles of the American Civil War: Second Bull ...|
A World at War
|Third Printing First published by GMT in 2003, A World at War is a grand strategy game based on the award-winning Advanced Third Reich/Empire of the Rising Sun gaming system. A World at War ...|
Dominant Species: Marine
|Sixty-Something Millions of Years Ago — A great ice age has ended. With massive warming altering the globe, another titanic struggle for supremacy has unwittingly commenced between the varying animal...|
Welcome to Centerville
|Have you ever wanted to run your own town? Now is your chance. Centerville beckons! Renowned designer Chad Jenson brings you a game that rewards skillful play, but with a generous helping of chan...|
|Gathering Storm, both a game in its own right and a prequel to GMT's A World at War, covers the period from 1935 to the outbreak of World War II, whenever that might be. Like A World at War, Gathering...|
The Dark Valley
|Although the game is a semi-monster, and covers the entirety of the conflict from the launch of Barbarossa to the end of the war, the game system emphasizes playability rather than rules overhead, all...|
|You've swapped paint and mixed it up with the good ol' boys. But are you ready for a new challenge? The global stage is calling and now is your chance to step up into the big time. It's time to race i...|
The U.S. Civil War
|The U.S. Civil War is a 2-player strategic-level war game of the American Civil War. The game covers the entire war from 1861-65 on a large 30" x 44" map area (2 mounted maps) of the Southeastern Unit...|
Carthage - The First Punic War
|The Ancient World system moves to the Punic Wars, the greatest event in the ancient world and a true turning point in history. Carthage concentrates on Punic events that take place in Carthage/Africa ...|
|The battlefield is unfamiliar a clear valley dotted by copses of trees and cultivated fields. The town at the valley's center is the strongpoint of your army's defense held by stout infantrymen agains...|
|Holland '44 is a two-player game depicting the Allies' combined ground and airborne attack in the Netherlands during WWII, which was code named Operation Market-Garden. The game starts with the air...|
|From the publisher's web page (Medieval): Medieval is a card-based board game that takes players back to the turbulent 13th century in Europe, Middle East and North Africa. The cards not only ...|
Combat Commander: Pacific
|Combat Commander: Europe Pacific Components • Package contents: -1 x Combat Commander: Europe Pacific Components • Product Code: GMT 0811 • Package Info: - Product is for use in the Combat Co...|
Enemy Coast Ahead: The Doolittle Raid
|Enemy Coast Ahead: The Doolittle Raid uses the game format to explore this highly dramatic military episode. It is a solitaire game challenging the player to conduct a successful mission where the cri...|
Ivanhoe Board Game
|Take on the role of a knight and join the prestigious tournaments at the king's court. Use your cards to win the jousting competitions, or fight with your sword, axe or morningstar. Rally your squires...|
Blood & Roses
|Battles in the Wars of the Roses England, 1455 - 1487 Fast playing . . . easily understandable rules . . . unusual battles . . . lots of action . . . lots of color . . . great leaders . . . l...|
No Retreat: The Russian Front
|No Retreat: The Russian Front is a new deluxe edition of the two-player Victory Point Games 2008 CSR Award Nominee wargame that retells the story of the titanic struggle between the invading armies of...|
At Any Cost: Metz 1870
|On the morning of August 16th, 1870 at the Gravelotte crossroads outside the fortress of Metz, Napoleon III, Emperor of the French Second Empire, turned over command of the Army of the Rhine to a relu...|
Next War: Taiwan
|Next War: Taiwan, the next volume in GMT's series of Next War games and the follow-on to Next War: Korea, allows players to fight a near future war in and around the island of Taiwan. In this sequel, ...|
|Normandy '44 is a 2 or 3 player, regimental level game of the D-Day landings on June 6th and the battles that raged in Normandy for the next 21 days. During this crucial period the Germans had their o...|
Iron and Oak
|Iron & Oak is game of ship-to-ship combat set during the American Civil War. As a tactical representation of naval warfare, each of the ships is accurately modeled for offensive capability including g...|
|Fading Glory: Napoleonic Series 20 Multi-Pack #1 The Napoleonic 20 game system from Victory Point Games features lower-level wargame complexity on maps where, generally, 20 pieces or less are in pla...|
The Napoleonic Wars 2nd Edition
|The Napoleonic Wars, 1805 - 1815, brings you a fast-paced, tension-filled, card-driven wargame using a point-to-point movement system that pushes the envelope in a new direction for this pivotal perio...|
|Illusions of Glory - The Great War on the Eastern Front is the latest Card Driven Game to simulate the Great War in Europe. First came the award-winning legendary Paths of Glory by Ted Raicer, which s...|
The Supreme Commander
|The Supreme Commander is a game designed for 2-5 players covering the entirety of World War II in the European Theater of Operations (ETO), from September 1939 to the end of the war. While there are p...|
|Genesis is a campaign-level game covering the turbulent Late Bronze Age in the Middle East, where kingdoms rose and fell while establishing many of the systems and ways of life that underwrite Western...|
Next War: India-Pakistan
|Next War: India-Pakistan, the next volume in GMT's series of Next War games and a follow-on to?Next War: Korea and Next War: Taiwan, allows players to fight a near future war between India and Pakista...|
Dominant Species: The Card Game
|40,000 B.C. - A great ice age is ending. Another titanic struggle for global supremacy has unwittingly commenced between the animal species. Dominant Species: The Card Game is a fast-playing game...|
|The 2nd Edition has been re-designed to play much faster using the system used in France '40 and Normandy '44. Players familiar with those games will find the new Ukraine '43 very easy to learn. All t...|
Crown of Roses
|Crown of Roses is a 3-hour block game set during the turbulent years of the Wars of the Roses in 15th Century England. This 35-year long conflict saw the extinction of a large number of noble houses, ...|
Labyrinth: The Awakening 2010-?
|Note: The LABYRINTH: The Awakening, 2010-? expansion uses the same map, base rules, victory conditions, components, charts, and solitaire rules from its predecessor game, thus ownership of LABYRINTH:...|
Pax Romana Second Edition
|PAX ROMANA covers the Europe from 300 BC through the end of the 1st century BC, when control of the Mediterranean was in a state of flux with four empires possible. It does so with a system that is fi...|
No Retreat: The Italian Front
|Following on the success of No Retreat! Where the Russian Front of World War II beckons, and then taking the action to the African Front, and then the French Front, game designer Carl Paradis presents...|
1805: Sea of Glory Board Game
|1805: Sea of Glory examines the naval war on an operational level during that pivotal year. Although Trafalgar shines through history as the beacon of victory, it is the successful blockade of enemy p...|
No Retreat: The Polish And French Fronts
|In No Retreat 3, players command the Allied (French and British) or German forces, operating them in accordance to one of several historical plans (represented by Plan cards). Maneuvering forces over ...|
Ariovistus: A Falling Sky Expansion
|Ariovistus expands Falling Sky to take 1-4 players back to Caesar's first entry into Gaul, with a Helvetian migration challenging the Aedui and Germanic Tribes pressing close behind. New components an...|
Gallipoli, 1915: Churchill's Greatest Gamble
|On 25th April 1915, Winston Churchill, First Lord of the Admiralty, launched a hastily assembled force of British, Australian, New Zealand, and French troops against the Ottoman defenses on the gallip...|
Wild Blue Yonder
|Wild Blue Yonder builds upon the classic Down in Flames series games set in Europe that helped establish GMT's reputation for high quality gaming systems. The air combat system is powered by an e...|
Falling Sky: The Gallic Revolt Against Caesar – Ariovistus
|Gaul, 58 BC: Competing Celts have invited mercenary Germans and then an ambitious Roman governor into their divided land as protectors. Before Caesar’s audacious claim to the whole of Gaul leads his...|
Expansion or Extinction
|Expansion or Extinction takes 2 to 4 players into a future where Sol, after colonizing many of the closest stars, succumbed to internal pressures and died in a fiery holocaust of future weaponry....|
|Operation Dauntless is a moderately complex wargame that covers the actions of the British 49th Infantry Division a.k.a "The Polar Bears" near Caen during Operation Martlet (called Operation Dauntless...|
Men of Iron
Gandhi: The Decolonization of British India, 1917 – 1947
|Gandhi: The Decolonization of British India, 1917–1947 is Volume IX in GMT’s acclaimed COIN Series. Exploring one of the world’s most prominent experiments with nonviolent resistance, Gandhi take...|
Sun of York
|The Wars of the Roses (1453-1485) were the result of the struggle for the English crown between the Houses of Lancaster and York ... both descended from the Plantagenet line ... both with equal claim ...|
Enemy Coast Ahead: The Dambuster Raid 1943
|On the night of May 16, 1943, nineteen Lancaster bombers of 617 Squadron took off from their base near Lincoln in Great Britain and headed for the heart of German industry in the Ruhr. The squadron's ...|
|Kutuzov is an interactive, play it complete in one-sitting card-driven game of sweeping manoeuvres, epic battles, storied sieges, lethal attrition and crucial-to-win troop morale for one to four playe...|
Halls of Montezuma Board Game
|The Halls of Montezuma is the new card driven design from David Fox and Michael Welker, bringing a strategic and operational look at the American war with Mexico, tracing the war's history from the op...|
2nd Edition, 3rd Printing 90,000 B.C. - A great Ice Age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species. Dominant Species is a game for 2 to 6 players that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an Ice Age and what that entails for the living creatures trying to adapt to the slowly-changing Earth. Each player will assume the role of one of six major Animal groups-Mammal, Reptile, Bird, Amphibian, Arachnid or Insect. Each begins the game in a state of natural balance with regards to one another. But that won't last: It is indeed ''survival of the fittest.'' Through wily Action Pawn placement, players will strive to become Dominant on as many different Terrain tiles as possible in order to draw beneficial Dominance Cards. Players will also want to propagate their individual Species in order to earn Victory Points for his particular Animal. Players will be aided in these endeavors via Growth, Migration and Domination actions, among others. All of this eventually leads to the end game - the final ascent of the Ice Age - where the player with the most Victory Points will have his Animal crowned the Dominant Species. But somebody better become dominant quickly, because it's getting mighty cold....
Battle Line is a card game of capture the flags using an ancient battle formation theme. It plays like rummy or poker is easy to learn and has strategy and the ability to provide surprises to your opponent. The leaders of both sides direct forces along the battle line to gain tactical advantages. The first player to win three adjacent Flags or any five Flags is the winner. Based on Reiner Knizia's original design published in Germany as Schotten-Totten Battle Line enhances and expands the game with more options and fun.
In December 1956, paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and-after a disastrous initial encounter with government forces-a total of just 12 men. Two years later, through masterful propaganda and factional maneuver, Castro, his brother Raul, and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans' deep opposition to their dictator Fulgencio Batista y Zaldivar. Castro's takeover of the country became a model for Leftist insurgency. Following up on GMT Games' Andean Abyss, the COIN Series next volume, Cuba Libre, takes 1 to 4 players into the Cuban Revolution. Castro's Marxist "26 July Movement" must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile, anti-communist student groups, urban guerrillas, and ex-patriots try to de-stabilize the Batista regime from inside and out, while trying not to pave the way for a new dictatorship under Castro. Batista's Government must maintain steam to counter the twin insurgency, while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil, Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive. Cuba Libre will be easy to learn for Andean Abyss players-both volumes share the same innovative COIN system. Like Volume I, Cuba Libre is equally playable solitaire or by multiple players up to 4-and with a shorter time to completion than Andean Abyss. But Cuba Libre's situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life.
Space Empires is a game in the finest tradition of 4X space games - eXplore, eXpand, eXploit, and eXterminate. Make no mistake. All four ''X's'' are included in this game. This is a wargame where the purpose of building your empire is not to feel good about your achievement, but to destroy your enemies and burn their colonies. One difficulty in games of this genre is that they are often either overly simplistic or tediously detailed. Space Empires has been almost 20 years in the making and, during that time, many elegant solutions have been developed to keep the theme rich without a lot of rules. The game includes carriers and fighters, mines, cloaking, a very large technology tree, fifteen ship classes from scout to dreadnaught, merchant shipping, colonization, mining, terraforming, bases, shipyards, black holes, warp points, and non-player aliens, yet the rules are short and intuitive and the game can be finished on one sitting. This is NOT a game that is hard to get into. The playtest rules are only 6 pages long for the basic game and increase to 10 pages in length when all the advanced rules, optional rules, and scenarios are included. Exploration is easy (well, easy for you, it is actually dangerous for your ships) and fun and reveals different terrain (such as asteroids and nebulas) which affect your movement and your combat. The map is printed on both sides to make set up easier. One side is used for the 2 player game and the other side for the 3-4 player game.
Estimated Release Date: November 2018. SpaceCorp is a fast-playing board game in which one to four players explore and develop outer space over three eras. Each player controls an Earth-based enterprise seeking profit by driving the expansion of humanity into the Solar System and beyond.
Vietnam, 1964. The most wrenching US engagement of the Cold War would be far more than GI versus Charlie. The conflict had set tribesman against nationalist, Buddhist against Catholic, mandarin against villager, and of course Northerner against Southerner-even among the communists. As revolutionary change burned through that ancient civilization, Washington would apply its armament and its operations research. To get out, the US counterinsurgency would have to motor deeper and deeper in. In the end, culture and will would overcome technology and math and signal the end of the primacy of industrial might in modern warfare. Volume IV in GMT's COIN Series dives headlong into the momentous and complex battle for South Vietnam. A unique multi-faction treatment of the Vietnam War, Fire in the Lake will take 1 to 4 players on US heliborne sweeps of the jungle and Communist infiltration of the South, and into inter-allied conferences, Saigon politics, interdiction of the Ho Chi Minh Trail, air defense of Northern infrastructure, graduated escalation, and media war. As with earlier COIN Series volumes, players of Fire in the Lake will face difficult strategic decisions with each card. The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities. Terror and subversion, pacification, infiltration, NVA long-range bombardment, road and river ambushes, VC front taxation, aid diversion, US bombing of the Trail, Montagnard recruitment, ARVN Ranger raids, and many more options are on the menu. Flow charts are at hand to run any faction missing a player-solitaire, 2-player, 3-player, or 4-player experiences are equally supported. Ride on up the river.
Winter, 53 BC: In a series of brilliant and brutal campaigns, Caesar has seized Gaul for Rome. But not all tribes rest subdued. In the north, the Belgic leader Ambiorix springs a trap on unwary legions while Caesar is away. In the south, an ambitious son of the Arverni seeks to unite a Celtic confederation in revolt against the hated Romans. And what of the influential Aedui? Their republic appears content to shelter under Roman protection - but can they be trusted any further than any other Gauls? Meanwhile, along the Rhine, Germanic warbands multiply. FALLING SKY takes 1 to 4 players into the military actions and complex politics of Roman-occupied but not-yet-conquered Gaul. Caesar and his hard-hitting legions cannot be everywhere and will not triumph without powerful allies among local tribes. But each Gallic confederation has its own agenda and must keep its eyes not only on the Romans but also on Celtic, Belgic, and Germanic rivals. Players recruit forces, rally allies, husband resources for war, and balance dispersed action with the effectiveness and risk of concentrated battle. Leveraging GMT's popular COIN Series system to integrate historical events with wide-ranging strategic options across the gameboard, FALLING SKY provides accessible and deep historical gaming of war, politics, and diplomacy. A full solitaire system enables solo players to test their skill against an array of game-run factions, each unique. From Britannia to the Rhenus and down to Narbonensis, armies are on the move. Who shall finally subdue Gaul?
Afghanistan - scene of tribal, ethnic, colonial, and Cold War conflict across the ages. Into this cockpit dropped a multinational post-9/11 coalition to root out al-Qaeda and replace the hardline-Islamist Taliban regime that harbored it. A quick invasion and regime change portended quiet reconstruction and good governance, but it was not to be so. In their sanctuary across Pakistan's border, the Taliban rebuilt for an insurgency that would ensnare the Coalition in the tangle of Afghan rivalries, shifting allegiances, and warlordism that the West could at first only distantly grasp. The latest volume in Volko Ruhnke's COIN Series takes 1 to 4 players into the Afghan conflict of today's headlines, this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke, the award-winning designer of LABYRINTH-The War on Terror, with Brian Train, a designer with 20 years' experience creating influential simulations such as Algeria, Somalia Interventions, Shining Path, and many others. A Distant Plain features the same accessible game system as GMT's recent Andean Abyss but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency: As the Coalition, how will you secure popular support for an Afghan Government that cares more about corrupt patronage and control than legitimacy? Your high-tech forces are capable, but your publics are pressuring you to keep your footprint small: how will you stabilize this complex country and get out? As the Government, how can you run the country when your foreign partners continually redirect your war effort? You can reshape Afghanistan's human terrain by encouraging the resettlement of millions of refugees, and your Coalition-trained forces are potentially the most numerous of any faction. But they are unsteady, and your war chest is not your own: how will you keep your allies' firepower in-country long enough to ensure that you are the top dog once they leave? As the Taliban, how will you come back against the potent forces arrayed against you? Islamism, Pashtun ethnic solidarity, and your Pakistani friends behind you will help you recruit and move with ease amidst the enemy. But not all Afghanistan is Pashtun, its warlords are treacherous allies at best, your fighters are seasonal, and Pakistan's word is ever uncertain: can you sting the occupier and his puppets to reawaken Islamic revolution without drawing an unrelenting fire upon yourself? As the Warlords, how will you secure your traditional ways against the intrusive centralizers of Kabul and the Taliban? You profit from the country's lucrative opium crop, and your money can talk loudly to the Government's venal officials. But your fighters have neither the equipment of the Coalition, the numbers of the national army and police, nor the fanaticism of the Taliban: how will you block this latest cast of combatants from unifying the country and imposing their rule on you?
The lineage of Here I Stand includes descent from both SPI's A Mighty Fortress (published in 1977) and GMT's The Napoleonic Wars (2002). Reusing the theme of A Mighty Fortress, the game improves on its predecessor with a much deeper system to handle religious conversions, the additions of New World exploration and Mediterranean piracy, and the explicit inclusion of minor powers that can be coerced into the conflict through card play. Borrowed from The Napoleonic Wars is the use of important cities to determine economic strength and elements of the land combat, avoid battle, and interception systems. Many game mechanics borrowed from The Napoleonic Wars were simplified to ensure a fast-paced game despite the wide range of factor considered by this design. From this base, the game adds mechanics unique to the 16th Century, including heavy use of short-term (and unreliable!) mercenaries, explicit wintering of armies, and the mercurial nature of siege operations, especially against targets that can be resupplied by sea. Here I Stand is an innovative game system, being the first to integrate religion, politics, economics and diplomacy in a card-driven design. Games vary in length from 3-4 hours for a tournament scenario up to full campaign games that run about twice the time. Rules to play games with 2, 3, 4, or 5 players are also included. The 3-player game is just as well balanced as the standard 6-player configuration, taking advantage of the natural alliances of the period.
1846 is an 18xx game set in the Midwestern United States. Differences from other 18xx games include scaling the number of corporations, private companies, and bank size to the number of players, fewer restrictions on actions such as raising money and using private company powers, the initial distribution of private companies, and paying for virtually all track builds.
Fields of Fire is a solitaire game of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are two decks used to play. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform. The Action deck serves many purposes in controlling combat, command and control, various activity attempts. The units of the company are counters representing headquarters elements, squads, weapons teams, forward observers, individual vehicles or helicopters. A single playing is a mission and several missions from an historical campaign are strung together for the player to manage experience and replacements. A mission can be played in about 1 to 2 hours. This game is based on three actual campaigns experienced by units of the 9th US Infantry in World War II, Korea, and Vietnam. "Keep Up the Fire" is the motto of the 9th Infantry, known as the "Manchus" for their service in the Boxer Rebellion.
Colombia in the 1990s hosted one of the world's last Marxist guerrilla armies, brutal drug lords, and right-wing death squads and appeared close to failing as a state. A decade later, its Marxists had lost their top leaders and rural sanctuary, its big drug bosses were dead or in prison, and its paramilitaries were negotiating demobilization. The Government had extended its writ to most of the countryside, restored its popularity, and improved the economy and respect for human rights. Andean Abyss takes 1 to 4 players into this multifaceted campaign for control of Colombia: guerrillas and police, kidnapping and drug war, military sweeps and terror. Each of four factions deploys distinct capabilities and tactics to influence Colombian affairs and achieve differing goals. Players place and maneuver 160 wooden pieces across a colorful map and exploit event cards that cannot be fully predicted. Accessible mechanics and components put the emphasis on game play, but Andean Abyss also provides an engrossing model of insurgency and counterinsurgency in Colombia-smoothly accounting for population control, lines of communication, terrain, intelligence, foreign aid, sanctuaries, and a host of other political, military, and economic factors.
By late 1942 the Axis had been stopped at Stalingrad, El Alamein, and Guadalcanal. With Axis expansion halted and Allied victory only a matter of time and resources Churchill, Roosevelt, and Stalin began to focus on how to shape the ensuing peace to their advantage. Churchill is a game about the inter-Allied conflicts that occurred over the Conference table as each side vies to control the Allied agenda and the course of things to come. The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each over the course of six Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game. Churchill is a three player game of Coop-etition where the players must cooperate to win World War II, while at the same time achieving a superior post war position over your allies. If the players collectively fail to defeat the Axis the Allies lose, but if the Axis are defeated, there is a victor of the peace that follows. There is also a two player and solo variant.
Cataclysm: A Second World War is a quick-playing game about politics and war in the 1930s and 40s, designed for two to five players. The three primary ideologies of the time contend to impose their vision of order on the world. The Fascists (Germany, Italy, and Japan) seek to overthrow the status quo, which favors the Democracies (France, the United Kingdom, and the United States), while the Communists (the Soviet Union) look for opportunities to storm the global stage. There is no sequence of play. Instead, Cataclysm relies upon a strategic chit pull system that randomizes the order of not only your actions, but also the appearance of newly built combat units. This creates riveting tension that keeps players involved at all times. Random crisis events will upset plans, as well as signal the approach of the end of the turn. Not all is governed by luck. Players can use their reserve to carefully time important moves. Each side faces unique challenges managing its political, military, and economic resources in the face of constant uncertainty. Without long-term planning, any crisis can turn into chaos. The full game of Cataclysm covers the entire globe and runs from 1933 to 1950. The extensive playbook includes several additional scenarios allowing for a range of theatres and start points. Special rules account for Appeasement, the Chinese Civil War, Lend Lease, the Atomic Bomb, the Great Purge, Dreadnought Refits, etc. Great care has been taken to allow a different but plausible alternate history to unfold with every play.
Long hampered by cost and beset by international problems, real space exploration did not seem possible for humanity. Amazing technological breakthroughs would change all of that in the year 2112. The invention of the Near Faster Than Light (NFTL) drive would make it possible for large ships to move easily in and out of a planet's gravity well, and to travel quickly within the confines of a solar system. Ten years later, the perfecting of the Faster Than Light (FTL) drive would turn the galaxy into an open canvas. United by a common purpose, the newly formed Terran Confederation spread its wings and began to paint their picture. Expansion led to colonies, research stations, and even more technological discoveries, but it also led to the realization that they were not alone. Although no sentient, alien species had been encountered, long range scanners had picked up the distinctive signatures of FTL drives. Sentient races must exist...and they must be space faring. Terran expansion stopped. Not knowing what to expect, a period of consolidation followed which emphasized defensive technologies and fleet building. First contact was made with the Talonthincanthanadu in 2227, although the people of earth would just call them the Talons. The shortening of the name made sense, not only for convenience, but because the Talon Empire swooped in very mush like a raptor upon the fledgling Terran Confederation.
In Time of Crisis, 2-4 players take the reins of Roman dynasties, gathering and wielding influence among the senate, military, and people of Rome to ensure that their legacies are remembered by history instead of being lost to the mists of time. Starting from control of one province and a few low-value cards, you are challenged to establish your base of power during this fragile period of Roman history. You must build your armies, take control of valuable provinces, develop your support, and defend yourself against barbarian incursions, inopportune events, and the machinations of your political opponents.
Fight in the Famous Battle of Sekigahara! Two factions vie for power in vacuum left behind by the death of Toyotomi Hideyori. Spurred on by the establishment of a new centralized military power, daimyos throughout Japan pledge their loyalty and make tentative alliances in a 7-week conflict which would decide the fate and ruler of all Japan. But the conflict arises more suddenly than anyone could anticipate. Loyalties will be tested, strategies developed on the fly, and battles decided by the cunning and courage of their commanders. Assume the role of Tokugawa Ieyasu or Ishida Mitsunari in the battle that turned the tides and led to the founding of the Tokugawa Shogunate. This is Sekigahara ! Muster the Troops and Plan your Strategy! Sekigahara is a beginner-friendly wargame played over a series of 7 rounds, 1 for each week of the historic contest. The game begins with players setting up their armies and drawing their hand of cards from their faction's deck. Some designated troops are assigned to important locations on the map, but each game will have players assign some number of troops randomly. Troops are deployed so that players can only see the type and number of their own troops. This element of random deployment and secrecy creates an air of tension between the players. With troops assigned, players can begin planning their strategy and implementing their campaign to take control of Japan. Move your armies along the highways and take control of important locations to gain resources and reinforcements that will help you to win your battles. Martial Contests of Loyalty and Honor! Battles will decide the fate of the two armies, and loyalties will be tested as players overrun their enemies with superior forces, test the loyalties of each other's retainers, and rally to siege castles and take out the opposing commander. Muster the Troops Players will move their armies across the board to take key locations and bolster their forces in the battles to come. They are given the option to muster new forces to assist them in future battles, hoping to turn the tides in their favor if it's in the cards. Engage in Battle Take turns passing initiative and playing cards to deploy troops into battle. A players hand of cards is a precious resource that will help them better plan their movements and prepare for battle. Play a card with a symbol which matches your troop to deploy it into battle. Some cards even enable certain troops to engage special attacks, increasing their impact on the battle. Whichever player generates more impact will win the battle and force their foe to take losses and retreat. But things are not as simple as they seem. Challenge Loyalty Troops are hidden from your opponent until they are deployed, so it is impossible to know how a battle will resolve. It all comes down to the troops involved and the loyalty cards the players hold. Some cards will allow a player to challenge the loyalty of an opposing troop. If the challenge succeeds, the troop will swap sides and fight for you until the end of the battle. Treachery and loyalty defined the conflict at Sekigahara , and your battles will be the same.
Give me Liberty or Give Me Death! A bitter conflict erupts between colonists and the British over the fate of the American colonies. The Revolutionary War, as it is often referred to, spanned from 1775-1783 and would decide whether the American colonies would become self-governed or the British would retain control, squashing the rebellion with the iron fist of their global empire. GMT Games invites you to relive the furious battle for American independence as one of four factions in a COIN series game that depicts the political, military, and economic affairs of the American Insurrection. This is Liberty or Death ! Fight for your Faction! One to Four players assume the role of one of the four factions that took part in the war: The Patriots, The British, The French, and The Native Americans. The French and The Patriots are allied together through their common enemy of the British, while the Native Americans team up with the lesser of two evils in their eyes, the British. Factions will jockey for position in the colonies as they attempt to reach their disparate goals. For instance, the Americans want to expand and control territory by building forts and they want Opposition to exceed Support. The French share their goal of Opposition, but their secondary goal is the cause the British as many casualties as possible. In this way, the factions will attempt to further their aims and stand victorious at the end of the war! Manage Casualties There will be many battles ahead of you, and casualties are inevitable. The body count is an important thing to consider, for some factions care deeply about seeing their opponents bleed. Pick your battles wisely and manage the number of casualties on both sides if you want to meet your goals and keep your opponents from meeting theirs. Gain Opposition or Support Like casualties, Opposition and Support are an important thing to keep track of. Both sides of the conflict have a stake in the balance between Opposition and Support, and victory will most likely go to the factions that manage it best. Rally people to your cause as The Patriots and the French in order to increase Opposition to the British. Attempt to gain Support as the British and Native Americans in order to squash the rebellion. Conquer Territory There is a secondary battle raging as the American Revolution carries on. The Patriots are trying to expand their territory and set up forts in order to strengthen their hold on the colonies and overturn the British rule. However, the Native Americans want the opposite. The Native Americans must attempt to hold on to their land and maintain more villages than The Patriots have forts in order to preserve their claim.
Winner of the 2008 International Gamer Awards best two-player strategy game and nominated for numerous other awards, 1960: Making of the President is widely recognized as the best U.S. presidential election game ever published. Of course, the inspiration for this design derives from GMT's blockbuster card-driven game, Twilight Struggle . So we are pleased to announce that 1960 is coming home to GMT in an all-new edition, just in time for you to argue with your uncle over the 2016 presidential elections. For those of you unfamiliar, in 1960: The Making of the President, you take on the role of Kennedy or Nixon vying for the right to lead the United States during the heart of the Cold War. However, it is not just foreign policy that poses a challenge to American leadership; the year 1960 is synonymous with great social upheaval and progress. The candidates must contend with the question of civil rights and balance their positions on social justice against the need for valuable Southern electoral votes. Of course, the ever-present issue of the economy also rears its ugly head, and both Nixon and Kennedy will compete to be the candidate with the voters' pocket books in mind. The contest is fought out on an electoral map of the United States as it stood in 1960-a map where Louisiana and Florida share the same number of electoral votes, as do California and Pennsylvania. Using a card-driven game system, all the major events which shaped the campaign are represented: Nixon's lazy shave, President Eisenhower's late endorsement, and the 'Catholic question' are all included as specific event cards. The famous televised debates and final election day push are each handled with their own subsystems. Candidates vie to capture each state's electoral votes using campaign points in the four different regions of the country. At the same time, they must build momentum by dominating the issues of the day and attempt to gain control of the airwaves. The GMT edition of 1960: Making of the President will benefit from the years of suggestions, variants and clarifications that have emerged from game play since the game was first published. However, this will fundamentally be the same great game that players already know and love.
Fort Sumter is a two-player Card Driven Game (CDG) portraying the 1860 secession crisis that led to the bombardment of Fort Sumter and the American Civil War. The game pits a Unionist versus a Secessionist player. Each player uses the area control mechanic pioneered in We The People design and immortalized in Twilight Struggle to place, move, and remove political capital. The location of political capital determines who controls each of the four crisis dimensions (Political, Secession, Public Opinion, and Armaments). After three rounds of play, the game culminates in a Final Crisis confrontation to determine the winner. The heart of the Fort Sumter design is the CDG system where you use Strategy cards for their value or historic event to acquire political capital from the crisis track. Political capital tokens are used to compete for control of the twelve map spaces. Here the likes of William Lloyd Garrison, Sam Houston, Jefferson Davis, and Harriet Beecher Stowe walk on stage, while the Southern states dissolve the Union.
5th Printing They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War. Paths of Glory: The First World War, designed by six-time Charles S. Roberts Award winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful ''place in the sun.'' As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war ''to end all wars.'' Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I.
Thunder Alley is a stock car racing game for 2-7 players with the feel and flexibility of a card-driven simulation. Players controls not one car, but a team of 3-6 cars. Each race is not only a run for the checkered flag but an effort to maximize the score for every car on your team. Winning is important but if you race one car to the finish line, your team might end up outside of the winner's circle looking in. Turns are fast, each play is important and the track situation is fluid. Movement in Thunder Alley allows for many cars to move with one play of the card. If you position yourself incorrectly, you might get left out of the draft and all alone. There are four different types of movement in the game and each has its place and time for use. Solo movement allows you to break away from the pack. Draft and pursuit movement are best used for keeping your team of cars together. Lead movement can create a pack of cars that move toward the front. But the wrong movement in the wrong situation can be disastrous. Experienced players will be able to identify the best type of movement for the current situation. Cars will suffer wear over the course of a race and eventually pit stops will be necessary. Tire wear, suspension difficulties, fuel issues, and major engine and transmission problems are all modeled in the game. If you feel lucky you might try to hold it together just a little bit longer in hopes that a yellow flag will come out and cause a mass rush into the pits. Waiting on a yellow that never comes can be maddening as the rest of the pack moves by your worn-out car. An events deck can make your strategy pay off or punish you for your failure to take precautions. Accidents, Yellow Flags, worsening track situations and deteriorating cars are all part of the game. Will a yellow flag save you or cut your momentum? Could all of your perfect strategy be derailed by those incoming rain clouds? Included in the game are two very different race tracks, a tri-oval super speedway for wide-open free-wheeling racing and a short track for a tight wheel to wheel bumper car duel. Each track uses the same deck of racing cards but the cards that work best on one may be useless in the other. Drafting, teamwork, accidents, yellow flags, pit strategy, working to lead laps, and sprints to the finish are all included and bring the feel of racing to the game. Most racing games call for a large number of players to play the game at its best. An unusual bonus for Thunder Alley is the very playable and exciting two-player version with six cars on a side.
Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of card combinations similar to GMT Games' Twilight Struggle, Labyrinth portrays both the effort to counter extremist terrorism and the wider ideological struggle - guerilla warfare, regime change, democratization, and more. From the designer of the award winning Wilderness War, Labyrinth combines an emphasis on card-driven game play with multifaceted simulation. In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalism. The other as the United States must neutralize terrorist cells while encouraging Muslim reform to cut off extremism at its roots. Labyrinth features asymmetrical game play and a maze of political, religious, military, and economic events. In the parallel wars of bombs and ideas, international coordination is key - but terrorist opportunities disrupt Western unity are many. The Towers have fallen, but the global struggle has just begun. Let's roll!
$45.50(3% Over MSRP)
2012 Edition Commands & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean - Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own? Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory. Commands & Colors: Ancients contains the battles of Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama.
Urban Sprawl is a game for 2-4 players. Urban Sprawl abstractly models the growth of a town into a teeming metropolis. Players assume the roles of entrepreneur, tycoon and politician-each helping in the development of a hypothetical "Anywhere, USA." Wealth and Prestige will be earned and spent throughout the game. Buildings will rise only to later be demolished for better and larger fare. Throughout the game, players will gather valuable Permits. These will result in either a wealthy Investment or the foundation of a new building Contract. Players will strive to become dominant in one or more building Zones in order to acquire beneficial political offices. All of this eventually leads to the end game - a vibrant metropolis that is revered around the world - when the player with the most Prestige will be crowned the winner.
Washington's War is a card-driven game on the American Revolution. It pits the forces of King George III against the American colonists as they fight for their independence. In Washington's War, you assume the role of either: The King of Britain as he tries to bring his rebellious colonies back into the Empire, while at the same time dealing with a global war against ancient enemies bent on revenge for their losses in the Seven Years War; OR The Continental Congress as they battle the forces of Britain, while trying to rally their countrymen to the cause of liberty. Washington's War is not just a re-tread of my earlier design on the same subject, but a true re-design that is keeping the basic feel while simplifying and speeding up what was already a fast paced game. Washington's War features a dice-driven combat system that quickly resolves combat and is very friendly to internet play. The game also features a new CDG discard mechanic that enables a player to play a discarded event for the cost of an operations card. Now unusual card distributions create challenges and not insurmountable barriers to push your strategy forward. Washington's War is being broadly tested on the internet to give players a voice and a source of input prior to publication. What was old is new again.... Be the man on the white horse and forge a nation or save an empire.
Conquest of Paradise is a game of empire building in the "Polynesian Triangle" of the central Pacific Ocean for two, three, or four players. Players explore the unknown ocean around them, hoping to discover the most lucrative island groups, and colonize them. They build canoes and train warriors to create a force to defend their empire, while forging lines of communication with their developing discoveries. Resources are scarce; using them wisely is a key to victory. Investing in exploration widens your empire. Building warriors strengthens your empire. Investing resources into cultural innovations can yield unexpected dividends, like tattooing, hula dancing, surfing, or even the giant moai statues of Easter Island fame. Conquest of Paradise is a well-tested, fast-playing design geared to appeal to players who enjoy games like New World, Civilization, and Conquistador. You can learn the game in 10-15 minutes and finish a complete game in 60-90 minutes. Conquest of Paradise is a game of exploration and empire building, but also (as you'd expect from a GMT game) CONFLICT. Choosing when to build those expensive warriors, and when and where to fight, given limited resources, is key to your success.
"History punishes those who come too late." - Mikhail Gorbachev 1989: Dawn of Freedom is an exciting, fast paced game simulating the end of the Cold War in 1989. During this amazing year, a series of democratic revolutions ended the 40 year Soviet empire in Eastern Europe. 1989 simulates the political, social and economic aspects of these revolutions using a card-driven system similar to Twilight Struggle. "No man is so old he cannot live one more year." - Leszek Kolakowski One player plays the Communist. At the start of the game he holds unquestioned power across the six nations of the Warsaw Pact. But there are ominous clouds on the horizon. The new leader in Moscow has declared no more will Soviet tanks prop up tottering Communist governments. The economies, after decades of central planning and stagnation, have reached various stages of crisis. Inside the churches and among the students and their professors there are dissident movements that have been emboldened. From crushing dissent to offering concessions, the Communist player will have to use a variety of strategies in a struggle to hold on to his empire. ''A bad regime is never in so great danger as when it tries to improve.'' - Alexis de Tocqueville The other player plays the Democrat. At the dawn of 1989, behind the iron curtain, no one considers revolution possible. The goal of dissidents is to create a civil society outside the control of the Communist regimes. On their side are students who are fascinated with the style and pop culture of the west, and the Church. Against them is the vast apparatus of the Communist state. Their challenge is to persuade the workers, who are the bulk of society, to join their cause. ''Mr. Gorbachev, open this gate. Mr. Gorbachev, tear down this wall!'' - Ronald Reagan
No stacks of armies, no hexes, no overly-lengthy rules to learn - Hitler's Reich takes five minutes to set up and two hours (or less!) to play. Players fight over Europe, across the North Atlantic and Mediterranean and into Russia using a combat mechanism similar to the traditional card game War with dice added in. High-quality wooden pieces mark their progress, which is aided economically, politically, and on the battlefield through the competition for and play of Event Cards drawn from three unique decks: one for the Axis, one for the Allies, and one from which either side can attempt to draw. Hitler's Reich is the first of the Card Conquest System game series in which players recreate epic military contests of history in short, comparatively simple and easy-to-learn, but hard-to-master games. Designed to be set up in minutes and played to conclusion in one sitting, these are not simulations but games, albeit ones packed with enough historical flavor, excitement, and decision making to give you the feeling of being there at the highest levels of command. In Hitler's Reich , one side is the Axis of Nazi Germany, Fascist Italy, and their East European minions. The other is the Allies of the United States, Great Britain and Commonwealth, along with the Soviet Union. Regardless of which game or scenario is chosen, there are several ways players can bring the game to an early conclusion. Although some games may be contested right down to the final card play on the final turn, any game can come to a Sudden Death Victory end should any of hte following conditions be met: • Sudden Death Conflict Card Hand Size Victory • The Fall of Berlin • The Fall of London & Moscow • National Capitulation Players may replicate historic strategies aided by significant events such as Operation Barbarossa, Operation Overlord with the Soviets Operation Bagration; or they may experiment to discover if alternative courses of action produce superior results. Although designed for two players, the game also shines as a Solitaire contest using an Axis "Bot" designed by Vez Arponen. Three and four player versions are also included along with tournament options.
Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more "Fate" cards from their hands in order to activate his units on the mapboard for various military functions. Players attempt to achieve victory by moving their combat units across the game map to attack their opponent's combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario's specific "Objective" chits, the destruction of enemy units, and the exiting of friendly units off the opponent's board edge. A game of Combat Commander is divided into several measures of Game Time. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card ''Orders'' conducted by the active player. Fate Card ''Actions'' may generally be conducted by either player at any time. ''Events'' - both good and bad - will occur at random intervals to add a bit of chaos and uncertainty to each player's perfect plan.
November 1st, 1954: On the eve of All Saint?s Day, armed members of the Front de Liberation Nationale arose in revolt across Algeria against the French colonial government. The authorities suppressed these first incidents quickly, but this date marked the beginning of an eight-year war that saw hundreds of thousands of casualties, widespread atrocities and reprisals, political and social turmoil, and the effective end of the French Empire. Colonial Twilight takes players into the tangled web of military and political actions comprising this anti-colonialist struggle. The Insurgent, starting from modest beginnings, must build massive and enduring popular support for his cause, and organize to assume power when Algeria finally gains its independence. The Government, representing both the colonial authorities and France's military leadership, must engage the nationalist insurgency decisively while striving to preserve the support and commitment of the civilian government and society. Players will enter the ?heart of darkness? as they use military, political, and economic actions and exploit events to build and maneuver forces to influence or control the population or otherwise achieve their aims along the twisting route to independence. Subversion, torture, factionalism, coups d?etat, forced resettlement, foreign sanctuaries, ambushes, ?neutralization?? the whole grim catalog of a pitiless war is there, with a political and moral legacy that French society is only now beginning to confront. This latest installment in GMT?s popular COIN Series system is the first to be designed for two players. You must consider carefully just what you want to do, and how much of it, before the initiative will slip from your fingers. Also, a full solitaire system enables solo players to test their skill against a devious game-run enemy.
When Alexander the Great died in 323 BC, he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war among themselves over who would be the regent or successor to Alexander’s empire. By 305 BC they had given up on succession and began to carve out their own kingdoms. Successors is a four-player game based on those wars. Successors was first published in 1995 by Avalon Hill. Some years later a second edition rulebook was published that gave more options for the Tyche cards. This updated Successors third edition builds on the foundation of the Successor 2nd edition rules set plus expansion cards that appeared in the Boardgamer. Minor refinements have been made to make the game easier to play and increase enjoyment. The map will be very similar to the original (it's a mounted map!) with some minor changes around Macedonia. Counters will have the same excellent artwork for the generals and new GMT artwork for the combat units and control markers. The Tyche cards have recieved the most changes—nearly every card has had some minor modifications and a few new cards have been added. In addition to the changes, the rules have been cleaned up and improved. Years of questions and answers on Consimworld have been used to clarify the rules. The rules will include hints on strategy from a number a long-time Successors players, and an extended example of play.
In 1697 the Sun King, Louis XIV, emerged from a decade of war with his Continental ambitions still unsatisfied. Meanwhile, King William III of England sat easier on his new throne than he ever had before. With the Spanish succession crisis unresolved and looming, there were no illusions that the new century would be a quiet one. But neither France nor England could have anticipated the tumult of the years to come: a Second Hundred Years' War, during which these two tenacious adversaries would compete fiercely and proudly along every axis of human achievement. On battlefields from India to Canada to the Caribbean Sea their armies and fleets would clash; in the salons of Paris and the coffee-houses of London the modern world’s politics and economics would be born; and finally a revolution would rock the foundations of society – a revolution that could have ended not in blood and terror but in a triumph of democracy and liberty that might have transformed the world beyond imagining. Imperial Struggle is a two-player game depicting the 18th-century rivalry between France and Britain. It begins in 1697, as the two realms wait warily for the King of Spain to name an heir, and ends in 1789, when a new order brought down the Bastille. The game is not merely about war: both France and Britain must build the foundations of colonial wealth, deal with the other nations of Europe, and compete for glory across the span of human endeavor. Imperial Struggle covers almost 100 years of history and four major wars. Yet it remains a low-complexity game, playable in a short evening. It aims to honor its spiritual ancestor, Twilight Struggle , by pushing further in the direction of simple rules and playable systems, while maintaining global scope and historical sweep in the scope of a single evening. In peace turns, players build their economic interests and alliances, and take advantage of historical events represented by Event cards. They must choose their investments wisely, but also with an eye to denying these opportunities to their opponent. In war turns, each theater can bring great rewards of conquest and prestige, but territorial gains can disappear at the treaty table. At the end of the century, will the British rule an empire on which the sun never sets? Or will France light the way for the world, as the superpower of the Sun King's dreams or the republic of Lafayette's?
Ukraine is in turmoil: embroiled in a civil war which has lasted for years and the situation seems further from resolution with each year that passes. Clandestine support from both Russia and the West fuels the war and keeps any hope of peace at bay. In the meantime, the civil war in Syria and the fight against Islamic extremism gathers steam. NATO and Russia stare each other down in a "coopetittion" in the region, and tensions rise meteorically as not so "friendly" fire incidents occur. The West tightens sanctions against Russia and ratchets up its rhetoric; Russia, meanwhile, attempting to regain a place in global power politics, responds with sanctions of its own against Turkey and starts low-level cyber warfare and "little green men" incidents in the Baltics. Tempers flare across the world, Turkey shoots down another Russian plane while Russian SAM batteries shoot down a Turkish F-16 in retaliation. Russia declares enough is enough, decides on war with NATO, and invades the Baltics and Poland. Belarus, knowing where it's bread is buttered, joins in. Some NATO nations rush to the rescue while others debate the issue. Once again, Europe trembles to the rumble of tank treads and marching boots... Next War: Poland, the fourth volume in GMT's Next War Series. This game moves the action from Asia to Europe and allows players to fight a near future war in Poland as the Russians and their allies invade and NATO responds. A large portion of Poland is represented by the Operational (hex) map, while the Baltics are represented by a Strategic Display (similar to Next War: Taiwan's). The Russians are not the behemoth of the Cold War, but they possess good material and a much better trained army than before. The Baltics, using new rules and mechanics, may fall quickly, although their forces may put up some resistance and make an appearance as reinforcements, while the front quickly establishes itself in eastern Poland as the Russian 6th and 20th Armies push forward to seal the Suwalki Gap while NATO rushes forces into the area spearheaded by the Allied Rapid Reaction Corps and followed up by whatever nation's troops respond to the Article 5 declaration. The question is, can NATO stop the Russians or will Poland be overrun while Russia presents the world with a fait accompli?
Triumph and Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1935-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily. The 22" x 34" area map covers Eurasia to India and the Urals, with the Americas and the eastern British Empire represented abstractly. Military units are 1/2" blocks, of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine), in 6 different colors (Germany/Italy/Russia/Britain/France/USA). The mix of approximately 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 50 markers of various types. The game starts in 1935, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful. Initially, the Axis economy is Population/Resource limited, but ahead in [war] Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling/limiting rival economies by denial of Population/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control minor nations and their Population/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces. Triumph and Tragedy is a true 3-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each each other), and only ONE player can win the game. "Table talk" is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and cooperation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours.
This expansion is called Talon 1000 because it adds over 1000 scenarios to the game of Talon . With 4 sheets of expansion counters, most of which have ships printed on both sides, the game comes with approximately 130 new ships. For comparison, the base game came with a total of 54 ships. Some of the new counters are increased numbers of the current ship types, but many of them are additional ship designs with different weapon load outs and configurations. This gives a wide array of point values which makes scenario balancing easy. The 1000 scenarios come from the tables of fleets that are built from all these new counters. Both the Talon and the Terran have 10 unique fleets at the 300 point level, the 400 point level, the 500 point level, etc. All the fleets on each table are within 1 point of the table's total with no special rules or counter changes required. There are 10 of these tables of increasing points. To play a random scenario, the players can either choose a point level or roll a 10 sided die to arrive at one. Then they each randomly roll a die on that table to determine their fleet. With 100 different scenarios possible from each table, the 10 tables give the players 1000 unique scenarios. The "over 1000 scenarios" part comes from all the additional things included in the expansion - base assaults, terrain, etc. Talon 1000 also includes Solitaire rules.
Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War. Players take control of the Allies or Central Powers fighting the war on land, at sea, and in the air all the while making tough economic and technological decisions at home. Fields of Despair has a unique block system designed to maintain the fog of war throughout the entire game. In most games, block combat values range from one to four. In Fields of Despair the range is zero to twenty. The range in values makes Fields of Despair a very deceptive game. Players can build up a large force with a single block instead of giving away their strategy with a stack of blocks. Movement is simple and free flowing. Players are allowed to "make change" during the movement phase. Thus a block with a combat value of 16 could be broken in two blocks of 8 before moving, or conversely two blocks could be combined into one. Zero-value blocks known as "Deception" blocks could also be part of the exchange. Thus after every movement phase you never really know the strength of your enemy. Fields of Despair includes a 10-turn 1914-1918 historical campaign as well as historical scenarios for the early, mid and late war. Free set up scenarios for all 4 periods are also included which allow for alternate history play. What happens if the Germans never attack Belgium? What if France struck first?
or the People is a grand strategy game of the American Civil War covering the conflict from Texas to Pennsylvania, from the firing on Fort Sumter to the end at Appomattox Court House. You take the role of either President Lincoln or President Davis and command the armies, promote and relieve generals, conduct amphibious assaults, dispatch cavalry raids, and even battle incompetency and political intrigue among members of your own cabinet. For the People includes a deck of strategy cards for conducting campaigns and incorporating the many events and personalities of the war. The Confederate player can build ironclads, naval mines (torpedoes), submarines, conduct overseas purchases, and work towards foreign intervention. The Union player can build up his naval blockade, his ironclad fleet, fight draft riots, secure the Border States, and issue the Emancipation Proclamation. Relive the history of this exciting time when our nation was torn asunder.
Conquest of Paradise is a game of empire building in the "Polynesian Triangle" of the central Pacific Ocean for two, three, or four players. Players explore the unknown ocean around them, hoping to discover the most lucrative island groups, and colonize them. They build canoes and train warriors to create a force to defend their empire, while forging lines of communication with their developing discoveries. Resources are scarce; using them wisely is a key to victory. Investing in exploration widens your empire. Building warriors strengthens your empire. Investing resources into cultural innovations can yield unexpected dividends, like tattooing, hula dancing, surfing, or even the giant moai statues of Easter Island fame. Conquest of Paradise is a well-tested, fast-playing design geared to appeal to players who enjoy games like New World, Civilization, and Conquistador. You can learn the game in 10-15 minutes and finish a complete game in 60-90 minutes. Conquest of Paradise is a game of exploration and empire building, but also CONFLICT. Choosing when to build those expensive warriors, and when and where to fight, given limited resources, is key to your success.
"At that time all members of the assembly, along with the proud tyrant, are blinded; such is the protection they find for their country (it was, in fact, its destruction) that those wild Saxons, of accursed name, hated by God and men, should be admitted into the island, like wolves into the folds, in order to repel the northern nations. Nothing more hurtful, certainly, nothing more bitter, happened to the island than this [...]" Gildas (De Excidio Britanniae, Part I.23) So wrote the 6th Century AD British monk Gildas in his pamphlet De Excidio Britanniae ("On the Ruin of Britain") about what had befallen the Romano-British lands. This crucial period in history saw the end of the Roman Empire in Britain and the seeds of the modern nations of England, Wales, Scotland, Ireland, and Brittany. Most of us know next to nothing about this period, but we know of its legends - from King Arthur and his knights, through Merlin, Vortigern and Hengest, Badon Hill and the Isle of Avalon, to St. Patrick and Niall of the Nine Hostages... "For the fire of righteous vengeance, caused by former crimes, blazed from sea to sea, heaped up by the eastern band of impious men; and as it devastated all the neighboring cities and lands, did not cease after it had been kindled, until it burnt nearly the whole surface of the island, and licked the western ocean with its red and savage tongue. [...]" Gildas (De Excidio Britanniae, Part I.24) Volume VIII in GMT's COIN Series transports us into the 4th and 5th Centuries A.D. and to the embattled Isle of Britannia. Pendragon - The Fall of Roman Britain covers a century of history from the first large-scale raids of Irish, Pict, and Saxon raiders, to the establishment of successor kingdoms, both Celtic and Germanic. This sumptuous volume adapts the celebrated asymmetrical COIN engine to depict the political, military, religious, and economic struggles of Dark Ages Britain. Shrouded in mists of myth and legend, this story so foundational to many national groups has been subject to many different narratives and interpretations. The traditional Victorian vision of brutal and violent conquest of Roman and Celtic Britain by Anglo-Saxon raiders and invaders now collides with modern historical views ranging from continuity of tribal rivalries to quasi-peaceful cohabitation and acculturation. Pendragon leverages the tremendous flexibility of the COIN system, from dual events to dissimilar approaches and victory conditions, to capture the complexity of the period and let the players explore alternative narratives. Unlike earlier volumes, Pendragon is not about counterinsurgency per se, but focuses on the asymmetrical clashes between and among Romano-British authorities and Barbarian powers gnashing over the carcass of the Roman Empire.
Triumph and Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1935-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily. The game starts in 1935, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace).
Pericles is a four player 'sandbox' (unscripted) design that covers the period from 460 BC to 400 BC. The players each represent one of two Athenian or Spartan factions. The game has a political and a war phase. During the war phase the players are US versus THEM. During the Political Phase it is ME versus YOU (Athenian faction versus Athenian faction and Spartan king versus Spartan king). The City State (Athens or Sparta) that gains the most Honor wins the war and the faction on the winning side with the most Honor wins the game. There are over twenty scenarios that cover portions of the war with playing times from 30 minutes (mini Theater scenario), 45 minutes (6 years of the war), 90 minutes (a decade of war), and then there are the three long scenarios that cover the 1st Peloponnesian War, 2nd Peloponnesian War plus the Campaign game. There are rules for 3 player, 2 player, and solitaire play.
Space Empires: Replicators is the second expansion in the Space Empires series. Von-Neumann Machines (or Replicators) are self-replicating. They behave, research, and reproduce differently than other empires and they have their own Empire Advantages.
Description from the publisher: Ancient Civilizations of the Inner Sea allows you to create or conquer the great civilizations of the ancient Mediterranean in a single night, alone or with up to five other players - and without having to roll a single die! Build great Wonders to glorify a peaceful, thriving, commercial empire - or sack cities and conquer new lands as you spread your domain across the waters and around the shores of the Inner Sea. Start from humble beginnings in isolated settlements at the dawn of the Bronze Age or leap ahead to scenarios that put you in charge of the mighty civilizations of Troy, Egypt, Carthage, Mycenae, Minos, Phoenicia, Rome, Mauretania, Celt-Iberia and the Gauls as they contend for supremacy and survival in numerous historical environments. Solitaire rules challenge the player to save Egypt from invaders, defend Rome from the barbarians or march as the Greeks against Persia in exciting solitaire scenarios from the desperate days at Marathon to the conquests of Alexander. The game’s 110 Event Cards grant civilizations great generals, prophets and architects, along with military and commercial advantages ranging from chariots to triremes and from caravans to traders. There are also Events which can inflict plagues and famines, foment civil wars, incur barbarian invasions from all directions of the compass and unleash volcanoes, floods and earthquakes of apocalyptical proportions. With a very short rule book that lets players get into the game quickly, Ancient Civilizations of the Inner Sea is an exciting, fast-playing, easy-to-learn, easy-to-play but challenging to master and always different abstract game in which player's guide the legendary civilizations that surged and receded around the shores of the Mediterranean: which the Romans aptly called the Mare Internum, or Inner Sea. Ancient Civilizations of the Inner Sea is not just one game but many games. From one to six players will each take the role of one, two or even three of these civilizations as they compete across up to four epochs, each Epoch taking up to four turns, on land and sea, each seeking to make their indelible mark on history. The scenarios are of much shorter duration of only a few turns each (depending on which is selected).
Wilderness War takes two players into the French & Indian War, 1755-1760, the climactic struggle between France and Britain for control of North America. It uses strategy cards and a point-to-point map similar to GMT's award winning For the People and Paths of Glory. Players maneuver and fight over a map stretching from Northern Virginia to Canada. As the leader of French or British forces in North America, you will need to defend your frontier, raid your enemy's frontier, build fortification networks through the harsh wilderness, recruit Indian allies, besiege forts and fortresses, and deal with events occurring in Europe that are above and beyond your control. Wilderness War includes a deck of strategy cards for conducting campaigns and incorporating the many events and personalities of the war. The French player can recruit up to sixteen different Indian tribes as allies, secure a continental alliance in Europe against Great Britain, sortie his squadron at Louisbourg, force a ministerial crisis in London, and work toward draining support for the war from the provincial assemblies. The British player can recruit Mohawks and Cherokees, plan for and conduct amphibious operations, implement a global strategy via William Pitt, destroy the French fleet at Quiberon Bay, and expel the Acadians. Relive the history of this exciting time when the fate of Canada hung in the balance.
Stand with the French at Verdun. Charge forward with the Germans in Belgium and at the Marne. Follow the Americans as they slug their way through Belleau Wood. Great War Commander is a tactical wargame based on the popular Combat Commander series where two players take turns playing "Fate Cards" to give Orders to military units on the mapboard or to perform Actions. Cards may also trigger random Events which add a bit of chaos and uncertainty. Great War Commander puts emphasis on the rigid top-down field command structure of the period which is new to the system. Besides the Fate Cards, there are the Strategy Cards which factor in higher command and give a flavor and depth to the battles beyond that of the tactical level. the game offers 16 historical scenarios including 1 introductory scenario for players not yet familiar with the general game system, a 3-player scenario, and 4 scenarios with tanks. The replay value is high and the dedicated Random Scenario Generator adds endless hours of play. Contents: 6 Double-sided Maps 256 Large Counters 36 Double Large Counters 160 Small Counters 270 Cars 2 Double-sided Player Aid Sheets 8 Scenario Sheets 1 Rulebook 1 Playbook
Now the Hunt for Blackbeard is on again. As Blackbeard, you must select your anchorage carefully, as you’ll need all your guile to survive. Will you cash in for the diversions of a pirate’s life, or return to acts of piracy as your money runs out? The hunters are coming—evade them, or prepare defenses and risk luring them in? As the Hunters, how long can you afford to press your stable of informants and arm your expedition? You know Blackbeard: he will not sit idle. His ambitions may expose him, but he is getting stronger day by day. How will you approach—a flushing strategy, or a precision strike? Be careful, as your quarry is apt to bite! Hunt for Blackbeard pits two players against one another as hunter and hunted in a fast-moving game of detection, deception, and confrontation. Hunt for Blackbeard is a two-player boardgame that portrays the effort in 1718 by the colony of Virginia and the Royal Navy to track down the notorious pirate Blackbeard (Edward Thatch) as he sought refuge in colonial North Carolina. It features the historical events, places, and personages involved in Blackbeard’s demise 300 years ago, and the real-world challenges of “golden-age” piracy and pirate hunting. Players. One player takes the role of Blackbeard and the other the pirate hunters. Blackbeard seeks to commit acts of piracy or to enjoy a pirate’s life while remaining free. The hunters try to discern Blackbeard’s plans to thwart his piracy. The game may end in a battle in which either the hunters capture Blackbeard or the pirate wins by seizing a hunters’ ship as his prize! Sequence of Play: In each of up to four turns, players draw secret tiles that gradually reveal opportunities for Blackbeard to pursue his piratical aims and for the hunters to interview informants who may know of Blackbeard’s whereabouts. The players next commit Action pawns behind their screens to prepare defenses, sail, scout, or plan piracy. Blackbeard then secretly records any changes to the information on the main map. As the hunters take their turn, they inspect markers on the map—often secretly—as they seek Blackbeard, his camp, or any wake of his passage. Blackbeard will not know how much the hunters have learned before they strike! Combat ensues if hunters catch up with Blackbeard’s sloop. If Blackbeard remains unchallenged at the right location, he carries out his piracy, placing gold cubes onto tiles among those drawn. Blackbeard can win through piracy while evading the hunters. But if a boarding action occurs, the winner automatically takes the game, enabling the pirate to win by girding for a fight and luring the hunters in. Components • 11x17-inch mounted map board • Two 8.5x11-inch player mats • Two 8.5x11-inch player aid sheets • Two 8.5x24-inch three-panel screens • 48 1x1.5-inch tiles • One full and one half sheet of markers • 30 8mm wooden cubes • Sixteen wooden pieces and pawns • Eight dice • Rules of Play booklet • Background booklet -extract from publisher description, with a correction from the designer
Next War: Korea, the first of a planned series of Next War games, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea. Make no mistake: Next War: Korea is not an Introductory wargame. Rather, they have intended herein to create a system that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver." So their hope is that they have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game, a longer monster game, or an ongoing solitaire study.
Skies Above the Reich is a solitaire game depicting a Luftwaffe squadron of Bf109s struggling to deter and destroy the relentless daylight raids over Germany during World War Two. The player's individual aircraft, each represented by a stickered block, must confront the mighty "combat box" formation of the United States Army Air Force, a deadly terrain of B-17 Flying Fortresses. The game is a broad strokes depiction that presents the arc of the desperate air war. Stretching from late 1942 to early 1945, Skies Above the Reich follows that trajectory in a series of missions strung together to make a campaign. Each mission will take a half hour or more to play, while a campaign can last anywhere between 6 to 60 missions. In the basic game your goal is to knock bombers out of formation, or destroy them outright. The advanced game adds "pursuit" where you dispatch fighters to chase after and intercept bombers knocked out of the formation. Played out on an 8.5" x 11" map depicting a single bomber, pursuit makes the advanced game even more challenging. You may also play this as a (un)cooperative game. Players each command a squadron of fighters and attack a formation of bombers together. Although players may lose together, even if they win the campaign only one of them may be declared the victor. Contents: * 1 (17"x22") double-sided map board * 1 (22"x34") double-sided map board * 1 (8.5"x22") off-map display panel * 1 (8.5"x11") double-sided Pilot Roster & Staffel Log pad * 1 sheet of 1" counters * 1 sheet of 5/8" counters * 1 set of blocks * 2 (8.5"x11") sticker sheets * 60 card deck of attack cards * 1 tri-fold (11"x25.5") double-sided player aid * 2 bi-fold (11"x17") double-sided player aids * 2 (8.5"x11") double-sided pursuit maps * 1 rulebook * 1 situation manual * 10 10-sided dice
Red Winter: The Soviet Attack at Tolvajärvi, Finland, December 8-12, 1939 It is the winter of 1939 and the Soviet Union has just declared war on Finland. Bombers unleash a downpour of destruction on the Finnish capital of Helsinki. In the David and Goliath struggle that follows, the Russians swarm across the border and push back the Finns in victory after victory. The future appears grim for Finnish independence. Nowhere is the danger greater than in the central sector, where a Russian breakthrough would threaten the strongpoints of the Mannerheim Line. Newly assigned to the sector, the Finnish Colonel Paavo Talvela surveys the terrain and chooses the place to make a stand: a lake called Tolvajärvi. The weary and demoralized Finnish ski troops have mere hours to recover a semblance of order before the Russian juggernaut smashes into them yet again. Over the next five days, the world watches in awe as the Finns manage to halt the Russian advance through sheer heroic determination. Then, miraculously, the Finns launch a successful counterattack... Red Winter is a two player historical game which simulates the unusual battle at Tolvajärvi at a rarely gamed scale: company sized combat units and 90 minute game turns. Players assume the roles of the Russian and Finnish commanders, controlling the actions of Finnish ski infantry, Russian heavy machine gun companies, mortars, tanks, anti-tank guns, and other combat units. A desperate battle for territory and survival is about to be waged across a bleak and snowy landscape of forests, swamps, and frozen lakes.
Space Empires: Close Encounters is the first expansion to Space Empires: 4X. Alien races meet up close as they encounter each other for the first time in ship boarding engagements and planetary invasions with different types of ground troops. The strengths and weaknesses of each alien empire are brought out with roughly 20 unique racial abilities. The expansion takes advantage of the streamlined nature of the game system to add more technology and cool sci-fi things in very simple ways. While it is designed to be used as a whole, the expansion is modular and players can choose to use only the parts that they like. Also included in the expansion is an experience system so that your ship groups become more proficient over time. There is a big benefit if you can keep ships alive! The game gives more counters of each ship type to accommodate groups at different experience levels. Military academies in your empire can give your new groups a head start in accumulating experience.
Clash of Giants: Civil War, takes the game system from Ted S. Raicer's popular and critically acclaimed Clash of Giants WWI series to two of the storied battles of the American Civil War: Second Bull Run and Gettysburg. CoG: Civil War uses a modified version of the chit-pull Activation system of Clash of Giants II: Campaigns of Galicia and First Ypres, 1914, while retaining the CoG combat system. Every (mostly brigade-level) unit has a Tactical Efficiency Rating based on its morale, training, leadership, and experience, but even a poor unit can have a heroic moment, while the Iron Brigade might not always be made of iron. It is a true player's system, which produces realistic results without a lot of fiddly procedures, and allows players to concentrate on the game rather than the rules. Not simply "another Civil War battle system," CoG: Civil War presents a fresh new look at an oft-game topic. Giving each side a chance to change history in an afternoon's gaming, the use of the Clash of Giants system also shows the sometimes surprising links between the battles of the Civil War and the opening battles of the Great War 50 years later. Fans of either the Civil War or the Clash of Giants series will not be disappointed.
Third Printing First published by GMT in 2003, A World at War is a grand strategy game based on the award-winning Advanced Third Reich/Empire of the Rising Sun gaming system. A World at War simulates the military, economic, political, diplomatic, research and production aspects of the Second World War. It lets the players find out for themselves what might have happened if: * Germany had tried to execute Sea Lion, the invasion of Britain. * Admiral Raeder's Mediterranean strategy had been adopted and the British position in the Middle East had crumbled. * Russia had been prepared for the German attack. * "General Winter" had not come to the aid of the hard-pressed Russian armies in late 1941. * The European Axis and Japan had cooperated in implementing a strategy aimed at destroying the Western Allied lines of communication in the Indian Ocean. * The Battle of the Atlantic had been won by Germany. * War had broken out between Russia and Japan in 1941 or 1942. * Japan had avoided disaster at Midway in 1942 and instead invaded Australia or India. * Japan had knocked China out of the war. * the U.S had mobilized more armor units and fewer air units, or more infantry and less armor, or... * the Western Allies had tried Churchill's Balkan strategy * the Western Allies had tried to invade France in 1943 or earlier, leaving Italy for later. * The Western Allies had failed to develop the atomic bomb - but Germany had. * the Western Allies had developed jets or rockets. * YOU had been in command. The second edition of A World at War adds clarifications and refinements based on thousands of games played since 2003, based on contributions from hundreds of A World at War players (the A World at War Yahoo discussion list alone had recorded nearly 60,000 posts since A World at War was first published). Changes include: * new counters for beach defenses, partial supply and island group control. * revised counters based on feedback from A World at War players. * rules changes to mitigate the effects of bad luck, especially early in the game, leaving it to the players themselves to ruin their positions. * improved submarine warfare and strategic bombing rules. * more realistic raider and naval combat rules. * more realistic implementation of the "big three" high technology research projects: jets, advanced submarines and rockets. * increased balance between the western, Mediterranean and eastern fronts. * refined strategic balance in Russia, so that Russian survival is a challenge in most games - unless Germany doesn't invade Russia at all... * graduated economic growth rates and a link between Germany's conquests and its construction rate, so that an Axis "Fortress Europe" strategy is as risky as any other. * modified atomic research rules which preclude ahistorically early atomic bombs, while still leaving open the possibility of a German bomb. * an enhanced Japanese Resistance Table, with Japan getting credit for expansion beyond its historical achievements. A World at War contains a dozen scenarios, ranging from the introductory Battle of the Atlantic and Barbarossa scenarios up to European and Pacific Campaign Games. But dedicated gamers will be hard-pressed to resist testing their luck, skill and especially their nerves by taking on the entire war in the full-fledged Campaign Game.
Sixty-Something Millions of Years Ago — A great ice age has ended. With massive warming altering the globe, another titanic struggle for supremacy has unwittingly commenced between the varying animal species. Dominant Species: Marine is a game that abstractly recreates a small portion of ancient history: the ending of an onerous ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth. Each player will assume the role of one of four major aquatic-based animal classes — dinosaur, fish, cephalopod or crustacean. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest.” Through wily action pawn placement, you will attempt to thrive in as many different habitats as possible in order to claim powerful card effects. You will also want to propagate your individual species in order to earn victory points for your animal. You will be aided in these endeavors via speciation, migration and adaptation actions, among others. All of this eventually leads to the end game – the final ascent of a vast tropical ocean and its shorelines – where the player having accumulated the most victory points will have their animal crowned the Dominant Species. But somebody better become dominant quickly, because there’s a large asteroid heading this way.... Game Play The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of the main ocean on earth as it might have appeared tens of millions of years ago. The smaller Hydrothermal Vent tiles will be placed atop some of the larger tiles throughout play, converting them into Vents in the process. The action pawns drive the game. Each pawn allows a player to perform the various actions that can be taken—such as speciation, environmental change, migration or evolution. When placed on the action display, a pawn will immediately trigger that particular action for its owning player. Dominant Species: Marine includes new “special” pawns that can be acquired during the course of play. These special pawns have enhanced placement capabilities over the “basic” pawns that each player begins the game with. Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities, ongoing benefits, or an opportunity for recurring VP gains. Throughout the game species cubes will be added to, moved about on, and removed from the tiles in play (“earth”). Element disks will be added to and removed from both animals and earth. When the game ends, players will conduct a final scoring of each tile and score their controlled special pawns—after which the player controlling the animal with the highest VP total wins the game. Dominant Species Veterans For players of the original Dominant Species , this iteration introduces several key evolutions to the system (pun definitely intended): Actions are taken immediately whenever a pawn is placed instead of waiting to execute actions after all pawns are on the board. This gives players a bit more flexibility in their strategy, doesn’t increase game time when more pawns are acquired by players, and lessens the brain-burn quite a bit since it alleviates the burden of having to plan out an entire turn in advance. Domination is no longer on a per-tile basis, and is no longer ‘competitive’ with other players. In this game you check dominance for each element type over the entire earth, and whether or not you dominate an element type is independent of whether one or more opponents also dominate it. Domination of an element is how you acquire – and try to maintain – control of the special pawns. Animals no longer have default special abilities. Now, players are dealt 3 Trait cards during setup, choosing one to keep and putting the others back in the box. The chosen Trait gives their animal one of eighteen unique abilities spread amongst the Trait cards. Acquiring special pawns through domination gives a player great flexibility in planning and executing a strategy. Special pawns can ‘bump’ an opponent’s basic pawn in order to take an action that would otherwise be blocked. They can be placed anywhere on the action display (where basic pawns must be placed in top-to-bottom order only). There are powerful action spaces where only a special pawn can be placed. And at the end of the game, each special pawn awards its owner VPs according to its highest achieved dominance value.
Have you ever wanted to run your own town? Now is your chance. Centerville beckons! Renowned designer Chad Jenson brings you a game that rewards skillful play, but with a generous helping of chance to keep victory in doubt until the very last! Welcome to Centerville is a fast-playing board game for 2-4 players. Welcome to Centerville abstractly models the growth and management of a small city - perhaps not unlike the one you're in right now. Players act as entrepreneurs, tycoons, politicians and other local movers and shakers working to develop a modern urban area. Fortunes will be made and fame will rise. As time goes by, personal milestones will enrich the players even further. Throughout the game players will roll six dice, keeping some and rerolling others, then implementing the various die faces on the game board. This will result in political offices gained and lost, new vocations learned, acquisition of new land, or the erecting of new buildings. The end result will be a vibrant community that is revered near and wide - but only the player who has best balanced his wealth and prestige will emerge the final victor.
Gathering Storm, both a game in its own right and a prequel to GMT's A World at War, covers the period from 1935 to the outbreak of World War II, whenever that might be. Like A World at War, Gathering Storm, simulates the military, economic, political, diplomatic, research and production preparations for the Second World War, allowing the players to explore what might have happened if: -Admiral Doenitz had convinced his superiors of the importance of submarine warfare in the impending war with Britain. -Germany had pursued the Z Plan earlier and more consistently. -The development of the "Ural bomber" had been pursued. -Poland had become a German satellite, rather than resisting German aggression. -War had broken out over the Sudetenland, or even the remilitarization of the Rhineland. -Mussolini had given a lower priority to naval armaments, to the benefit of the Italian armor and air forces. -France had extended the Maginot Line. -de Gaulle's arguments to expand and strengthen France's armor units had been accepted. -Britain had rearmed sooner. -Russia had deferred the Great Purges. Or accelerated them. -The Spanish civil war had been won by the Loyalists. -A civil war had broken out in Yugoslavia. Or Greece. -Atomic fission had been discovered earlier. -The Second World War had begun with a Franco-Italian conflict. Or a French pre-emptive attack on Germany. Or a Russo-German war, with Italy and the Western Allies neutral. -War comes early. Or later, in 1940 or even 1941. -YOU had been in command. Gathering Storm,can be played as a separate game in a single session, with its own victory conditions, but A World at War players will want to press on and see how the war they have created plays out. While using different mechanics, Gathering Storm,'s structure is consistent with A World at War and allows for a seamless transition to whatever alternate war the players planned - or stumbled into. Some 30 years in development, with three years of design and playtesting, Gathering Storm, includes the following: -Six random events each turn, providing unlimited replay value. -Economics based on tiles and activity counters, eliminating any paperwork. -Flexible mobilization rules, allowing players to emphasis civilian or military production - each at the expense of the other. -Unit construction which allows players to activate reserve units for immediate benefits, at a cost of limiting future options. -Variable research, which can focus on air, naval, military or intelligence projects, as well as short or long term gains. -A fast-moving diplomatic system, with each player allocating diplomatic counters each turn. Diplomatic targets are public, but the points allocated to them are not. -Shipbuilding that allows varied fleets, including the possibility of 5-factor super battleships. -Ahistorical A World at War counters, including armor units of different strengths and additional ships. -A dynamic crisis system, in which the Allies can appease or oppose the Axis, with neither side necessarily being certain whether war might break out. -No dice.
Although the game is a semi-monster, and covers the entirety of the conflict from the launch of Barbarossa to the end of the war, the game system emphasizes playability rather than rules overhead, allowing the players to concentrate on strategy choices rather than rules minutiae. The core of the game system is a "chit-pull" activation system. Each turn a variety of action chits are drawn, in a random order, from the Action Chit Pool, and it is this that determines the exact flow of operations on that turn. If a German "Move/Combat" chit is drawn, the German player decides to move or fight (but not both), with all Axis units. If a German PZ HQ chit is drawn, units in command range of that HQ can move and conduct combat (with greater flexibility for armored units). If the Soviet Stavka chit is drawn, units may be deployed from Stavka Reserve to attempt to stem the Axis onslaught. If the Soviet Counterattack chit is drawn, Stalin insists that the attacks are made upon the fascist invaders, possibly to the detriment of the overall defense. When the Logistics chit is drawn, supply status is checked for all units.
You've swapped paint and mixed it up with the good ol' boys. But are you ready for a new challenge? The global stage is calling and now is your chance to step up into the big time. It's time to race in the Grand Prix. Grand Prix is the newest auto racing game from Jeff & Carla Horger and GMT Games. From 2-11 players can compete in the game controlling either one team of two cars or multiple teams. Players will score in two different ways; individual car scoring where first place is huge and only the top 10 places get any points, and team scoring where the placement of all cars in a race will determine the team score. The courses of the Grand Prix are not simple ovals or wide open super speedways but tight tracks that will limit passing opportunities and require finesse and skill to make it to the front of the line. The game borrows heavily from the Thunder Alley movement classes so you will find a familiar combination of solo, line, pursuit and lead movement in this game as well. But the abilities are tweaked to maximize the feel of Formula 1 racing. It will be up to the players to learn how the courses and the cards work together on each track to optimize their play. Yellow flag saves are not as common in F1 and pit strategy is even more important. The penalty threshold for wear is lower and pitting will happen more frequently. In addition to typical wear like suspension damage, tire wear and engine wear, Grand Prix incorporates "close-call" tokens for aggressive drivers. These do not count against speed but they do constantly pile up until an event card calls for the player with the most to pay the consequences. Grand Prix comes with three Event Decks, one for hard tires, one for soft tires and one for wet tires. Each set of cards have unique effects on the race. Hard tires make the game a bit slower and tighter with less pure speed and handling to get past opponents. The soft tire deck allows everyone to open up the throttle and go. Racing on wet tires can make things much more hazardous for everyone as spinouts and contact becomes more frequent. The game includes four new Grand Prix tracks that each contains unique and challenging features. All of the tracks will be compatible with Thunder Alley and all Thunder Alley tracks will likewise be compatible with Grand Prix. Let the racing... continue.
The U.S. Civil War is a 2-player strategic-level war game of the American Civil War. The game covers the entire war from 1861-65 on a large 30" x 44" map area (2 mounted maps) of the Southeastern United States. Turns represent 3 months during the winter and 2 months during the summer, with four Action Phases to each turn. Military forces are represented by generals and strength-points (SPs). Each SP represents approximately 5,000 soldiers. Game mechanics stress strategy, maneuver and leadership but details like ironclads, naval battles, leader promotions, forts, and commerce raiders are included. Shorter scenarios are included that cover just 1861, 1862 and 1863. Players of Eric Lee Smith's The Civil War (VG) and Mark Herman's For the People (AH and GMT) will see many similarities between this game and those two benchmark games. Those two wonderful games inspired many of the rules and concepts used in this game.
The Ancient World system moves to the Punic Wars, the greatest event in the ancient world and a true turning point in history. Carthage concentrates on Punic events that take place in Carthage/Africa as well as Sicily, with teh main scenario being the massive First Punic War. Building on the popular mechanics and systems of Rise of the Roman Republic (Vol I), Carthage includes the full, advanced naval system, with galley battles, fleet building expanding ports, and everything featured in the unusual, truly naval war that was the First Punic War. In addition, the detailed political systems for both powers, the soul of the game and a set of mechanics that truly puts the players in the heart of ongoing events, are expanded and clarified. With the addition of rules for the Reduction and Repair of city defenses, militia, and the ability of garrisons to Sally, sieges are now more than just sideshows. Carthage contains one full-sized map - the slightly redone Italy map (we've expanded rivers to a three-tiered system and corrected some tangential map errata) - plus a half-map for Carthage and Africa. The 100+ full-color counters include every Roman magistrate of the era plus lots of Libyans, Numidians, Egyptians, Iberians, Celts ... if they were there, they're in this game. Also, part of the game package is a expanded group of play-aid charts, prompted by playtester insistence, to help keep track of the many details that campaigning can require. Carthage is the Punic War's game that ancients and gaming aficionados have been waiting for since the beginning of the wargame hobby. Detailed and demanding, it provides players with a highly playable leel of insight, decision-making, and just pure Fun.
The battlefield is unfamiliar a clear valley dotted by copses of trees and cultivated fields. The town at the valley's center is the strongpoint of your army's defense held by stout infantrymen against two massed enemy assaults already this morning. Now having fought off the enemy you prepare the counterattack. Your lines populated by more hearty infantrymen extend away from the village on both sides to the foothills on the flanks where your elite cavalry brigades await your word to attack. Your plan is feint in the center envelope the flanks then as the enemy's resolve begins to weaken crush the enemy with a massed infantry assault by your Elite Guard reserves... ...And you have the cards in your hand to make the plan work! But what cards is your enemy still holding? Will he play REGROUP to rally his center and hit you again? Or a SUPPLY card or a LEADER to coordinate a spoiling attack on your cavalry wings? Or will his GUERILLAS harass your advance and impede your flow of reinforcements? What if he has his cavalry positioned to WITHDRAW and then turn on you with a COMMITTED ATTACK? Or has he prepared a nasty AMBUSH on your route of march? So many what if's... but time is fleeting -- the time to Manoeuvre is now! Manoeuvre is a fast-playing game of battlefield command set in the early 19th century. Multiple geomorphic game maps provide the chessboard-sized battlefields over which eight different armies of the period move and fight in one-on-one battles. As the commanding General of a nation's army you have at your command units and a 60-card national deck which represents your army's specific troops and unique strengths. Your job is to utilize those assets and manoeuvre your forces to achieve battlefield supremacy.
Holland '44 is a two-player game depicting the Allies' combined ground and airborne attack in the Netherlands during WWII, which was code named Operation Market-Garden. The game starts with the airborne landings on September 17th and continues until September 23rd. The Allied player must rush his ground forces forward as fast as possible to relieve his beleaguered airborne divisions and capture a bridge across the Rhine. Holland '44 uses a system very similar to Ardennes '44. Rules such as ZOC Bonds, Determined Defense, Extended Movement, and Traffic Markers all make their reappearance. Due to the terrain of the Netherlands, special attention was given to river crossings, bridge building, and fighting in the flat polder terrain.
From the publisher's web page (Medieval): Medieval is a card-based board game that takes players back to the turbulent 13th century in Europe, Middle East and North Africa. The cards not only represent the Powers, various capabilities, and events that the players use to gain victory, but they also provide the playing board, a map that is divided into 19 Cards, only 8 of which start the game in play. The rest of the Map Cards - and the map - come into play randomly, but at the players' pace. The remaining cards are for the 27 Powers - countries from the strong but troubled Holy Roman Empire, England and France, through the various Islamic powers, down to such minor, but important, countries such as The Kingdom of Jerusalem, Livonia and Trebizond. Even such mysterious and far away areas as Polovtsy and The Cumans come into play. - and the various "events" the players use to forward their schemes. Each Player represents an ever-changing conglomerate of these Powers, using his wiles, and the cards, to further his control over areas of Europe to win the game. There are Spies, Assassins, accusations of Heresy, Jihads, even the use of the various Knights of Christ. And then there are the Popes. Each player, randomly, can become Pope (they're named and historical). As Pope he can arrange alliances, excommunicate players, and call for Crusades (a great way to make money). But hovering like a very, very black cloud over all of this are The Mongols. No player knows exactly when they start to arrive, although the card play does give them hints … and some time to prepare, if they choose to heed the warnings. But when they do arrive, all Tartar Hell breaks loose, as The Mongols, also represented by cards, literally eat the map, east to west, conquering Powers, chewing them up and making them disappear from European view. The winner is the player who survives the onslaughts of religion and the Mongols to control the largest part of 13th century Europe. Medieval is for 3 to 5 players and takes around 2 hours to play, once you've learned the system. It comes with 110 cards, lots of little pieces, and coin-shaped florin markers.
Combat Commander: Europe Pacific Components • Package contents: -1 x Combat Commander: Europe Pacific Components • Product Code: GMT 0811 • Package Info: - Product is for use in the Combat Commander table top game - Models and games are supplied unpainted and may require assembly or preparation before play - Any scenery, paint, or glue is not included. GMT Games and Combat Commander table top games
Enemy Coast Ahead: The Doolittle Raid uses the game format to explore this highly dramatic military episode. It is a solitaire game challenging the player to conduct a successful mission where the criteria for success is not purely military. The player must organize, equip, and train a squadron of B-25 medium "Mitchell" bombers to attack a distant and rather dangerous target. The game not only covers the raid from launch to landing, it extends the story on both ends. Threatened from the air and from the sea, the player must do his utmost to strike the Japanese capital, avenging the attack on Pearl Harbor, and then land his aircraft safely. If the raid goes poorly it may boost Japanese morale and deflate the mood in the United States. Getting the B-25s close enough to launch is vital, as is the recovery of aircraft and crewmen, but above all, the player's main dilemma will be secrecy. The risk is great. Failure could mean the loss of an entire squadron, or worse, the sinking of a precious aircraft carrier. Will the Doolittle Raid add to the dismal news of Pearl Harbor, Guam, Wake Island, and Bataan, or will it signal the turning of the tide?
Take on the role of a knight and join the prestigious tournaments at the king's court. Use your cards to win the jousting competitions, or fight with your sword, axe or morningstar. Rally your squires, gain the support of a maiden and play action cards against your opponents. The first player to win four or five different tournaments becomes the overall victor. The game consists of many consecutive tournaments. The player who starts the tournament determines which weapon will be used in it. A tournament may start as jousting, as a fight with swords, axes, or morningstars, or as a fight without weapons. Usually a tournament is fought with the same weapon throughout. However, some action cards allow the players to change the current tournament weapon. A player who wins a tournament receives one token of the final color in which the tournament was fought. However, a player who wins a jousting tournament may take any color token (due to the prestige of the jousting tournament). Let the tournaments begin!
Battles in the Wars of the Roses England, 1455 - 1487 Fast playing . . . easily understandable rules . . . unusual battles . . . lots of action . . . lots of color . . . great leaders . . . lots of Fun. GMT's series on Warfare in the Middle Ages, Men of Iron, enables you to see and simulate a major turning point in military weaponry and tactics, with the third game in the series, Blood & Roses. Blood & Roses focuses on the battles of the Wars of the Roses in England, between 1455 and 1487. This was warfare in which most men were truly "of iron", heavily and totally armored to such a point that their mobility was suspect. It was also the introduction of gunpowder - mostly field artillery - in noticeable numbers. And while many English men-at-arms were mounted, they did so almost entirely for transport. Most fighting was on foot ... and it was quite vicious. Blood & Roses is designed for quick learning and easy play. Game rules are short, there are no "turns" - play is Continual, with ample opportunities to steal play from your opponent - and combat resolution is a single dieroll. Playing time is about 1-2 hours, per battle. Blood & Roses is also GMT's gift to the gamer who enjoys playing solitaire - the system can easily be played solo or face-to-face play without any loss in insight or Fun - to see what happened in these famous battles and why.
No Retreat: The Russian Front is a new deluxe edition of the two-player Victory Point Games 2008 CSR Award Nominee wargame that retells the story of the titanic struggle between the invading armies of Nazi Germany versus Communist Russia during WW2 at a player-friendly and manageable level of scope and difficulty. This edition combines both the original game and its two extensions (Na Berlin! and No Surrender!) using deluxe components of "Twillight Struggle Deluxe Edition" quality. With only 40 Army/Front sized counters for the Tournament game, and 70 for the whole campaign, and with very low stacking, it"s a quick-playing yet realistic affair that favours the strategic and offensive-minded player. Each turn is alight with intriguing on-board challenges plus the surprise of card hand Events as players vie to win in one of three different ways. In a skillfully blended collation of classic hex-based wargaming and modern card-driven simulations, No Retreat: The Russian Front stays truly story-centric, providing the proper feel of sweeping maneuvers, exploitation and encirclements across the vast steppes and forests of Russia. With a simple-yet-innovative economic model, players will also feel the growing might and sophistication of the Russian"s Red Army, and the degradation of the once-invincible German Wehrmacht, over the epic four year sweep of time that this merciless campaign was fought. Neither side can afford the disgrace of yielding an inch of ground to their hated foe, so your orders are: "No Retreat!"
On the morning of August 16th, 1870 at the Gravelotte crossroads outside the fortress of Metz, Napoleon III, Emperor of the French Second Empire, turned over command of the Army of the Rhine to a reluctant Marshal Francois Achille Bazaine. The Army of the Rhine, the last intact field army and already the last hope for France during the two-week old Franco-Prussian War, was gathered around the protection of the Metz fortress complex. The Prussian I and II Armies were sweeping forward, hot on the heels of the retiring French. But poor weather and a disorganized cavalry screen allowed the French army to break contact with the pursuing Prussians. Helmuth von Moltke, Chief of the Prussian General Staff, instructed his armies to wheel south of the fortress, cross the Moselle River and attempt to catch the French in flank. The only problem with this plan was - where were the French? The resulting two-day campaign produced some of the more remarkable battles in military history - the Battles of Mars-La-Tour and Gravelotte-St. Privat. These two battles produced over 60,000 casualties, with each army suffering equally. Both battles had significance not only for the Franco-Prussian War, but for the course of European history. In fact, Otto von Bismarck remarked at Versailles in January 1871: "What is certain beyond argument is that the war - and with it the future of Europe - was decided at Mars-la-Tour on 16 August 1870." At Any Cost: Metz 1870 is a game simulating the situation west of the Metz fortress during those few days of August 1870. The game is designed to be a playable, two-player brigade-scale game that allows players to experience the unique tactical warfare matchups that characterized fighting during the Franco-Prussian War. This era, though generally overlooked in the gaming industry, is a fascinating study in Napoleonic tactics (and uniforms) slamming head-on into modern killing technology. The Prussian military juggernaut is armed with the new steel Krupp breach-loading artillery pieces that far outclassed the French guns. Prussian doctrine, adapted to the lessons learned during the Austro-Prussian War of 1866, allowed junior officers to exercise initiative and aggressiveness. The French army, meanwhile, was armed with the modern and deadly Chassepot rifle, a firearm so advanced that many argue its deployment alone should have won the war for the French. In addition, the French army was now equipped with their ultimate secret weapon - the Mitrailleuse, which was the first machinegun used en masse. Moreover, the game system makes clear that the French soldier, despite misconceptions to the contrary, fought valiantly during these battles. By all rights, they could have - and should have - won many of these engagements. But leadership, morale and tenacity won the day for the Prussians. All these factors are seamlessly embedded into the At Any Cost game system and players will be challenged to utilize their advantages and minimize their disadvantages throughout the game. Will YOU as the Prussian player be able to withstand an early severe numerical disadvantage and use the brave audacity of the Prussian soldier and artilleryman to win the day? Can YOU as the French player overcome the lethargic and uninspired command structure of the Army of the Rhine and allow your tough and well-equipped infantry to fight unhindered? At Any Cost: Metz 1870 also features the Blind Swords chit-pull system which emphasizes the three "FOW's" of military conflict: fog-of-war, friction-of-war and fortunes-of-war. With each chit pull, players will be challenged to make tough decisions based on their assessment of the current situation. Unlike traditional chit-pull mechanisms, the Blind Swords system ensures that no combat units can be counted on, or conversely, counted out. This yields an environment of tense action and constant surprises - an environment that will challenge each player.
Next War: Taiwan, the next volume in GMT's series of Next War games and the follow-on to Next War: Korea, allows players to fight a near future war in and around the island of Taiwan. In this sequel, the communist state of China, the PRC, has decided that its time to end the rhetoric and posturing and bring the breakaway republic back into the Socialist Harmonious Society. Due to the nature of the "terrain" surrounding Taiwan, the game features an expanded, yet still abstracted and playable, naval system including submarine threats, ASW, mine warfare, and anti-naval strikes. In addition, rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict. Ownership of Next War: Korea is NOT required to play Next War: Taiwan.
Normandy '44 is a 2 or 3 player, regimental level game of the D-Day landings on June 6th and the battles that raged in Normandy for the next 21 days. During this crucial period the Germans had their only chance to push back the Allied invasion before the preponderance of Allied men and material made the outcome certain. During this period the US 1st Army fought across the Cotentin Peninsula and captured the major port of Cherbourg while British forces took on the bulk of the German panzer divisions near Caen. Each turn represent 1 day. Each hex represents 3.8 kilometers (or 2.3 miles). Most units are regiments or brigades, but the majority of the armor units are represented as battalions. The game uses a simplified version of the Ardennes '44 system: Move, Fight and Reserve Movement. All units are rated for troop quality, while all armor units have a tank rating. In each battle these ratings are used to provide shifts for either the attacker or defender. Other important shifts are provided by air power, naval support, artillery and Tiger tanks. The game includes a 22 turn Campaign game, a 7-turn Tournament Scenario that focuses on the Allies linking up the beaches, and a scenario covering the battle in the peninsula and the capture of Cherbourg.
Iron & Oak is game of ship-to-ship combat set during the American Civil War. As a tactical representation of naval warfare, each of the ships is accurately modeled for offensive capability including gunnery, ramming and spar torpedoes; for defensive capability including damage and five distinct armored or wooden hit locations; and for maneuverability, crew size and draft. You command 70 famous ships of the era, including the Union: Onondaga, Tecumseh, Winnebago, Monitor, Osage, Minnesota, Brooklyn, Hartford, Essex, Carondolet, Kearsarge, Ossipee, Queen of the West, Iroquois, Spuyten Duyvil; and the Confederate: Tennessee, Virginia, Atlanta, Palmetto State, Arkansas, Albemarle, Alabama, Florida, General Beauregard, Sumter; and many more. Many of the 14 scenarios, in this easy to learn game, are playable in an hour or less. Included are 13 historical and 1 hypothetical engagements featuring Hampton Roads, Mobile Bay, Trent's Reach, Wassaw Sound, the duel between Alabama and the Kearsarge, and the saga of the Arkansas, which may be played as three individual scenarios or as a linked mini-campaign. In addition, forts bristling with guns make their appearance to challenge the will of the ship captains. If that was not enough to heat things up, scenario based optional rules add a few interesting 'what if' situations to expand on play. If you are interested in commanding your own fleet, Iron & Oakincludes a standalone campaign module where player selected forces fight it out in the many rivers, bays, inlets and costal areas. The campaign game recreates the brown water actions, typical of the period, in a series of randomly generated battles. As play progresses, the players do not know the exact length of the campaign or the specific mix of the battles. Players must not only manage the unfolding battles, but must also strategically allocate resources and repair and refits their ships. The 16 card Navy Yard deck is used to plot a course through and influence the challenges of the campaigns. Two or more players battle it out on an 11' x 17" map that features an area movement grid. This simple approach controls ship movement as well as all combat action. Gone are the long periods of inaction, typical of ACW tactical naval games, as these early steam-era ships struggled to maneuver into battle. This innovative game system places the emphasis on quick action and tactical decision making. The 50 Action Cards are used to assist and enhance play, not drive it. Each time you battle it out, whether in a scenario or campaign game, the action unfolds in a very different manner. Do you wish to employ hot shot or incendiary shells? Is now the best time to rapid fire or is it wise to maneuver and ram? Should you allocate part of the crew as a repair party? Is that enemy ship going to maneuver into your torpedo (mine) field? These and many other possibilities exist through the play of the action cards. Or, you may decide to not play any action cards at all and just maneuver and shoot. You control how and when the action will unfold. At its core Iron & Oak is a naval simulation. It accurately models the close-range slugging matches typical of the period. You have the opportunity to play out the various battles to their conclusion. Will history repeat itself, or will a new account be written? Will the Monitor's 11" Dahlgren smoothbores blast through Virginia's armor plating or will their battle again end in a stalemate? Will the powerful Tennessee win out against Admiral David Farragut's Union fleet or again fall to his superior numbers? Will the Atlanta defeat the two Union monitors in kind or again slip aground and strike her colors. This time, you get to determine the outcome. You are not bound by history's stories.
Fading Glory: Napoleonic Series 20 Multi-Pack #1 The Napoleonic 20 game system from Victory Point Games features lower-level wargame complexity on maps where, generally, 20 pieces or less are in play at one time (total, for both sides). This creates tense, dramatic and fast-playing situations on the board where higher echelon troop formations (generally corps) vie for position and dominance. Subscribers to C3i have recently enjoyed Jena 20, a game in this series which features eight pages of Standard rules and one-to-two pages of exclusive rules per title. Veteran game designer Joe Miranda, with developers Alan Emrich and Lance McMillan, have created and refined a highly popular game series that is growing all the time. (Based on Joe's series rules, Alan, Lance, and Steve Carey have each designed one of the games in this multi-pack - in addition to Joe's Waterloo game.) A hallmark feature is the use of narrative random event cards that help ''tell the stories'' unique to each battle and small campaign. This ''friction of war'' element, combined with the operational-level maneuvers, combat, and even lulls, provide players a fun exercise in the Napoleonic parry-and-thrust of grand battles as armies close to bayonet-point to see which will break first. Morale plays an vital role, as both sides can 'spend' this resource to force march their units, help rally stragglers, or commit reserves to a key attack or defense. But look out... when a side's morale is reduced to zero, it has lost the game! Included in this Multi-Pack are: Salamanca 20 (Wellington vs. Marmont, 1812) Smolensk 20 (Napoleon vs. Barclay de Tolly in the near-battle to decide the Russian Campaign, 1812) Borodino 20 (Napoleon vs. Kutusov before Moscow, 1812) Waterloo 20 (Napoleon vs. Blucher and Wellington, 1815)
The Napoleonic Wars, 1805 - 1815, brings you a fast-paced, tension-filled, card-driven wargame using a point-to-point movement system that pushes the envelope in a new direction for this pivotal period of history. Having a simple-to-learn strategic system and short rulebook, The Napoleonic Wars, can be played in an evening as the cards and Diplomatic Track make for tough decision-making in the face of everchanging enemy threats. Set in 1805 Europe, you must weigh the strategic dilemmas facing the two alliances in mortal conflict. Napoleon's France enjoys a superb army, central position, superior leadership, and a useful, if not powerful, ally in Spain. However, she faces three foes. Napoleon must beware of Britain's seapower and wealth, Austria's threatening position, and Russia's reinforcing hordes. In the wings, Prussia, Turkey, and Sweden teeter on the brink of war, begging inducements to join either side. Even lowly Denmark's fleet can upset the balance of power. When fleets or armies collide, battle-related cards may be played and then dice are rolled to resolve the battle and inflict casualties. Even the most brilliant maneuver faces the chance of floundering. So play The Napoleonic Wars now, and put the strategist in you to the test. Your options are only limited by your vision, a meddlesome enemy's cards, and the hand of fate. Game Components COUNTERS Four full-color counter sheets. MAP One 22"x34" full-color mapsheet CARDS 110 Strategy cards OTHER * Six 6-sided dice * 24-page Rulebook * 24-page Campaign Manual * 2 Battleground and Control Charts * 2 Diplomatic Charts * Nine HQ Status Cards Game Features TIME SCALE approx. 2 years per turn MAP SCALE Point-to-point system UNIT SCALE 10-15,000 men each NUMBER OF PLAYERS 1 - 5
Illusions of Glory - The Great War on the Eastern Front is the latest Card Driven Game to simulate the Great War in Europe. First came the award-winning legendary Paths of Glory by Ted Raicer, which simulates the entire war in Europe and the Middle East which is now a convention favorite. It was followed by the well-received Pursuit of Glory, designed by Brad and Brian Stock, which focuses on the war in the Near East. Illusions of Glory takes this proven game system to a new and exciting level by applying its focus to the Eastern Front. The Allied Powers bring massive forces to bear against Germany, Austria-Hungary, Bulgaria, and Turkey while trying to prevent a game-changing revolution in Russia. The Central Powers must defeat Russia, hold off Italy, and win the upper hand in the Balkans or face demoralization and rebellion at home. Players test their generalship and strategic abilities as Illusions of Glory lets you recreate the dramatic events of World War I's Eastern Front. Your hand of strategy cards present you with a rich array of strategic and operational choices. You must decide whether to use each card for its historic event, unit movement, combat, or troop replacements. You must commit your forces to a variety of objectives: winning the dynamic war of maneuver between German-led and Russian armies; seizing the Balkans and its vital objectives; or prevailing in the conflict between Austria-Hungary and Italy. If you are looking for a game that is relevant, fun, challenging, and tense, from complete campaigns to shorter playing scenarios, you will enjoy Illusions of Glory.
The Supreme Commander is a game designed for 2-5 players covering the entirety of World War II in the European Theater of Operations (ETO), from September 1939 to the end of the war. While there are plenty of other ETO games out there, The Supreme Commander effectively models all of the primary aspects of the war in a simple, straight-forward manner. Murmansk convoy, Lend-Lease, diplomacy, the strategic U-Boat campaign, technological advancement, strategic bombing campaigns, naval invasions, the economy and military production, partisans - All of these elements and more are included in a surprisingly easy-to-learn game. That is not to say that The Supreme Commander is some sort of compromise, surrendering historical accuracy for simplicity. The game delivers a detailed order of battle and meticulously researched economic and diplomatic system which allows players to play out the historical military campaigns of the war as well as the "what ifs" that may have happened. It is entirely up to the players - the system is open-ended and does not restrict players to the exact decisions of the past. Play time will vary, but the campaign game generally will be a weekend long game that will rarely play the same way twice. A campaign game and two shorter scenarios are included.
Genesis is a campaign-level game covering the turbulent Late Bronze Age in the Middle East, where kingdoms rose and fell while establishing many of the systems and ways of life that underwrite Western Civilization. Much like its ancestor game, Pax Romana, Genesis is a game that provides the players with the historical dramatis personae and allows them to forge their own empires. It also has a great emphasis on the control of the important trade routes and commercial centers and the building of the spectacular monuments these civilizations left for posterity and wonder. There are several two-player scenarios for short-time play, an introductory scenario to get you into the system (featuring Sargon), and the big, 5-player multi, included all the major players - Egypt, The Hittites, the Mitanni, Assyria and Babylon. The main scenario can also be played with 3 or 4 players.
Next War: India-Pakistan, the next volume in GMT's series of Next War games and a follow-on to?Next War: Korea and Next War: Taiwan, allows players to fight a near future war between India and Pakistan. Next War: India-Pakistan will feature the same kinds of action as seen in the previous games, but with a single map, all the action is concentrated. New rules governing international intervention are provided so that players can pick and choose who shows up with which high-tech "toys" to influence the fight. With the plethora of optional rules, players can fine-tune the conflict to their desire. In addition, the Loose Nukes scenario provides a wild and woolly experience from the get-go as both sides race to secure Pakistan's nuclear weapons. Ownership of Next War: Korea or Next War: Taiwan is NOT required to play Next War: India-Pakistan.
40,000 B.C. - A great ice age is ending. Another titanic struggle for global supremacy has unwittingly commenced between the animal species. Dominant Species: The Card Game is a fast-playing game that abstractly recreates a tiny portion of ancient history: the ponderous rescinding of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth. Players will use six major animal classes - mammal, reptile, bird, amphibian, arachnid or insect - to further their goals in various terrain. Through wily card play, players will strive to become dominant at as many different terrestrial and sea biomes as possible in order to claim valuable victory points: It is survival of the fittest. All of this leads to the end game - the final descent of the ice age - where the player having accumulated the most victory points wins the game. But somebody better become dominant quickly, because it's getting mighty warm...
The 2nd Edition has been re-designed to play much faster using the system used in France '40 and Normandy '44. Players familiar with those games will find the new Ukraine '43 very easy to learn. All the components will be upgraded -- the counters will go from half-inch to 9/16 size, the map will be enlarged so the hexes can accommodate the larger counters, and each scenario will now come with a setup card to facilitate setting up the game. On August 3rd, 1943, less than two weeks after the Kursk offensive, the Soviets launched a massive offensive near Kharkov that ripped open the German line. The ensuing battle began their summer offensive that would take them across the Ukraine to the Dnieper River. During August the two sides were equally matched and a tremendous war of attrition raged from Kharkov to the Sea of Azov with neither side willing to give ground. In September, bled white by the never-ending Soviet attacks, the German army retreated in haste to the safety of the Dnieper River. In October, the battle raged along the length of the Dnieper and for the Perekop Peninsula, the only land exit to the German 17th Army in the Crimea. During this three month period German reinforcements poured in from every sector, but it was never enough. Three Soviet Tank Armies and four Soviet Fronts ground through nineteen panzer and panzergrenadier divisions. German and Soviet losses were staggering. Kiev, the capital of the Ukraine, fell on November 6th. Ukraine '43 attempts to simulate this important campaign in a moderately complex game. The design uses the conventional move-fight-exploit sequence of play and the popular Zone of Control Bond rules. Soviet tank armies and German panzer corps spearhead constant attacks and counterattacks. With both sides able to attack, the game becomes a tense battle of skill and nerves.
Crown of Roses is a 3-hour block game set during the turbulent years of the Wars of the Roses in 15th Century England. This 35-year long conflict saw the extinction of a large number of noble houses, and would eventually set the house of Tudor upon the throne. In Crown of Roses, players take on the roles of the dynastic giants - the House of Lancaster and their Beaufort cousins, and the House of York. The four player game adds in the powerful House of Stafford, and the ever-scheming Richard Neville and his son, Richard of Warwick, the 'Kingmaker'. Using intuitive mechanics, Crown of Roses offers players a historical feeling with tremendous strategic depth and excellent replayability. Unit starting locations vary with each turn and even with each game, and the use of blocks creates the ''fog of war'' of limited intelligence on enemy strength and deployment. Random game events throw a touch of the chaos of the era into the mix, and the multiple uses for the player action cards leads to a level of uncertainty where enemy plans are concerned.
Note: The LABYRINTH: The Awakening, 2010-? expansion uses the same map, base rules, victory conditions, components, charts, and solitaire rules from its predecessor game, thus ownership of LABYRINTH: The War on Terror is required for play. On December 17, 2010, Tunisian street vendor Mohamed Bouazizi committed an act of self-immolation to protest harsh treatment by local authorities. His sacrifice brought down the Tunisian government a month later and sparked a popular movement to be known as the Arab Spring that spread across the Muslim world, toppling 6 governments and igniting 3 Civil Wars. The Western world struggled with how to influence these disparate struggles for good while Jihadists and other reactionary elements deftly maneuvered to fill the power vacuums created. LABYRINTH: The Awakening, 2010 - ? expands on LABYRINTH: The War on Terror, 2001 - ?, a 1-2 player card-driven boardgame simulating at the strategic level the ongoing bid by Islamic extremists to impose their brand of religious rule on the Muslim world. The expansion continues where LABYRINTH left off adding new rules and cards to cover the last five years of history. Included are new mechanics to simulate the grass roots political movements of the Arab Spring and the resulting Civil Wars. LABYRINTH: The Awakening, 2010-? provides 90 all new event cards, additional markers, cubes and cylinders, and 7 new scenarios, including 2 that are playable to conclusion in 7 turns or less. Introduced in this expansion are Local Security Forces, cubes which serve the dual role of providing state security as US Troops withdraw, and also represent those elements in a Civil War, including paramilitary protectionist and preservationist insurgency forces, which are fighting for a greater degree of representation in their government or are resisting the imposition of Jihadist will. Another new element is Awakening and Reaction markers. These are placed in country boxes by various events, are similar to influence markers from TWILIGHT STRUGGLE, and act as modifiers for or against War of Ideas and Jihad operations. Finally, Sub Saharan Muslim countries are added as country mats to allow for the representation of the struggles that have occurred recently in Mali and Nigeria. Since publication of LABYRINTH, fans of the game have expressed an interest in updating it based on more recent events, and a variety of new cards and variants have been freely shared on the web. This expansion to LABYRINTH fulfills that desire by providing up-to-date events and rules allowing the game to continue to serve as an effective model of the ongoing struggles in the Muslim world. If you have wondered how recent events in the Middle East could be portrayed in game format, and how outcomes could have been shaped differently, this expansion is for you!
PAX ROMANA covers the Europe from 300 BC through the end of the 1st century BC, when control of the Mediterranean was in a state of flux with four empires possible. It does so with a system that is filled with decision-making tension, but also highly accessible and easy to play. The emphasis is on strategic operations, from raising armies to colonizing outlying areas, to fighting barbarian incursions, to maintaining political stability at home. Since each turn represents 25 years, the movement of forces and the shifting of power occurring at a proportionately very large scale. Combat takes place throughout the game, but it, too, represents ongoing conflict as much as individual battles. Most important for gamers, though, is the wide variety of scenarios PAX provides, from fast-playing, one-sitting two-player games to vivid recreations of the entire era with four players. The game works well with 2, 3 or 4 players, and is designed to be playable solitaire for those interested in the historical view it provides. Scenarios range from The Punic Wars, through the Eastern Mediterranean conflicts between the Greeks and the Seleucids, all the way up to the entire 10 turn game, covering 300 years of history. In addition, there are two versions of PAX ROMANA: the Standard Game, designed for fast play, and the Advanced version, which adds in much tangential history and allows for a more introspective examination of the era.
Following on the success of No Retreat! Where the Russian Front of World War II beckons, and then taking the action to the African Front, and then the French Front, game designer Carl Paradis presents the fourth chapter in this game series, No Retreat 4: The Italian Front. This game will be using a mix of all the previous No Retreat! game concepts/systems, including some from the solitaire module, to depict this long and gruelling campaign with the minimum of fuss and the fastest possible play time. Each turn will represent one or two months (depending on the weather), but not every Turn will see major action! So during Frontline lulls very little combat, if any, will take place but for frontline attrition, so these turns will pass in a speedy manner. When a side decide to go on the offensive then that specific turn will see a series of moves/combat/activations (like was done for NR2); using a variant of the regular No Retreat "Target/Counterblow" rules and markers. The important sea invasions will be shown in great detail, the German fortified positions also, and the long set-pieces battles (like Cassino or Anzio) will be represented correctly without bogging down game play. Like in NR3 "Secret Campaign Plans" will make an appearance, with players vying to attain special high command objectives, thus getting bonus victory points if the game does not end in an early "Sudden Death" and continues to the bitter end. To make the play surface more easy to use, the long Italian peninsula will be represented by a series of separate maps each showing a part of the battleground. As the frontline moves north or south, players will switch the "play map" map to show the actual areas of operations, thus saving a lot of table space. It will also be possible under certain circumstances for players to actually change sides in the game (keeping their accumulated Victory points): Thus both will be able to get the chance to be on the "attacking side" if wished for; historically the Germans were mostly on the defensive. The Event card system will also be changed a bit, with each card allowing multiple possible effects/events: all the cards will be useful, even when the main event cannot be used because of Strategic Initiative.
1805: Sea of Glory examines the naval war on an operational level during that pivotal year. Although Trafalgar shines through history as the beacon of victory, it is the successful blockade of enemy ports that kept French boats from stepping onto British soil. But 1805: Sea of Glory is more than just a game about blockade duty. It is a game of breakout and pursuit, deception and false leads, husbanding meager resources, striking a blow where your enemy least suspects, and bringing about the decisive battle that defines victory or defeat. 1805: Sea of Glory focuses on the operational actions of the three great navies. The Allied player (France & Spain) must constantly try to break out of numerous European ports and form a combined fleet. The British player must continuously worry about his ships on station, as wind and weather allow the enemy an opening to slip anchor and set sail. For when Napoleon's fleets take flight, the British are hard pressed to cover all the potential targets and bring the enemy to bear. The British player will find that he never has enough frigates to watch all avenues of escape, and that a clever French player can keep him guessing and ultimately win this game of cat and mouse. The game uses blocks to represent the fog of war. The ability to spot and intercept your enemy is paramount. But is that block scurrying across the Mediterranean towards Egypt the French fleet? Or has the Toulon squadron turned west towards the Caribbean? From the French perspective, is the block off the coast of Brest a fleet? Or have the British returned home to repair and refit, leaving only a few frigates to watch the port? Is now the moment to sortie? Or does a large enemy force lay just over the horizon? While blocks represent fleets, squadrons, and scouting frigates, traditional counters represent the individual ships of the line. Every ship that could have seen duty, from lowly 64 gunners to the massive Santissima Trinidad, is present. Individual ships are kept on off map organizational charts, so that the exact composition of a fleet or squadron block is not known to your opponent until interception takes place. The great naval commanders of the age are present in the game as well. Rosily-Mesros, Villeneuve, Ganteaume, Missiessy, and Gravina for the Allied fleets. Cornwallis, Nelson, Calder, Collingwood, and Strachan for the British. Each admiral is rated for his ability to escape or pursue, as well as, his tactical acumen in combat. Special abilities are also included: from Cornwallis' skill as an administrator, to Villeneuve's fatalistic bent, to Gravina's charisma, to Nelson's visionary brilliance brought to life as the "Nelson Touch".
In No Retreat 3, players command the Allied (French and British) or German forces, operating them in accordance to one of several historical plans (represented by Plan cards). Maneuvering forces over hexes that are approximately 30 kilometers across, over turns that represent 4 days of real time each, the vaunted No Retreat series card-assisted game systems are there to create on-map puzzles around each hex, unit and battle as the tense engagements rage back-and-forth and nothing is entirely predictable. This little-simulated battle will see many new concepts implemented into the "No Retreat!" game system. Given that both sides had never seen battle before and the units were mostly untried and green, a "Fog of War" game system is in use, adding much replayability to this simulation. Since that this game is fast, a complete contest will consist of two plays, with each gamer taking both sides in turn, trying to best the opponent's performance. Some intriguing "what if" hypothetical historical options are also added: Could have France intervened more effectively, the USSR acted differently? What if Czechoslovakia was never taken over by the Nazis? Poland better prepared? All these and more are yours to try out. No Retreat! French Front Scenario Listing * Regular Game * Historical Game * Simulation Game * Operation Dynamo Polish Front Scenario Listing * Regular Game * Historical Game * Alternative History Game
Ariovistus expands Falling Sky to take 1-4 players back to Caesar's first entry into Gaul, with a Helvetian migration challenging the Aedui and Germanic Tribes pressing close behind. New components and Faction enable one player to take command of the Germanic Tribes, while veteran Roman, Aedui, and Belgic players face unfamiliar strategic dynamics and deal with new events. For the heartiest, an extended scenario covers Caesar's full time in Gaul-nearly a decade of resistance and revolt. To this prequel to the popular COIN Series volume, the expansion package adds tactically refined, more aggressive Non-players and extra-sturdy Forces mats usable in both original Falling Sky and Ariovistus scenarios.
On 25th April 1915, Winston Churchill, First Lord of the Admiralty, launched a hastily assembled force of British, Australian, New Zealand, and French troops against the Ottoman defenses on the gallipoli peninsula. Their goal was to capture the Turkish forts that guarded the Dardanells. The Entente fleets would then capture Constantinople and open up a supply line to Russia. Defending the beaches was an equal number of Ottoman divisions, well-led and battle-hardened in the recent Balkan Wars, with advisors from the German General Staff. Ultimately the campaign was a bloody disaster for the Entente, although it gave birth to the ANZAC legend and initiated Mustafa Kemal's rise to become the founder of modern Turkey. The game covers the first three days from the landing, a time of wild maneuver and decisive attacks parried by the timely arrival of reinforcements. Orders are issued to Brigade and Regiment. To win you must learn to practical operational tempo. The heart of the game is choosing your own plan. Can you as the Entente open the Dardanelles, or as the future Atatürk, achieve a 100-year victory by pushing the Western powers back into the sea? Careful planning can achieve complete victory for either side. Scenarios: • Clearing Sedd el Bahr (Training) • Kemal's Counter-attack (Intruductory) • 1st Battle of Krithia (Introductory) • Historical Landing at Anzac • Historical Landing at Cape Helles • Combined Historical Landing on Peninsula (Anzac & Helles) • Free Landing Scenario (High Replay Value) Contents: Rifle & Spade Series Rules Playbook Setup & Reinforcement Booklet 2 (identical) Charts & Tables Booklets 19 Player Aid Cards 6 Counter Sheets 2 Maps 5 Ten-sided Dice
Wild Blue Yonder builds upon the classic Down in Flames series games set in Europe that helped establish GMT's reputation for high quality gaming systems. The air combat system is powered by an extensive Action Card deck, and the plane art has been extensively upgraded.
Gaul, 58 BC: Competing Celts have invited mercenary Germans and then an ambitious Roman governor into their divided land as protectors. Before Caesar’s audacious claim to the whole of Gaul leads his legions even farther north to war with the Belgae, a great Sueban chieftain will call ever more warbands out of Germania’s forests to launch his own bid for dominion.… Ariovistus expands Falling Sky to take 1-4 players back to Caesar’s first entry into Gaul, with a Helvetian migration challenging the Aedui and Germanic Tribes pressing close behind. New components and Faction enable one player to take command of the Germanic Tribes, while veteran Roman, Aedui, and Belgic players face unfamiliar strategic dynamics and deal with new events. For the heartiest, an extended scenario covers Caesar’s full time in Gaul—nearly a decade of resistance and revolt…. To this prequel to the popular COIN Series volume, the expansion package adds tactically refined, more aggressive Non-players and extra-sturdy Forces mats usable in both original Falling Sky and Ariovistus scenarios. (A copy of Falling Sky is necessary to play.) COMPONENTS 25 embossed wooden pieces 52 playing cards 5 deluxe 5x8” player mats 6 player aid sheets and foldouts Quarter-sheet of counters Expansion rules booklet Expansion playbook Upgraded Non-player rules booklet Zip-lock bag Time Scale: 1 year per campaign (15 cards) Map Scale: Area Movement in Gaul
Expansion or Extinction takes 2 to 4 players into a future where Sol, after colonizing many of the closest stars, succumbed to internal pressures and died in a fiery holocaust of future weaponry. Now earth’s colonies are recovering, and beginning to exert their own dominance on the stars around them. Based on the award-winning Triumph and Tragedy game system, Expansion or Extinction expands upon this proven and highly popular game system. Expansion or Extinction begins as each of the player’s star systems have rediscovered the technologies which make space travel possible again. Players must explore the systems around them, and attempt to bring them into their sphere of influence. This can occur either peaceably through the play of Action Cards, or through military conquest. There are three types of star systems in Expansion or Extinction . Those closest to SOL: the Core Worlds. These worlds have been settled the longest, and thus tend to have the highest population, but have consumed most of their resources. Those furthest out: the Outer Rim worlds, which were settled just before SOL’s fall. These tend to have low population but high resources. And between those extremes are the Green Worlds…where the players start, here there is a good balance of population and resources. But beware, these worlds are on the cusp of challenging for dominance on their own, and have the fleets to make their conquest a hard fought struggle!
Operation Dauntless is a moderately complex wargame that covers the actions of the British 49th Infantry Division a.k.a "The Polar Bears" near Caen during Operation Martlet (called Operation Dauntless by the British at the time of the battle). Opposing these lads are elements of the 12th SS Panzer Division "Hitlerjugend" (Hitler Youth) and Panzer Lehr- elite panzergrenadier units. The key mechanics of Operation Dauntless are the same as those in Red Winter. Central to play is the Action Phase, wherein each unit may choose only one from several possible actions: move/assault, attempt recovery, dig in, or take replacement steps. This makes for some very tense decisions for both players. It also conveniently moves the game along at a brisk pace. Ranged fire from weapons such as artillery, mortars and machine guns provides a "use it or lose it" benefit to combats against the targeted hex. Thus the attacker will need to follow up his artillery strikes during the very same Combat Phase in order to exploit their benefit, or the suppressed hex will return to normal. The game scenarios include the Campaign Game, which covers a three day period from June 25th-27th, plus many shorter scenarios covering various actions from June 16th through June 30th.
Gandhi: The Decolonization of British India, 1917–1947 is Volume IX in GMT’s acclaimed COIN Series. Exploring one of the world’s most prominent experiments with nonviolent resistance, Gandhi takes us to the subcontinent of India, the jewel in the crown of the British Empire, for a detailed look at the final decades of the British Raj. 1 to 4 players compete to determine the future of India; will the transition to home rule be a peaceful one, will India be split apart by partition or civil war, or will it remain firmly in the grip of empire? Gandhi offers a fresh perspective on the history of insurgency with the addition of a new type of faction to the COIN Series, the Nonviolent (NV) faction, while retaining the multi-faction, asymmetrical, card-assisted system of earlier titles in the COIN Series. COIN veterans will be able to jump right in. Other features include: Gandhi as the game’s sole leader piece. Nonviolent operations and special activities. Nonviolent activists that are always active, but generally immune from Raj actions until engaged in protests (or caught up in post-terror reprisals). Protests that erode support but leave activists vulnerable to arrest by Raj forces. A Hindu-Muslim Unity track that measures tensions between these two communities, affecting resources, operations, and victory. A British Rule track that reflects shifts in colonial policy in response to events on the map, from resolve to restraint, affecting the cost of several actions. British Viceroys who come and go with each passing campaign and have their own unique effects on each faction. An out-of-play jail space that holds nonviolent forces arrested during martial law. Pieces can be kept in jail over several campaigns, but at a cost to the Raj. Independent Princely States that are never controlled by any faction, yet offer a haven for violent and nonviolent insurgents alike. Short and medium-length scenarios that allow for the study of different periods of the struggle against British rule in India. Support for solitaire, 2-player, 3-player, and 4-player games. In Gandhi , players will face a range of difficult and interesting strategic choices. Following in the innovative footsteps of previous COIN titles, Gandhi weaves together historical, political, and cultural threads and offers an opportunity to study nonviolent and violent resistance in one of the most significant colonial possessions from the age of European imperialism. Civil disobedience and non-cooperation, protests and terror, imperialism and constructive programme, growing unrest, negotiation, agitation, assassination, persuasion, boycotts, martial law, and many other options await. “Gandhi made it impossible for us to go on ruling India, but at the same time he made it possible for us to abdicate without rancor and without dishonour.” — British Historian Arnold Toynbee
The Wars of the Roses (1453-1485) were the result of the struggle for the English crown between the Houses of Lancaster and York ... both descended from the Plantagenet line ... both with equal claim to the throne. By the end of the bloody struggle, both houses would be extinct and the crown grasped by the first of the Tudors. Sun of York is a card game depicting the tactical battles fought between these two royal houses. Represented by the cards are all the day's major leaders, including King Henry VI (too weak a leader to maintain control of the kingdom), Margaret of Anjou (Henry's strong-willed and manipulative queen), King Edward IV (organizational genius and longest holder of the Crown), King Richard III (charismatic leader of questionable morals) and Richard Neville, Earl of Warwick (the ''King Maker''). Each Leader is rated for combat ability and his affect on the morale of the troops he leads. Troop cards include foot soldiers, missile units, pole arms and cavalry, all of different types and qualities, including mercenaries from the Continent. Each troop card is rated for its cohesion (the amount of damage it can sustain as well as deal out), its ability to move around the battlefield, and its combat quality. A variety of terrain cards are included, and are used to configure the battlefield prior to play. ''Special'' cards are included to provide period flavor and enable results so prevalent during a period where great heroics and insidious backstabbing by allies were common. The heart of the game system (and that which separates it from similar games) is its ''Orders'' system. Generally, leaders on the battlefield give orders to the units under their command. Units without leaders can only move through the play of Orders cards (unused Leader, Terrain and Special cards). Calling up reinforcements also requires the play of Orders. Often, players will have to make the choice between discarding excellent troops in order to get any kind of troop into battle before their line collapses. This simulates wonderfully the chaotic melees these battles often became, and the difficulty the commanders had in retaining control of their forces once they engaged. All the major (and several minor) engagements are included in Sun of York, as well as a random setup, for a total of twenty scenarios! Also included is a campaign system allowing players to fight out the Wars, one battle at a time, to their bloody conclusion.
On the night of May 16, 1943, nineteen Lancaster bombers of 617 Squadron took off from their base near Lincoln in Great Britain and headed for the heart of German industry in the Ruhr. The squadron's task was to destroy the dams that controlled the reservoirs feeding Germany's war engine. In the words of aeronautical engineer Barnes Wallis, the mastermind behind the operation, "power is dependant on the supply of natural stores of energy such as coal, oil and water.... If their destruction or paralysis can be accomplished they offer a means of rendering the enemy utterly incapable of continuing to prosecute the war." In Enemy Coast Ahead: The Dambuster Raid, you command a newly formed squadron assigned the task of breaching the dams in the Ruhr Valley. Not only are you presented with a variety of decisions, you play the invisible hand of fate as your crews endure the hazards of a dangerous night raid. Play the campaign and you get to organize and train the squadron, or play the historical scenarios.
Kutuzov is an interactive, play it complete in one-sitting card-driven game of sweeping manoeuvres, epic battles, storied sieges, lethal attrition and crucial-to-win troop morale for one to four players from the designer of The Napoleonic Wars and Wellington.
The Halls of Montezuma is the new card driven design from David Fox and Michael Welker, bringing a strategic and operational look at the American war with Mexico, tracing the war's history from the opening battles along the Rio Grande to the U.S. invasion of Vera Cruz and the occupation of Mexico City by the future American Civil War leader, Winfield Scott. The Halls of Montezuma (HoM) is a card-driven game that rests on the lower end of the GMT game complexity meter, while still capturing all the tension, uncertainty, and chaos of the conflict. The American player is cast in the role of President Polk, dealing with a reluctant Congress and an army with excellent commanders but few professional troops. The Mexican player takes on the unique role of handling an unstable central government dependent on the popular and patriotic but volatile Antonio Lopez de Santa Anna (who begins the game in exile). Military forces maneuver throughout parts of Mexico, Texas, and territory that would become the southwestern border region of the expansionary United States, depicted on a point-to-point map of the theater of war. The Mexican-American War was a war of great contrasts, offering the gamer attractive and unusual options. The United States can conduct a protracted ground war or attempt a naval strangulation of the Mexican economy. Mexico can mass large armies or spread its forces for varied probing attacks that exploit American weaknesses. Combat in HoM uses a combination of doctrine, weapon systems, leadership, terrain, and other factors along with a randomized intensity level which allows the game to cover everything from small border skirmishes to full-scale pitched battles. Special rules provide a flavor for this unusual war by adding, among other things, local revolts, the often harsh Mexican climate, Indian raids, Guerilla bands, the founding of the Bear Flag Republic under John C. Fremont, the overwhelming personality of Santa Anna, and even the desperate American need for accurate maps of Mexico. HoM offers a single campaign scenario playable in two to three hours, given sudden death victory conditions. This makes the game ideal for an evening of friendly play as well as for tournaments and play-by-email. If you enjoy the other CDG's, HoM brings you the Mexican-American War in a format that hearkens to the design elegance and playing time of We The People ?, the ground-breaking game by Mark Herman. HoM uses mechanics and cards to capture the excitement, tension, and uncertainty of this rarely simulated conflict from American history, the war that was a training ground for so many generals who would become fierce enemies in a later conflict. Can Mexico emerge as a new North American power or will the United States fulfill its Manifest Destiny?