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1918: Veli veljeä vastaan / Brother Against Brother
1918: Veli veljeä vastaan / Brother Against Brother

Pelaajien valinta 2018 voittaja: harrastajapelit

Pelin viimeisimmät suomenkieliset säännöt valmistajan sivuilta. Also, the latest english rules from the manufacturer's site.

1918 – Veli Veljeä Vastaan on Suomen sisällissotaan sijoittuva korttivetoinen sotapeli kahdelle pelaajalle. Toinen pelaaja vastaa senaatin johtamien valkoisten joukkojen taistelusta toisen koittaessa johdattaa kansanvaltuuskunnan johtamat punaiset vallankumoukselliset voittoon.

Pelissä on yli viisikymmentä historiallista tapahtumaa kuvaavaa korttia. Jokaisessa kortissa on paitsi peliin liittyvä kuvaus myös lyhyt historiallinen teksti ja siihen liittyvä kuva. Pelilautana on Suomen kartta vuodelta 1918, johon on merkitty kaupungit ja niitä yhdistävät maa- ja rautatiet.

Valkoisen pelaajan tavoitteena on vallata punaisten hallussa olevat strategiset kaupungit punaisen pelaajan koittaessa joko valloittaa valkoisten pääkaupunki Vaasa tai pitää omat alueensa pelin loppuun.

Peli on kaksikielinen, kaikki pelin materiaali on sekä suomeksi että englanniksi.

Sisältö:
* Pelilauta
* 6 pelinappulaa
* 55 korttia englanniksi ja 55 korttia suomeksi
* Sääntökirja englanniksi ja suomeksi
* Taulukko joukkojen sijoituksesta pelin alkaessa
* Historiallinen variantti
* Tohtori Olli Kleemolan lyhyt johdatus Suomen sisällissotaan 1918
* Kaksi kuusisivuista noppaa

Long before the Iron Curtain divided Europe, decades before the Cuban missile crisis, and even longer before Vietnam and the domino theory, there was one battleground where red banners were raised outside of the birth of the Communist Revolution: Finland

The first export of proletarian revolution, the Finnish Civil War marked the bold new step that the forces of international class warfare would take.

This war had it all: foreign interventions, prison camps, both rural and urban fighting, as well as fierce ideological confrontation - even within the ranks of each side.

The people of Finland, as well as their leaders had tough choices to make. The war made enemies out friends, and ravaged the soul of a nation. It was 1918, and it was Brother Against Brother.

Brother against Brother is a two-player wargame of the Civil war in Finland during early 1918. One player takes the role of the Whites (i.e. the government troops) and other the Reds (socialist revolutionaries). In that bloody struggle future of the nation that has just declared its` independence is decided, and whether General C.G.E. Mannerheim of White forces or Comrade Kullervo Manner emerges triumphant is up to the players.

Map is point-to-point representation of the Finland from 1918 featuring both railways and roads of the time, both of which also effect the gameplay. Game is card-driven and more than 50 action cards (each with unique picture of the era) are at the heart of the game. Cards can be used either as action points or events. Events include German intervention, Swedish occupation of Åland islands, grain trains from Soviet Russia as well as drunk Red commander…

Units represent mainly company/battalion level and include both Civil Guards and Red Guards, as well as special units; armoured trains for Reds and Jaeger units and German intervention forces for Whites. Reds can either try to occupy the White capital of Vaasa (preferably before Germans appear) or to defend their area until the end of the game. Balancing with actions and events is crucial for both parties.

Game is fully bi-lingual (English and Finnish) including two decks of action cards. So if you wish to familiarize yourself to wargaming lingo in Finnish this is a perfect opportunity.

The game contains 55 uniquely illustrated cards, each with a genuine photograph taken during the war. Our aim was to present the events that transpired in the clearest way possible, while still providing the feeling of observing and influencing the conflict as if in the field.

Brother against Brother has a fully mounted gameboard depicting the map of Finland from 1918, as well as 196 playing pieces and the necessary dice and reference materials.

All the components are of high quality, both visually and physically. The game is fully bilingual, in English and Finnish.

1918: Brother Against Brother draws its inspiration from such classics as Paths of Glory, Hannibal: Rome vs. Carthage and Hammer of the Scots. It can be played in about two hours.

We have put a lot of effort in the research of background information for the game. Several museums and archives have provided support for the project. The photographs have been selected by a renowned scholar of political history, Dr. Olli Kleemola from the University of Turku.

Dr. Kleemola has also provided assistance for the historical research necessary to be true to the conditions and accurate depiction of this short yet immensely consequential war.

Components:
* Game map
* 206 counters
* 55 cards in English and 55 cards in Finnish
* Rules booklets in English and Finnish
* Setup table
* Historical variant
* Short introduction to Finnish Civil War of 1918 by Dr. Olli Kleemola
* Two 6-sided dice

2 Players
120–180 Min
Age: 12+

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59.00 €
All Bridges Burning: Red Revolt and White Guard in Finland, 1917-1918
All Bridges Burning: Red Revolt and White Guard in Finland, 1917-1918

The year is 1917. Russia’s Tsar Nicholas II has abdicated and Russia slides toward an ever deepening internal crisis. On the western edge of the vast Russian Empire, the uncertainty in Russia is giving rise to a power vacuum in the semi-autonomous Grand Duchy of Finland. For many across the Finnish political spectrum, the turmoil in Russia looks like an opportunity to fulfill the dream of Finnish national independence. Yet the competing factions are unable to agree on a common political vision for the country. By January 1918, a bloody civil war will have broken out in Finland.

All Bridges Burning recreates the political and military affairs of the Finnish civil war in a new COIN System volume for three players. The Reds seek to stage a working class revolt and then hold on to their gains, while the White Senate forces seek to reassert control. A third, non-violent Social Democratic faction fights for the survival of moderate leftism and political reform. All three factions must keep the national sentiment conciliatory enough for a post-conflict settlement and national independence. In addition, the non-player powers of Germany and Russia offer military assistance to the Senate and the Reds, respectively. Excessive foreign involvement, however, could quash the dream of Finnish independence and prompt a collective loss of all three player factions. Historical events, asymmetrical action menus, as well as extensive historical design notes familiarize the players with the historical period.

A unique sequence of play for three factions poses players – whether veteran or new to the COIN Series – fresh challenges in selecting from the asymmetric commands and special activities. The Reds will find themselves needing to split time and resources between competing tasks of solidifying the Red revolt by creating working organs of civilian administration on the one hand, and fighting an increasingly desperate war against a far more powerful enemy on the other. The White Senate faction, in contrast, has a more traditional war to fight. The Senate will want to enhance their military performance by capabilities such as armored trains, cannons, as well as the Finnish, German-trained 27th Jaeger Battalion. Meanwhile the Social Democrats will be focused on building and maintaining underground networks of information, distributing news across the fronts, and advancing a stagnating political process while fending off retributions from the two warring factions.

A simple but effective card-driven non-player system enables the game to be played solitaire as well as in a two-player mode. The structure of the sequence of play, the character of the commands and special activities in the game, the smaller number of players, and compact size combine to enable All Bridges Burning to play fast. The solitaire system has been designed to preserve that speed and fluidity of play.

Game Components:
* A 20" x 251/2" mounted game board
* A deck of 47 Event cards
* 17 Solitaire system cards
* 88 wooden pieces
- 20 red octagonal pieces, embossed
- 20 white octagonal pieces, embossed
- 6 blue octagonal pieces, embossed
- 3 red discs
- 2 blue discs
- 6 gray cubes
- 6 brown cubes
- 3 red cubes
- 3 white cubes
- 2 red cylinders, embossed
- 2 white cylinders, embossed
- 2 blue cylinders, embossed
- 1 gray cylinder, embossed
- 6 tan and 6 green pawns
(Note that some spare wooden pieces are included.)
* A sheet of markers
* The Rules of Play booklet
* A Playbook booklet
* Three 6-sided dice: 1 red, 1 white, 1 blue
* 3 Faction player aid foldouts, each including the German Actions Flowchart
* 1 Sequence of Play and Attack Procedure sheet
* 1 Solitaire Play Aid Sheet

Game Features:
* Number of Players: 1 – 3 (includes full solitaire system)
* Time scale: 6 to 9 months per campaign of 10 cards

Designer: VPJ Arponen
Developer: Örjan Ariander
Series Creator: Volko Ruhnke

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93.60 €
Battle of White Plains: Twilight of the New York Campaign
Battle of White Plains: Twilight of the New York Campaign

Most authors relegate the Battle of White Plains to a short paragraph when recounting the New York Campaign of 1776. As the last field battle of that campaign, however, it deserves closer study. Volume 10 in GMT’s award-winning Battles of the American Revolution series by designer Mark Miklos provides such a much-needed analysis.

History
As it occurred, the Battle of White Plains could properly be called the Battle for Chatterton Hill. This relatively limited affair, fought on the American right flank on October 28, 1776, was the only set piece action between the two protagonists. Here some 4,000 British and Hessian troops attacked fewer than 2,000 Americans with the King’s forces ultimately prevailing.

The main armies, however, were enormous for the period with 14,500 Americans confronting 13,000 British and Hessians who were eventually reinforced to 15,400, making this one of the largest concentrations of opposing troops during the war and the largest game in the Battles of the American Revolution series to-date. Yet despite this concentration of forces along a front barely three miles wide, the armies sat primarily idle after the fight for Chatterton Hill while the British probed at the flanks, and the Americans improved their defenses.

Washington had chosen a strong position which he fortified with two concentric lines of fieldworks that bristled with forty guns. His flanks were anchored on high hills and further secured by the Bronx River to the west and swampy wilderness to the east. Secure in these positions, Washington welcomed the prospect of a frontal assault against his works.

For his part, General Howe’s reluctance to launch a frontal attack was due in part to his having witnessed the Battle of Bunker Hill in June, 1775, the memory of that slaughter still fresh in his mind. The weather at White Plains was also a mitigating factor with cold autumn rains falling for much of the week during which the armies remained in contact. Finally, Howe’s own proclivity to hesitate when decisive victory was within his grasp further exacerbated any plans for a major British assault.

Washington reacted to the loss of Chatterton Hill by initially refusing his right. Sensing the growing weight of the British host, he eventually swung on a hinge leaving his left where it began, on Hatfield Hill, while pulling the rest of the line back approximately two miles to even higher ground in the North Castle Heights where he dug new fieldworks. Like two heavyweights maneuvering to shorten the ring, each sought an opening—Howe to press the attack on favorable terms and Washington to receive the attack on fortified ground of his choosing.

Ultimately reinforced by Lord Percy with six regiments plus some newly-arrived Hessians and having discovered no viable way around the flanks, General Howe determined to attack Washington frontally on the morning of October 31. He stood his men to arms at 5:00 am but driving morning rains cooled his ardor and the army was again ordered to stand down.

There was more probing and some long range artillery fire against the American flanks on November 1 to no great consequence. Howe now believed he was facing only an American rear guard in the North Castle Heights lines and saw no value in attacking it, believing that Washington with his main force had already evaded him by marching further north. The armies, therefore, sat staring at one another until November 5-6 when General Howe elected to turn south to complete the conquest of Manhattan by capturing Fort Washington which he did successfully on November 16. As Howe turned south, Washington turned north. He divided his forces into three groups. Major General Lee was to screen the approaches to New England while Major General Heath was to guard the Hudson Highlands and points north. The commander-in-chief with the balance of the army crossed the Hudson River at Peekskill and marched south through New Jersey to stay between the British in New York and the American capitol at Philadelphia.

Throughout the White Plains campaign, the prospect for a decisive victory was ever-present. The fact that it didn’t occur is a fascinating story.

Research
White Plains is among the least written-about battles of the American Revolution, an oddity when one considers the scale of forces engaged. Most secondary sources give it a passing mention in the larger discussion of the New York campaign while among the scant primary sources there is considerable disagreement as to key details. Source maps are scarce and often contradictory as well. To bring you Volume 10 in the Battles of the American Revolution series, exhaustive research was conducted in the sources and on the ground to bring to life the most accurate battlefield map possible.

Likewise the order of battle was painstakingly reproduced from scraps of information: memoirs, General Orders, casualty lists, pension records, compilations of the Westchester County Historical Society, journal articles, Blogs, secondary-source histories, firsthand accounts, and a little intuition. As usual when studying the American Revolution, British records are more complete. American records less so. Where specific unit placements are known the corresponding units are placed accordingly. Where specific deployments are not known, deployments are notional but stand up to the litmus test of brigade and divisional integrity.

The Game
The game includes three scenarios: the historical fight for Chatterton Hill, an October 31 scenario that explores what might have occurred if Howe had pressed his grand assault that day as planned, and a full four-day campaign game spanning 42 game turns beginning with the arrival of the British army on the field on the morning of October 28 and culminating at 5:00 pm on October 31.

Each player has 26 Opportunity Cards subdivided into three decks to enhance play and add elements of variability and historical flavor. As with previous games in the series, some special rules represent the unique circumstances of this battle. Among these are rules governing American sortie restrictions and tactical doctrine, rain game turns, restoring army morale, scorched earth, and additional handicaps for American militia, American fieldwork construction, and an off-board movement mechanism for Tarrytown on the Hudson River, seven miles away where British ships lay at anchor. Even Washington’s own combat prowess at this early stage of the war is randomized.

In Volume 10 of the Battles of the American Revolution series, players command two titanic armies: Washington, desperate to salvage something from the otherwise disastrous defense of New York, and Howe seeking a coup de grâce against the “Old Fox.” You will have to manage your forces over the span of four days with lots of inclement weather to contend with. Can you, as General Howe, break through the American line to deliver a decisive blow and end the rebellion? Can you, as General Washington, hold your own on superior ground, hampered as you will be with some 6,700 militia of dubious quality—fully 46% of the total American force?

COMPONENTS:
* 2 hard-mounted maps featuring 1-inch hexes
* 245 Unit counters & game markers (1.5 counter sheets), including 7 replacement counters for previous games in the series
* 52 Opportunity Cards: 26 American & 26 British
* 16 Tactics Cards: 8 American & 8 British
* 2 Full color, four-page player aid cards: 1 American & 1 British
* 1 Full-color exclusive rule book
* 1 Full-color series rule book
* 2 10-sided dice

Game Scale: 1 hr. per turn
Map: 200 yds per hex
Units: Infantry Regiments, Battalions & Companies. Cavalry Troops. Artillery Batteries. Each Strength Point equals 100 men or 2 guns.

Players: 1-2 GAME and SERIES DESIGNER: Mark Miklos DEVELOPER: Rob McCracken SITE RESEARCH: Phil Varker

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89.70 €
Clash of Sovereigns: The War of the Austrian Succession, 1740-48
Clash of Sovereigns: The War of the Austrian Succession, 1740-48

December 1740: Young King Frederick II leads the army of upstart Prussia in a surprise invasion of Austrian Silesia. He hopes for an easy conquest of the rich province at a time when the Austrian Empire appears vulnerable following the death of Charles VI, King of Austria and Holy Roman Emperor. But despite internal opposition to the ‘Pragmatic Sanction’ that allowed a woman to inherit the throne, Austria’s new Queen, Maria Theresa, is cowed neither by Frederick, nor by France’s scheme to place a Bavarian puppet candidate on the throne of the Holy Roman Empire, nor by Spanish designs on Austria’s holdings in Italy. Amid these conflicting dynastic ambitions, Frederick’s local territorial coup proves to be only the opening act in a major European war that none of the great powers had anticipated - but all wished to profit from. It would ultimately span eight years and half the globe.

Clash of Sovereigns (COS), GMT’s 2-4 player card-driven game of the War of the Austrian Succession, has been 9 years in the making. It is a free-wheeling, faster-playing, stream-lined “nephew” of the widely-regarded Clash of Monarchs (COM).

Features:
* A 12-hour campaign game and three shorter scenarios covering 2-3 years apiece that can be played to completion in as little as three hours!
* 2-4 players.
* The French, Prussians/Spanish (“Pr/Span”), Austrians, and British/ Piedmontese (“Br/Pied”) each have their own separate card decks divided into Early, Middle, and Late war periods
* Half a dozen minor powers add their own blood and diplomatic wrinkles to the tableau – and can sometimes reshape it utterly by switching sides.
* Leaders are rated for Initiative, Offense and Defense modifiers, and Action Points.
* Distinctive national tactics and troop quality factors are ‘captured’ by Army Battle Ratings (which evolve over time) and event and Battle Tactics cards.
* A simple, but significant, naval sub-game simulates naval operations in the Mediterranean and Atlantic, including the annual Bourbon Treasure Fleet’s risky voyage home.
* Colonial conflicts in Canada and India are simulated by event cards
* Design-for-Effect economic factors are “baked into” the event and reinforcement cards and can therefore be resolved in only a small fraction of the time required by COM’s more complex economic model.

The Bourbon (French, Spanish, Prussian) and Pragmatic (Austrian, British) alliances battle across central Europe from Paris to Konigsberg and Naples to London. Each year is divided into five ‘seasons’ (Late Winter, Spring, Summer, Fall, and Early Winter). Play moves quickly since major campaigning is restricted to the Summer and Fall, and each power will typically activate only 1-3 forces per season. Certain event cards allow limited campaigning in the Early and Late Winter seasons as well. Each card has a Campaign Point (CP) value, which may be expended to activate Leaders and the armies they command, to perform Administrative Marches, and to conduct raids with irregular Croat/Hussar light troops (Austrian player only). Each leader has an Activation Point (AP) rating, which allows him to move, fight battles, and conduct sieges. This system produces historically valid outcomes and a rich narrative while keeping the pace of play brisk.

COS features asymmetrical armies with distinctive national characteristics and capabilities that have banded together in alliances that often struggle with conflicting goals. Both the Bourbons and Pragmatics will benefit – or suffer from – interactions among the various nations in their respective alliances.

The French player controls the largest, best-led army on the continent but is constrained by its limited logistical reach, King Louis XV’s quirks and maladies, court intrigue, and periodic pressure from his Spanish ally. The French will welcome the Pr/Span player’s powerful Prussian army lancing into the Austrian heartland in early/mid game but chafe under Spanish demands for cooperation and campaigning in Italy – the only place the Spanish can hope to gain the VPs necessary for victory.

The Pr/Span player is both blessed and cursed. In Prussia, he has a powerful army, Frederick’s excellent generalship, and clear objectives. Yet the politically naive Frederick can be “played” into neutrality - or out of the war completely – by wily Austrian diplomacy. Spain itself has an excellent but undersized army that so depends upon French support that the French player decides when Spanish forces will be activated for the Pr/Span player to campaign with! In order to win, the Pr/Span player needs either a Decisive Prussian victory (rare) or for both Prussia and Spain to achieve lesser levels of victory. Thus, the Prussian “frere” of 1740-1745 may become a great nuisance in 1745-1748!

The Pragmatic allies must weather the early war storms of 1740-1742, get their feet under them, and somehow gain traction to push back their powerful French and Prussian foes. They are equal to the task. The Austrian army has solid leaders and its unique Croat/Hussar light troops, which devastated enemy supply lines throughout the war, leaving French and Prussian commanders bewildered and their armies starving. Maria Theresa’s army can prevail against the French and Prussians - if it’s robustly financed to achieve maximum strength. For this, the Austrian player must rely upon the good will and immense financial resources of the Br/Pied player.

The Br/Pied player has the most subtle, difficult – and most important – role in the game. He has a high-quality British/allied army, but it is small, led by indifferent leaders, and can generally be augmented only by low-quality Dutch troops since Austria will have its hands full fighting elsewhere. Yet this mediocre, polyglot army is often the primary protector of the VP-rich Austrian Netherlands against the mighty French Marshal De Saxe! The British player must also selflessly prop up his allies by playing subsidy (reinforcement) cards, which are essential for Austria’s survival and ability to launch counteroffensives in the mid and late war periods. But the British player has a powerful fleet and, if he (literally) plays his cards right, can use it to cut off France from its overseas resources, starving it of reinforcements in the critical late war years.

The British player also controls the Kingdom of Piedmont and can win the game only if it too achieves some level of victory. Piedmont occupies a central position in Northern Italy that sits astride the routes running to the VP-rich areas in Naples and southern France and is itself the chief region where the Pr/Span player can harvest VPs. The Austrians can accomplish little in Italy without the Pieds' help, and vice versa – though they both covet the same Victory Point objectives! So if the Austrian player wants all those subsidy cards played, he may have to help Piedmont achieve its VP objectives, send more Austrian troops to defend the Netherlands, and share late war opportunities to grab VP spaces on the French-Germany border with the British.

COS’s replay value is high because the multiplicity of belligerents and theaters of operation ensure that the game will never play the same way twice. Vienna may fall to the Prussians or French; Paris and Naples may see Austrian white uniforms in their streets; and London may be beset by Bonnie Prince Charlie – or invading French troops. Will the French get Bavarian Charles VII onto the throne of the Holy Roman Empire? Will Marshal Traun and Austrian Croats take it back? Will Louis XV and George II clash in Flanders? And will anyone be able to stop De Saxe? -- Find out!

Components:
* One 22" x 34" mapsheet
* 150 Strategy cards
* 10 Day of Battle Cards
* 350 10/16-inch counters
* 120 1/2-inch markers
* Four 8-1/2" x 11" Player Aid cards
* Four 5-1/2" x 8-1/2" Power Mats
* One 24-page Rule Book
* One 20-page Play Book
* Two six-sided dice

Designer: Bob Kalinowksi
Developer: Kevin Boylan

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89.70 €
Commands & Colors: Samurai Battles
Commands & Colors: Samurai Battles

Samurai Battles, from the game company Zvezda, premiered almost seven years ago. And although the game achieved some popularity for the most part the game flew under the radar of most gamers. Perhaps the blame was with the time required to assemble the 100 plus plastic Samurai figures before one could even play the game. And once assembled these plastic models, although truly fine figures, were very fragile, almost too fragile for game pieces. Finally when it was time to pack up after a game, it was extremely difficult to store them away safely.

Yet, the Samurai Battles game still gained a small following of very loyal fans. I tend to believe, many fans who were already familiar with one or more of other games that use the Commands & Colors system; Battle Cry, Memoir ’44, Commands & Colors Ancients, or Commands & Colors Napoleonics, actually brought them to the game. But after a couple of years of dwindling sales and the untimely death of Zvezda CEO Konstantin Krivenko, who was very supportive of the project, the game was phased out.

Which brings all of us, you, me and the fine folks at GMT, who also believe in Samurai Battles, to this P500 write-up for the new, improved and more robust version of Commands & Colors: Samurai Battles. Before getting into details why GMT’s Samurai Battles game is Great, first the standard overview text.

The Commands & Colors: Samurai Battles game rules allow players to portray important engagements of Japanese history. The battles, included in the scenario booklet, focus on the historical deployment of forces and important terrain features in scale with the game system. The scale of the game is flexible and varies from battle to battle. For some scenarios, an infantry unit may represent an entire clan of soldiers, while in other scenarios a unit may represent just a few brave warriors.

The Command cards drive movement and creates a “fog of war” and presents players with many interesting challenges and opportunities, while the battle dice resolve combat quickly and efficiently. The Honor & Fortune game mechanic will task players to maintain a balance between these two important game elements. The Dragon Cards add an element of suspense and surprise that can bend the rules and instantly change the course of a battle. The battlefield tactics you will need to execute to gain victory, however, conform remarkably well to the strengths and limitations of the various Japanese unit types, their weapons, battle terrain, and written history.

So what makes GMT’s Commands & Colors: Samurai Battles game Great? In a word, More! GMT’s C&C: Samurai Battles game has more scenarios, more units to deploy, additional types of Japanese units, a jammed-packed battlefield with more units and more terrain. And there are still more expansion materials already waiting in the wings.

First - there are more units and more unit types in the game. Yep, it will take some time to apply stickers to all the blocks, but doing so is a breeze, when compared to the time it took to assemble figures. When done, blocks are very durable and easy to store.

Second - the battlefield comes on a one-piece mounted map board. Not really any larger in that it still stands at 11 hexes deep by 12 hexes wide, but there are plenty of terrain tiles including new types of terrain, fences, ramparts, castle walls and more.

Third - more scenarios, which no doubt will be the most important feature for anyone who owns and enjoys the previous version of Samurai Battles from Zvezda. If all goes as planned, the game will have around 40 scenarios.

Truth be known, in regard to Zvezda’s Samurai Battles game... A few weeks before the game was to go to the printers, I was informed that the number of plastic figures originally planned for the game had been reduced. Therefore, the number of units in most of the Commands & Colors scenarios had to be reduced. After a few days of scrambling, the Commands & Colors scenarios were adjusted. So even if some of the battle scenarios titles in GMT’s scenario booklet are familiar, they are not exactly the same because they are now back to their original unit deployments, which means more units to command.

Much of what is written here is to give players that own an old version of the game enough information about GMT's enhanced game to provide them with reasons to support this project. But even if you have never played the Zvezda edition or any Commands & Colors game, there is plenty the game has to offer. For me personally, I never stopped believing in the game and I have always known that the Japanese Samurai period provides some very fascinating and interesting historical possibilities. GMT also believes in this and that is why they will make a Great game. Welcome and Enjoy!

-Richard Borg

Battles Included in Commands and Colors: Samurai Battles (Tentative):
* First Samurai Skirmish
* Fourth Kawanakajima 1561 (5 Scenarios)
* Domyoji 1615 (2 Scenarios)
* First Battle of Azukizaka 1542
* Second Battle of Azukizaka 1548
* Battle of Okehazama 1560 (2 Scenarios)
* Arita Castle 1517 (2 Scenarios)
* Koriyama Castle 1540-1541 (4 Scenarios)
* Mikata-Go-Hara 1572
* The Ravine Near Saigadake 1572
* Okehazama 1560 (2 Scenarios)
* Anegawa 1570 (2 Scenarios)
* Kizahikara 1572
* Nagashino 1572 (3 Scenarios)
* Mimigawa 1578
* Okitanawate 1584
* Hitadori 1585
* Suriagehara 1589
* Shiroishi 1600
* Sekigahara 1600 (3 Scenarios)
* Imafuku 1614
* Shigino 1614
* Tennoji 1615 (2 Scenarios)

COMPONENTS:
* 1 C&C Samurai Rulebook
* 1 Samurai Scenario Booklet (around 40 battle scenarios)
* 1 Mounted Battlefield Game Board (12 hexes by 11 hexes)
* 45 Terrain Tiles double-sided
* 30 Honor & Fortune Tokens double-sided
* 18 Victory Banner Counters double-sided
* 60 Samurai Command Cards
* 40 Dragon Cards
* 12 Battle Dice
* 2 Unit Summary Sheets
* 316 Blocks
* 5 Block and Dice Label Sheets

DESIGNER: Richard Borg
DEVELOPERS: Pat Kurivial, Roy Gridez, Brent Steeves, Brad Bell, Brian Sherry, Stephen Turnbull, and Brian Bradfrod
BOX/MAP/CARD/TOKEN/TILE ART: Terry Leeds
UNIT LABEL ART: Dariusz Buraczewski and Mark Simonitch
PRODUCERS: Mark Simonitch, Tony Curtis, Andy Lewis, Rodger MacGowan, Gene Billingsley

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119.90 €
Death Valley: Battles for the Shenandoah Expansion
Death Valley: Battles for the Shenandoah Expansion

Battles for the Shenandoah: A Death Valley Expansion is a Great Battles of the American Civil War (GBACW) series expansion for Death Valley, published by GMT Games. Four full battles are included.

McDowell, May 8, 1862 McDowell is considered the first battle of Stonewall Jackson’s 1862 Valley Campaign. After his loss at Kernstown, Confederate General Thomas J. “Stonewall” Jackson retreated up the Shenandoah Valley, finally stopping at Swift Run Gap to rebuild his army. By May of 1862, the threat from the north had diminished when two of the three Union divisions under General Nathaniel Banks were redeployed to support the Union advance on Richmond.

However, there was another Union force, led by Brigadier General Robert H. Milroy, approaching the critical town of Staunton from the west. Jackson planned to drive the Union from the Shenandoah Valley and help relieve the pressure on Richmond by consolidating several scattered Confederate forces and defeating the two Union armies in detail. The first step was to move his army to join Brigadier General Edward “Alleghany” Johnson’s Army of the Northwest and defeat Milroy.

The Confederate armies were consolidated on May 6 and begun advancing on Milroy’s Union force. Milroy retreated before them until May 8th, when he was reinforced with a brigade under Brigadier General Robert C. Schenck. That afternoon, the aggressive Milroy turned to attack the Confederate forces arriving on the heights overlooking the hamlet of McDowell.

2nd Winchester, June 13, 14, and 15, 1863 2nd Winchester is the battle that cleared the way for Robert E. Lee’s Gettysburg Campaign. In June of 1863, General Robert E. Lee finalized his plans for his second invasion of the north. The supply line was to be routed through the lower Shenandoah Valley, then primarily occupied by a Union garrison at Winchester with smaller garrisons at Berryville and Martinsburg. Lee assigned the task of clearing the Valley to Lieutenant General Richard S. Ewell, now in command of II Corps after Jackson’s death at Chancellorsville in May.

The Union garrison at Winchester consisted of the 8500 men of the 2nd Division, VIII Corps, commanded by Major General Robert H. Milroy. Milroy had made extensive improvements to the fortifications around Winchester and was confident that he could hold the position against anything the Confederates could throw at him. He was so confident that he ignored orders to abandon Winchester. On June 13, he discovered that Ewell had arrived.

Piedmont, June 5, 1864 Piedmont was the first Union victory in the Valley since Kernstown in 1862. The Confederate loss compelled Lee to send Lieutenant General Jubal Early’s II Corps to retake the Shenandoah Valley, effectively ending any hope Lee may have had for offensive operations around Richmond.

After New Market, Union Major General Franz Sigel was replaced with the more aggressive Major General David Hunter, who made another move up the Valley with a larger and better organized army of 12,000 men. Hunter’s move caught the Confederates by surprise. Initially, the only opposition was a brigade of Confederate cavalry led by Brigadier General John D. Imboden. Every able-bodied man in the area was called to the Confederate colors, including miners and militia reservists. Two brigades of infantry under Brigadier General William E. “Grumble” Jones and a cavalry brigade led by Brigadier General John C. Vaughn were rushed by rail from the Trans-Allegheny Department. The combined Confederate force, commanded by Grumble Jones, numbered about 5000 men.

On June 5th, the Confederate cavalry skirmished with the leading Union cavalry, delaying the Union advance long enough so that Grumble Jones could deploy his newly arrived troops and begin fortifying a new position near the hamlet of Piedmont. Hunter’s infantry arrived at this new line around noon.

Cool Spring, July 18, 1864 Cool Spring is a battle from Jubal Early’s 1864 Valley Campaign. During his retreat from the drive on Washington, Early moved into the Shenandoah Valley through Snicker’s Gap and crossed the Shenandoah River at Castleman’s Ferry. His Union pursuers, formations from VI Corps, XIX Corps, and the Army of West Virginia led by Major General Horatio G. Wright, were close behind. Brevet Major General George Crook, at the head of Wright’s column, was ordered to “cross if practicable and attack” with his Army of West Virginia.

When a cavalry probe of Castleman’s Ferry was easily repulsed, it was decided to move downstream, cross the Shenandoah River at Island Ford, and then turn south to catch the Confederate defenders of Castleman’s Ferry in flank. Crook’s 1st Division, led by Colonel Joseph Thoburn, began the crossing in the middle of the afternoon after waiting for the lead division of VI Corps to arrive in support. The fords appeared to be lightly defended by the Confederates, but a captured skirmisher revealed that the divisions of Brigadier General Gabriel Wharton and Major General Robert Rodes were nearby. The lateness of the Union move surprised Early, but he had issued orders the night before to contest any Union crossing, and Wharton and Rodes were both moving within the hour.

The Great Battles of the American Civil War Series: This series is one of the hobby’s longest-lived design concepts, springing from the legendary regimental level Gettysburg game – Terrible Swift Sword (SPI) – designed by Richard Berg in 1976. Under GMT Games, the rules system has remained stable but has shown remarkable flexibility to allow each game to smoothly incorporate additional rules to reflect the historical battles. The series relies on interactive chit-pull mechanics to simulate the oftentimes-chaotic nature of the 19th Century battlefield at the regimental level.

The Game: Battles for the Shenandoah: A Death Valley Expansion contains four battle games with multiple scenarios. Experienced players will be able to play many of the scenarios in one sitting. The game reflects the development of the cavalry and the changes in infantry and artillery organization and tactics from 1862 through 1864.

COMPONENTS:
* 560 counters
* Two 17” x 22” double-sided maps
* One 11” x 17” double-sided map
* One 8 1/2” x 11” map
* One Battle booklet
* Eight Activation and Turn Record charts
* One Terrain Effects Chart
* One Range Effects Chart

The remaining components necessary for play can be found in GMT’s Death Valley: Battles for the Shenandoah. These include the Player Aid Cards, the 2nd Disorder Chart, the game markers, four maps, and a ten-sided die. The GBACW Series Rules can be found on the GMT website.

TIME SCALE: Each Turn = 1 Hour
MAP SCALE: 145 Yards Per Hex with 25-Foot or 50-Foot Elevations
UNIT SCALE: 50 Men or 1 Cannon per Strength Point

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45.50 €
Great Battles of Julius Caesar Deluxe Edition
Great Battles of Julius Caesar Deluxe Edition

We are proud to bring back in print two classic Great Battles of History titles in a deluxe treatment (like we did with Great Battles of Alexander and SPQR). Great Battles of Julius Caesar combines Caesar: The Civil Wars, published in 1994, and Caesar: Conquest of Gaul, published in 1996 and reprinted in 2006, into a single package along with the battles that were published as separate modules.

Great Battles of Julius Caesar will have a single rulebook brought up to the production standards of the latest GBoH titles, written so that all the land battles in the original games can be played from single rule book. The one naval battle has its own rule book.

The scenario book features 20 (!!) battles presented in a chronological order that traces the evolution of the Roman military system from early battles against various foreign foes, Caesar’s wars in Gaul followed by Caesar’s wars against his Roman rivals, and culminating with the Roman invasion of Britain a century later.

The complete list follows and includes the game/module where the battle appeared.

Rise of the Roman Warlords - Marius and Sulla:
* Cirta 106 BCE (Jugurtha)
* Vercellae 101 BCE (Dictator)
* Chaeronea 86 BCE (Dictator)

Caesar’s Gallic Wars
* Bibracte 58 BCE (COG)

* The Rhine 58 BCE (COG)
* The Sabis 57 BCE (COG)
* Bay of Biscay 56 BCE (COG)
* Britannia 55 BCE (COG)
* Lutetia 52 BCE (COG)

* Gergovia 52 BCE (Gergovia)

Caesar’s Civil Wars
* Dyrrachium 48 BCE (TCW)
* Lesnikia 48 BCE (TCW)
* Pharsalus 48 BCE (TCW)
* Nicopolis 48 BCE (Veni, Vidi, Vici)
* Zela 47 BCE (Veni, Vidi, Vici)
* Ruspina 46 BCE (TCW)
* Thapsus 46 BCE (TCW)
* Munda 45 BCE (TCW) 

Roman Conquest of Britannia 
* The Medway 43 CE (Caratacus)
* Wales 51 CE (Caratacus)

The scenarios vary in size from four large battles using 1 1⁄2 game maps to six small battles on a half size map with the remainder using one full size map. In addition to the Roman on Roman contests, the battles showcase the Romans facing off against a colorful array of non-Roman opponents- the Numidians, Germans, various Gallic tribes, and the Hellenistic style armies of Pontus. The counter mix includes 43 distinct cohort style legions, a host of specialty type auxiliary units, numerous tribal infantry and cavalry units, and some old favorites from SPQR – Elephants, Chariots, and even the double sized Phalanx. Along with the typical set piece battles, several battles feature the use of fortifications, one an amphibious invasion Roman style, and one a full blown naval battle.

The original maps will be updated to the latest GMT graphics standard and have the same look and feel across all the battles. The set will include a “blank” map for use with the Cirta and Bay of Biscay scenarios and new map for the Nicopolis battle – no more drawing in trench lines. The counters will be updated to the latest production standards and will be similar in style to those in SPQR. Additional counters are included to minimize the need for counter substitutions in those battles featured in the originally published as modules.

Simple GBoH scenario instructions are included for the Gergovia battle. The remaining battles are already covered in the Simple GBoH rules set.

Components:
* 7 1⁄2 Counter Sheets (1⁄2” - 280 per sheet) -> 2,100 counters
* Six 22” X 34” back printed maps
* One 11” x 17” back printed map
* Four 11” x “17 Charts and Tables PAC (two for each player)
* One 8 1⁄2” x 11” Turn Record and Rout Point Tracks Display
* One 8 1⁄2” x 11” Naval Charts and Tables PAC
* Rules Book
* Naval Rules Book
* Scenario Book
* One ten-sided die

Original GBoH System Design: Mark Herman
Great Battles of Julius Caesar Game and Scenario Design: Mark Herman and Richard H. Berg
Great Battles of Julius Caesar Development: Alan J. Ray

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149.50 €
Helsinki 1918 -German Intervention in the Finnish Civil War
Helsinki 1918 -German Intervention in the Finnish Civil War

A few months after Finland made its Declaration of Independence from Russian rule at December of 1917 a civil war broke out between Finnish Reds and Whites. The paramilitary Red Guards formed by the worker class took control of Helsinki on the 27th of January 1918. The Senate fled from Helsinki and declared the White guards as their official troops.

On the 3rd of April 1918 the German Baltic Sea Division landed in southern Finland. By the 11th of April they had reached the outskirts of Helsinki and their commander Rüdiger von der Goltz launched an attack to conquer Helsinki. The Russian Navy had a significant naval base and fortifications in Helsinki, but respecting the Treaty of Brest-Litovsk they left Helsinki and did not take part in the battle. The Red Guards made a hasty decision not to surrender but to defend Helsinki. The White Guards had built their own underground paramilitary organization and were waiting for the right moment to take control of the centre.

Helsinki 1918 is a hex wargame for three players. The game offers a historical representation of the Battle of Helsinki between 11th and 13th of April and covers the whole battle from the outskirts to the centre of the city. Each hex represents an approximately 300 meters wide area and each unit represents a company sized force.

The German player must execute a well-planned advance to defeat the Reds and avoid high casualties especially in skirmishes on the streets of the centre. The Red player’s focus is to maintain a high fighting spirit and recruit new groups to reinforce the defence. Meanwhile the White player must wait for the right opportunity to deploy their hidden troops onto the streets of Helsinki.

Helsinki 1918 game contains:
* 1 map (1050 mm x 850 mm)
* 1 rulebook
* 41 cards
* 76 unit and HQ markers
* 6 dice
* Scenarios for 2 and 3 players

Players: 3
Playing time: 180-240 min
Design: Hannu Uusitalo
Artist: Kim Paqvalin

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35.00 €
Imperial Struggle: The Global Rivalry -Britain & France, 1697-1789
Imperial Struggle: The Global Rivalry -Britain & France, 1697-1789

The Second Hundred Years' War

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 quick-playing, low-complexity game. 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?

Gameplay
Imperial Struggle is a game about what historians call the “Second Hundred Years’ War.” It tries to capture the whole span of this global 18th-century rivalry between Britain and France. From the beginning of the game, the stakes couldn’t be higher: in the War of the Spanish Succession, France fights to become the world’s first global superpower by uniting its peerless army with Spain’s colonial wealth... all the way to the end, where the British struggle to maintain control over the vast North American territories.

There are two types of turns in Imperial Struggle: peace turns and war turns. Each peace turn, an array of Investment Tiles is laid out: each tile represents a diplomatic, military, or economic opportunity your government can exploit. Each tile shows the action points you’ll be able to spend when you choose it – but be careful – if there’s only one Diplomatic tile on view, it may be worth denying it to your opponent rather than taking an Economic or Military tile with a higher action point value. With Economic action points you’ll extend and develop your control over trade in essential commodities: furs, sugar, cotton, and spices; with Diplomatic ones, you’ll negotiate understandings with other European countries and native groups; and with Military points you’ll decide the extent of your military preparations for the inevitable wars to come and fortify your colonial holdings against unrest. With all three, you’ll have the chance to take the lead from your opponent in areas of competition like taxation, industry, and scholarship. And, like your historical counterparts, you’ll have to keep a close eye on the massive debt that can accumulate as a result of your ambitions.

You’ll also hold Event cards which can be used for a minor benefit regardless of your board position, but which can yield much larger gains if you’ve planned ahead for them. Event cards can only be played alongside an investment tile of matching type. Taking a leaf from Volko Ruhnke’s COIN system, most Events have two versions: pro-French and pro-British. Thus events that went one way historically can break to the other side’s advantage in any given game.

During war turns you compare your carefully assembled military strength in each of the war’s theaters to your opponent’s. This strength comes not just from troops but from alliances, naval superiority, and espionage. Only during wars can you take territory from your opponent, so they present a unique opportunity to strengthen your nation. Each of the major wars of the period is individually represented. The stakes in each theater and war vary as they did historically, and legendary historical figures like the Duke of Marlborough or the Marquis de Lafayette can leave their mark on the game as they did in history.

Imperial Struggle is a low-complexity game that can be finished by experienced players in a short evening. It is not a card-driven game in the sense that cards do not determine the entire scope of player actions each turn; rather, players must combine the Investment Tiles, accessible to each of them, with the Events, which are secretly held. Additionally, Imperial Struggle has no die rolling. The randomness in the game comes from three sources: the Investment Tile deal each peace turn, the initial military strength in each theater of war, and each player’s Event draws.

As France, will you forge a French Raj and dominate eastern trade? As Britain, will you retain control of the American colonies? Will the French Revolution fulfill its promise as the ultimate realization of the Enlightenment, eclipsing the American one in importance and impact? Will Britain dominate trade and industry on the sails of the Royal Navy? How will your Imperial Struggle unfold?

COMPONENTS:
* One mounted gameboard
* One rulebook
* One playbook
* Two playmats
* One Investment Tile Display
* Two double-sided War Displays
* Two double-sided Player Aids
* Four countersheets
* 41 Event cards
* 26 Ministry cards

DESIGNER Ananda Gupta & Jason Matthews
DEVELOPERS Ralan Hill
MAP, CARD, & COUNTER ART Terry Leeds & Mark Simonitch
PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch

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76.70 €
Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261
Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261

You thirsted for blood, now drink your fill.
-Dante

Tuscany, 1259. As wealth from crafts and foreign trade elevated northern Italy's urban families above the landed lords, rivalries within and among their cities hardened into conflict between two great parties. Ghibellines aligned with the Hohenstaufen imperial dynasty that ostensibly ruled Italy, while Guelphs backed rival imperial claimants and the greatest challenger to each Emperor's authority, the Pope. Should any faction gain advantage, others coalesced to resist.

The comuni (republics) of Firenze (Florence) and Siena dominated inland Tuscany at the head of these competing alliances. As Guelphs sealed their control of the populous Firenze, Ghibelline Siena turned to Hohenstaufen King Manfredi of Sicily for reinforcement. Local rebellions and reprisals escalated on each side, as political exiles stirred the pot. After Manfredi dispatched German knights to protect his loyal Tuscans, Firenze mustered its people and allies to march on Siena, which responded with its own great army. Pisa and Lucca, Lombardia and Orvieto joined in. Guelph and Ghibelline in September 1260 at last faced off en masse in the center of Tuscany, at Montaperti—the result, a bloody Florentine defeat. But when Ghibelline exiles returned as masters of Firenze, its Guelphs rallied to Lucca and Arezzo, portending an eternal conflagration.

Inferno—the third volume in Volko Ruhnke's Levy & Campaign Series—fires up the cauldron 13th-Century Tuscan warfare, factional conflict fueled by the gold florins and teeming populations of up-and-coming cities and well-to-do valleys. Expert Italian wargame designer Enrico Acerbi brings the age to life within Volko's accessible medieval-operation system. Gathering transport and provender may not be as much the challenge here as the sudden treachery of rebel towns and castles along key roads. Italy's plundering berrovieri horsemen, famed elite crossbowmen, and distinctive palvesari shield bearers are just a few of the unique inhabitants of this volume. Muster, mount up, and find out whose blood will make the Arbia run red!

COMPONENTS:
* One 17x22 inch Mounted Map
* 175 Wooden pieces
* 108 Playing Cards
* Three full-color Countersheets
* 15 cardboard Lord and Battle mats
* One Lords sticker sheet
* Four Player Aid sheets
* Two Screens
* Rules Booklet
* Background Booklet
* Six 6-sided dice

TIME: 60 Days per turn
UNITS: 100-250 Horse or 500 Foot
MAP: Point-to-Point, 95 miles across

PLAYERS: 1-2

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123.50 €
La Guerre de 1870
La Guerre de 1870

Beginning of August 1870. Prussian Chancellor Bismarck has pulled off a master diplomatic coup thanks to Ems's dispatch: France has just declared war on Prussia. Prussia has been able to gather around it all the German states, while the Empire of Napoleon III is alone, no nation having wanted to support the one who passes for the aggressor.

In Paris, the frenzy of war heated the minds of the population in blanks: everyone can already see each other in Berlin. France is said to have the best army. Didn't the Minister of War, Marshal Leboeuf, declare with peremptory assurance, in the face of an Adolphe Thiers with little confidence in the preparation of the country: "We are ready and very ready. Should the war last two years, our soldiers wouldn't miss a button.

The mobilization is launched, the troops flock to their point of concentration on the border. But indolence is competing with incompetence: plans prepared long ago are changed several times, the mess in the stations is indescribable. And it is an incomplete army, led by senior officers who do not know their troops well, who position themselves to lead an offensive without a plan, but which has become obligatory through popular pressure.

On the other hand, the Prussian state has drawn experience from its two previous campaigns: the Duchy War against Denmark in 1864 and especially the Seven Weeks War against Austria in 1866. The mobilization then the concentration took place following a perfect clockwork mechanics. The plans and orders, long established, are followed to the letter. The invasion can begin as planned.

Through this game, evolution of the system The Marshals in the campaigns of the Second Empire, will you know, Napoleon III, will you finally be the worthy military heir of your uncle by preserving your country from the Prussian enemy? Will you, von Moltke, be able to skillfully manoeuvre your divisions to push the French into the decisive battle at the time and place of your choice?

2 Players
210 Min
Age: 12+

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46.90 23.50 €
alin hinta 30 päivää ennen alennusta 46.90
Paths Of Glory: The First World War Deluxe Edition
Paths Of Glory: The First World War Deluxe Edition

Paths of Glory, 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.

This is the Sixth Printing of designer Ted Raicer’s award-winning classic card-driven game of the Great War. More than just a reprint, it is a Deluxe Edition, sure to delight players new and old. Polished by years of passionate play and heated discussion; this Deluxe Edition will apply the learnings of the past two decades to the rules, enhance game balance based on thousands of competitive playings, and take the physical components to a new level. As a bonus, this edition includes both the classic AND the historical scenario map used in today’s competitive play, adds the additional counters and strategy cards first released in the Paths of Glory Player’s Guide, and provides a carefully curated set of markers to enhance face to face play.

COMPONENTS:
* One 22" x 34" double-sided mounted mapboard (Classic Simonitch Map and the new Historical Scenario map by Terry Leeds.)
* 316 full-color die cut counters including the optional counters first released in the POG Player’s Guide in 2002.
* Updated 2017 Edition Rule Book incorporating prior rulings and errata.
* 110 Core Strategy Cards & 20 Optional Cards from the POG Player’s Guide.
* Updated Two Player Aid Cards
* Two six-sided dice

Game Features:
TIME SCALE 3 months per turn
MAP SCALE Point-to-Point
UNIT SCALE Armies and Corps
NUMBER OF PLAYERS Two

DESIGNER: Ted Raicer
DEVELOPER: Andy Lewis
ART DIRECTOR: Rodger B. MacGowan
MAP ART: Mark Simonitch
CARDS & COUNTER ART: Mark Simonitch
PRODUCERS: Andy Lewis, Gene Billingsley, Rodger MacGowan, Mark Simonitch, Tony Curtis

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91.00 €
Pursuit of Glory: The Great War in the Near East 2nd Edition
Pursuit of Glory: The Great War in the Near East 2nd Edition

Notes on 2nd Edition: Pursuit of Glory: The Great War in the Near East is a sequel to the famous World War I card-driven game, Paths of Glory. Consistently rated in the top 100 war games on board game geek over the last decade, Pursuit of Glory was a 2009 Golden Geek Best War Game Nominee. This game puts you in the driver's seat of the British/Russian alliance or the Ottoman Empire during World War One. Gallipoli, holy war, mutiny, and the Russian Revolution await. Walk in the shoes of men such as Churchill, Lawrence of Arabia, Enver, and Falkenhayn.

The second edition will include:
* A mounted game board
* Full-color rules and playbook, including all errata from the last 11 years, as well as the latest rule updates.
* Two card decks, one for each player, with card clarifications and the latest updates
* Pieces and counters with all the latest corrections
* The modified Parvus event card, for a less luck-based entry for the Russian Revolution

Pursuit of Glory is a stand-alone sequel to Paths of Glory, a card-driven strategy game covering the first World War. Unlike the original game, which focused on the European theater of World War I, Pursuit of Glory focuses entirely on the Great War in the Middle East. Pursuit of Glory uses the same card-driven mechanics and point-to-point of the first game, but with some rules changes and modifications to better simulate the conditions of the war in the Middle East.

It was designed by Brad and Brian Stock with the permission of Ted Raicer, the designer of the original Paths of Glory.

Pursuit of Glory: The Great War in the Near East is a sequel to the award-winning Paths of Glory. This game puts you in the driver's seat of the British/Russian alliance or the Ottoman Empire during World War One. Gallipoli, holy war, mutiny, and the Russian Revolution await. Walk in the shoes of men such as Churchill, Lawrence of Arabia, Enver, and Falkenhayn.

The action stretches from India to the Balkans, from the Black Sea to Suez. Can the Germans inspire a Persian uprising or forge an alliance with Afghanistan? Can the Russians capture a warm water port? Can the British guard the oil that fuels the Royal Navy? Can the Turks capture the Suez Canal and spark a revolt in Egypt?

In Pursuit of Glory you will constantly feel that you're on the razor's edge--on the verge of impending doom or of breakthrough and total victory. Your hand of 7 cards presents you with a rich array of strategic and operational opportunities. You must decide whether to use each card for its historic event, command points, or resources. You must then commit your forces to a variety of objectives: the Turkish-Russian frontier in Caucasia, the violation of neutral Persia, oil-rich Mesopotamia, the Suez Canal, and/or the Balkans and its vital railroads. You must judge when it is right to invade Serbia or launch a new naval invasion (perhaps on the inset map representing Gallipoli).

As the British, you must hold on while your Russian allies break through the Turkish lines in Caucasia and bring your forces to bear through invasion and a gradual build-up of imperial might. As the Turks, your objective is to gain complete victory early, uniting your strength with Germany and crippling the British Empire in Egypt and India OR to persevere.

If you are looking for a game that is relevant, dynamic, fun, tense, and a frantic roller coaster of a game, you will enjoy Pursuit of Glory.

COMPONENTS:
* Two full color counter sheets
* 110 full color playing cards
* One 22 x 34" full color map
* Rule Booklet
* Scenario Booklet
* Player Aid Cards
* Two 6-sided dice

Game Features:
TIME SCALE Approx. 1 year per hand of cards
MAP SCALE Point-to-Point
NUMBER OF PLAYERS One or Two

DESIGNER: Brad Stock & Brian Stock
DEVELOPER: Tony Curtis & Neil Randall
MAP, CARD, & COUNTER ART: Mark Simonitch
PACKAGE DESIGN: Rodger B. MacGowan
PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley & Mark Simonitch

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78.00 €
Waterloo W1815
Waterloo W1815

Tutustu pelin sääntöihin valmistajan sivuilla.

2. laitoksen errata valmistajan sivuilta.

BATTLE OF WATERLOO IN 15 MINUTES

The battle of Waterloo was fought on the 18th of June 1815 between a French army under the command of Napoleon and the Anglo-Allied army under the command of Wellington. The French aim was to destroy Wellington’s army in detail before Blücher’s Prussian corps could reinforce it. As the game begins, Wellington has carefully chosen a strong defensive position thus placing the initiative on Napoleon to attack.

W1815 is a simple strategy game that simulates the key events of this famous battle in 15 minutes. The French side can try a number of different strategies in an attempt to crush the Anglo-Allied army before the Prussians arrive. Meanwhile, the Anglo-Allied player must focus on keeping his army in the battle by using reserves in right situations until the Prussians get into the action.

The game contains a battlefield map which is used to record casualties and the current strength of the participating armies. The cards are setup around the battlefield map with each card representing a corps. Players take it in turns to activate one corps and carry out an action. The rules for each individual corps action are described on the cards. The results of these actions are then recorded on the battlefield map. The game ends when either army fails a rout test or the time marker is moved to the night square.

The game is a ziplock game and it contains the following components:

* 1 A3 size map
* 1 rulebook
* 8 French cards, 5 Anglo-Allied cards, 1 Prussian card
* 18 French division markers 15 Anglo-Allied division markers, 6 Prussian division markers
* 12 cube markers (7 blue, 3 red, 1 black, 1 white)
* 2 dice

Players: 2
Playing time: 15 min
Design: Hannu Uusitalo
Artist: Kim Paqvalin

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30.00 €
Almoravid: Reconquista and Riposte in Spain, 1085-1086
Almoravid: Reconquista and Riposte in Spain, 1085-1086

How can we live in the same basket as the serpent? - Andalusian poet Ibn al-Gassal on the fall of Toledo

Al-Andalus, 1085. The western jewel of Islam had broken into pieces. The petty Taifa emirs who inherited the once-mighty Caliphate squabbled and fought, then paid the Christian lords Parias in gold to avoid fighting at all. Alfonso VI, Christian king of a unified León and Castilla, could now put his extorted dinars to work. He would muster a great feudal host—not merely for plunder but to rip out the heart of Muslim Spain. He would seize the ancient Visigothic capital of Toledo and with it the great central plain to declare himself imperator of all Iberia.

But Alfonso would find there was fight left in al-Andalus, as Christian strikes radiating from Toledo were too much for even the emirs in their pleasure palaces to bear. Al‑Mutamid of Sevilla, the strongest among them, would risk the Taifa dynasties’ independence and call to arms a Muslim force unlike any that the Christian Kings had faced. Granada and Badajoz would join him to invite the Almoravid fundamentalists in to save the Muslim faithful. Yusuf, Sultan al‑Murabitun, had secured his Berber empire in Africa and seized a port and fleet just across the Mediterranean strait from al-Mutamid's Algeciras. A titanic campaign for Spain was set to unfold.

Almoravid, Volume II in Volko Ruhnke's Levy & Campaign Series, takes us from Nevsky’s frozen northeast frontier to medieval Latindom's opposite corner. The same base rules show the muster of lords, their levy of forces and capabilities, and their command of armies on campaign across 11th-Century Spain. But al-Andalus was not Russia: your lords will enjoy good Roman roads and gentler seasons but must bypass or smash against Iberia’s profusion of tough Moorish fortifications. Taifa politics and Parias tribute will guide your military strategy. African troops, bloodthirsty crusaders, the avaricious Cid—each may or may not make their appearance. And all will play out across a field half again as large as that of the first volume.

GAME CONTENTS:
* One 22x25½ inch Mounted Map
* 177 Wooden pieces
* 108 Playing Cards
* Three full-color Countersheets
* 17 cardboard Lord and Battle mats
* One Lords sticker sheet
* Four Player Aid sheets
* Two Screens
* Rules Booklet
* Background Booklet
* Six 6-sided dice

GAME SCALE:
PLAYERS: 1-2
TIME: 40 Days per turn
UNITS: 100-200 Horse or 200-400 Foot
AGE: 14+
MAP: Point-to-point, 400 miles across

Game Designer: Volko Ruhnke
Research: Albert Alegre Jove
Development: Wendell Albright

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116.30 €
Arquebus: The Battle for Northern Italy 1495-1544
Arquebus: The Battle for Northern Italy 1495-1544

A Military Revolution: A Renaissance in Warfare
The Battles for Northern Italy, 1495-1544

Northern Italy - and especially Milan - at the end of the 15th century was the brutal focal point for power and control between France and the Imperialist empires of Venice and Spain. And the battles fought for this prize are a record of the changing face of how war was fought.

At the start of the 'war', the main forces were mounted men-at-arms and a tightly packed and closed formation of pike, especially as represented by the Swiss. But as battle churned into battle, that slowly changed. Firepower, in the form of the arquebus (an early musket) became increasingly prevalent and dominant, forcing the closed pike formations to open up, as the Spanish did (with sword and buckler), and the reliance on heavily mounted cavalry to decrease.

ARQUEBUS shows all of this in true die-rolling glory, featuring 8 major battles: Fornovo, Cerignola, Agnadello, Ravenna, Marignano, Bicocca, Pavia, and Ceresole. These are all really great game-players, with all but two of them half-mappers playable in 3 hours or less. The other two are the 'tiny' page-sized (8" x 11") Cerignola and the big one-mapper, the major, final battle of Pavia. Pavia was a crushing defeat wherein France lost over 50% of its army and almost all of its nobility of command, including her king, Francis I, who was captured. But for gamers, Pavia is wonderful gameplay, with units all over the greatly detailed map, much maneuver and many tough decisions to make.

ARQUEBUS uses the popular "Men of Iron" mechanics with much concentration on detail of weaponry, from the differences between closed formation and open, to the decline of the Swiss (pas d'argent? pas de Suisse), and the rise of the German Landsknecht, the major force in warfare of the era and, ironically, the best-dressed men in Europe. Yes, Landsknecht uniforms literally set the fashion trend at the time for the entire western world.

And to match this sartorial splendor will be the great visual look of ARQUEBUS, from the colorful units to the splendid maps and helpful charts. Most the battles are good for solitaire play, so when you're traveling to roll those dice, remember to Take The 'BUS!

Components:
* 2 - 22x34” double-sided color maps
* 3 Counter Sheets (840 Counters)
* 3 Player Aid Cards
* 2 d10 Dice
* 1 Rule book
* 1 Battle book

Game Features
TIME SCALE 1 to 5 hours
MAP SCALE 125 yards per hex
UNIT SCALE 500-1000 Pikemen, 300-400 Missile troops and Light Cavalry, 150-200 Men-at-Arms, and 4-6 Cannons per counter
NUMBER OF PLAYERS 1 - 2

Designer: Richard H. Berg
Developer: Ralph Shelton

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84.30 €

Hakusivu: 1 2 3

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