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Twilight Struggle Deluxe Edition (The Cold War, 1945-1989)
Twilight Struggle Deluxe Edition (The Cold War, 1945-1989)

BGG:N #1 LAUTAPELI

On November 9th of 2009, the world will mark the 20th Anniversary of the conclusion of the Cold War. That was the day that the Cold War's most tangible symbol, the Berlin Wall, was relegated to the ash heap of history. Unlike the 20th Century's other great conflict, the Cold War did not end in an explosion of neutrons, but rather, an explosion of human freedom and optimism. We had avoided what many thought inevitable - the destruction of mankind through armed conflict between the Soviet Union and the United States. Overnight, the face of Europe had changed. Suddenly, all things were possible.

That was 20 years ago. Sadly, we all learned that the end of the Cold War was not "the end of history." Mankind would find new ways to divide itself. While the threat of nuclear holocaust disappeared, newer and more sinister forms of conflict would take its place. Where once superpowers bestrode the globe, decentralized networks and even individuals now command the world's attention.

This Deluxe Edition of Twilight Struggle seeks to capture the feeling of that earlier era. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. Using the card-driven game mechanics pioneered in such award winning games as We the People and Hannibal: Rome vs. Carthage, Twilight Struggle recreates the conflict between the most powerful nation states the world has ever known. The scope of the game covers the entire world as it was found in 1945. Players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources? Twilight Struggle's Event cards add cover a vast array of historical happenings, from the Berlin Airlift, to the Vietnam War and the U.S. peace movement, to the Cuban Missile Crisis.

This Deluxe Edition of Twilight Struggle marries world-class components, with the sort of world-class game play for which GMT is already known. We cannot think of a better way to commemorate this vital piece of world history. We invite you to relieve an era with the words uttered by one of its most iconic statesmen:

"Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are - but a call to bear the burden of a long twilight struggle"
- John F. Kennedy

Components:
* Heavy duty 9 x 12 x 2 inch box
* Mounted map with revised graphics
* Two double-thick counter sheets with 228 counters
* Deck of 110 event cards (increased from 104)
* Revised rules and player aid cards
* Two six-sided dice

Game Features:
TIME SCALE approx. 3-5 years per turn
MAP SCALE Point-to-point system
UNIT SCALE Influence markers
NUMBER OF PLAYERS 1 - 2

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84.50 €
British Way: Counterinsurgency at the End of Empire
British Way: Counterinsurgency at the End of Empire

The British Way: Counterinsurgency at the End of Empire is the first of several COIN multipacks, containing four separate games exploring a series of thematically related insurgencies.

Between 1945 and 1960, the British fought four major “emergencies,” as they referred to their counterinsurgency campaigns, each trying to manage their retreat from empire. The four games in this pack focus on exploring British counterinsurgent responses to a variety of different opponents, including communist insurgents in Malaya, militant nationalists in Kenya, and smaller and more clandestine terrorist organizations in Palestine and Cyprus. The games adjust the core COIN mechanics to provide a compelling new way of handling two-player conflicts, while also streamlining several mechanics to quicken gameplay. The British Way offers an approachable introduction to the COIN series for new players, while presenting experienced players with four mechanically distinct games to explore and compare.

Highlights:
* Four full games in one box: Explore four different conflicts set during the twilight of the British Empire in the 1940s and 1950s. Each game uses a unique ruleset building on the same general mechanical structure, ensuring that they are easy to pick up while still offering a distinctive experience.
* A new adaptation of the classic COIN system: Improved two-player sequence of play and a versatile Political Will track for determining victory.
* Unique mechanisms reflecting the British approach to each conflict: New Villages in Malaya, the ‘Pipeline’ in Kenya, Curfews in Cyprus, and Mass Detention in Palestine.
* Small board footprint with quick-but-deep gameplay: Each game plays in under 90 minutes and takes place on a single 17x22” board.
* An “End of Empire” Campaign: A campaign scenario allowing players to play the four games in a linked series with a cumulative scoring system, random ‘external’ events relating to British decolonization, and new mechanics to integrate each game into the campaign.

Malaya
The British Emergency in Malaya (1948-1960) is viewed by some as the classic case of a successful counterinsurgency campaign, fought against an insurgency led by the Malayan Communist Party. The Malayan Emergency significantly influenced counterinsurgency theory and would become a model case, later appealed to by commanders in conflicts ranging from Vietnam to the present. The British Way: Malaya is the perfect introduction for players new to the COIN series, offering a shorter two-player game experience that will give players some familiarity with Government and Insurgent factions in other modern COIN volumes, such as Cuba Libre or A Distant Plain. For experienced players, it also serves as a good introduction to the new core mechanics in The British Way by offering Factions and Operations that will be familiar from previous COIN volumes but with several new systems, such as the Political Will track, streamlined Sequence of Play, and a shifting British Commander Capability.

Kenya
The British Emergency in Kenya (1952-1960), fought against the Mau Mau insurgents, dramatically departed from the strategy modeled in many of the modern COIN volumes, with a heavy focus on coercion rather than winning ‘hearts and minds.’ In game terms, this means a shift away from building ‘Support’ towards new mechanics modeling various forms of repression used by the British in Kenya. However, their use of repression can have political consequences back in Britain, represented as a potential penalty to Political Will—as one British official noted, “If we sin, we must sin quietly.” The British player must balance this core tradeoff, while the Mau Mau player must mobilize the Kikuyu population and expand their revolt to survive the overwhelming British response. The British Way: Kenya depicts a dramatically asymmetrical conflict where an extremely poorly equipped insurgency must utilize clever (and in some cases brutal) tactics to try and ride out an overwhelmingly powerful, often unconstrained, and increasingly criticized counterinsurgency campaign.

Cyprus and Palestine: New Counter-Terrorism Mechanics
The next two conflicts in the pack depart more significantly from core COIN concepts because Britain’s two opponents in Cyprus and Palestine operated as smaller clandestine terrorist cells rather than the larger insurgencies depicted in Malaya and Kenya. Instead, new “counter-terrorism” tactics are modeled, such as Curfews, Intelligence, Arms Caches, and a more detailed Sabotage and Terror system. These two games offer a fresh approach to a different kind of conflict and provide an even quicker play experience for two-player COIN duels.

The British Emergency in Cyprus (1955-1959) was conducted under the shadow of international opinion and increasing pressure from the international community to respect human rights. As the British player tries to balance locking down the population while managing international pressure, the EOKA player will launch sabotage attacks in towns across the island while building their organization in the mountains. The British Way: Cyprus is probably the simplest of the four games in the pack, although the new counter-terrorism mechanics it introduces are significantly different from anything that has appeared in previous COIN volumes.

Likewise, during the Palestine campaign (1945-1947), the British player will be faced with the Jewish resistance groups Irgun and Lehi launching sabotage and terrorist attacks across Mandatory Palestine, while risking criticism from the US and other international observers if their response is too heavy-handed. The British Way: Palestine further develops the new counter-terrorism mechanics introduced in Cyprus, while also including unique game systems to model the British use of the blunt tool of Mass Detention, the shifting cooperation of Haganah (the Jewish Agency’s armed wing), and high-profile terrorist attacks such as the King David Hotel bombing.

A Note on “The British Way” of Counterinsurgency:
The historical simulations included in The British Way are designed to depict the full array of strategies used by the British during these conflicts, ranging from the more benevolent provision of material benefits through pacification programs to the horrific measures used to gain control over the local population. Many myths have arisen about an ‘enlightened’ British approach to counterinsurgency that emphasized the use of minimum force and focused on winning the population’s “hearts and minds,” compared with the supposedly more violent approaches taken by the United States in Vietnam or by France in Algeria. However, new scholarship on these conflicts has confirmed the brutality of the methods commonly used by the British in their counterinsurgency campaigns. As summarized by the historian Hew Strachan, these conflicts were often decided by “the firm smack of government,” not the popular winning of hearts and minds. This multipack is intended to help synthesize and present these crucial developments in our understanding of British counterinsurgency, even if that means the simulations depicted are at times more thought-provoking than fun. The designer’s main goal is that players find these games informative about what happened during each conflict and why, and that the gameplay leaves them wanting to learn more. Each game will come with a detailed Background booklet describing the events depicted and listing additional sources, while the combined Playbook will include comparative essays discussing British counterinsurgency across the four games and how it is depicted in conflict simulations.

Game components
* Two double-sided 17x22” mounted game boards
* 4 Game Event Decks and 1 Campaign Event Deck
* 54 Wooden Pieces
* 8 Pawns
* One full-color counter sheet
* Eleven double-sided player aids
* Two 6-sided dice
* 4 Combined Rule/Background Booklets
* 1 Combined Playbook/Campaign Guide

Number of players: 2

GAME DESIGN: Stephen Rangazas
DEVELOPER: Joe Dewhurst

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102.70 €
Cuba Libre
Cuba Libre

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 Raúl, and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans’ deep opposition to their dictator Fulgencio Batista y Zaldívar. Castro’s takeover of the country became a model for Leftist insurgency.

Castro’s 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.

COIN Series, Volume II
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 and includes...

• The Twelve: The first wave’s escape to the Sierra Maestra—inspirational legend or harbinger of defeat?
• El Che and Raúl: Brilliant in the field, or bungling hostage-takers?
• Operation Fisherman: Can the Marxists pull off a second invasion?
• General Strike: Urban disruption or rebel embarrassment?
• Radio Rebelde: Are the masses tuning in, or just the Army direction finders?
• Pact of Caracas: Can the rebels unite?
• Armored Cars: Mobile striking power, but in whose hands?
• Rolando Masferrer: Brutal pro-government tactics—will they help or hurt?
• Fat Butcher: Can the Mob’s enforcer protect its casinos?
• Sinatra: Frankie’s Havana show a boom or bust, and who collects?
...and much more.

New twists match the COIN system to the situation in 1950s Cuba:
• It’s the insurgents who build lasting capabilities, while the Government is limited to fleeting bursts of momentum.
• The Syndicate’s bases are Casinos—expensive to build, but so important to Cuba no army will destroy them.
• Syndicate special activities include calling in the “muscle” of Government troops and police to protect mob assets.
• Stacks of Syndicate cash awaiting launder can fall in anyone’s hands—even the corrupt Government’s.
• The Government has its own terror tactic—reprisals—and can skim a portion of Syndicate profits.
• The eroding US Alliance with Batista overshadows all Government actions, not just through aid levels but also through the day-to-day ability of troops and police to operate.
• Even if Batista flees, the struggle may not end—the counterrevolutionary government may even become stronger!

Multiplayer, 2-Player, Solitaire
Cuba Libre provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games, players can represent alliances of factions, or the game system can control non-player factions. Or a single player as the Cuban Revolutionaries can attempt to topple Batista and seize power for themselves. The non-player sides will fight one another as well as the players, but too much power in the hands of any one of them will mean player defeat.

COIN Series Volume II
Cuba Libre like its predecessor Andean Abyss presents a game system on modern insurgency readily adaptable to other conflicts, particularly those featuring the interaction of many sides (thus our COunterINsurgency series). A rich and under-represented history of 20th-Century guerrilla warfare beckons. Volume III is A Distant Plain—Insurgency in Afghanistan, and Volume IV is Fire in the Lake—Insurgency in Vietnam."

Components:
* A 17”x22” mounted game board
* A deck of 52 cards
* 79 dark and light blue, red, green, and yellow wooden forces pieces, some embossed.
* 8 embossed cylinders
* One sheet of markers
* One background play book
* One rule book
* A Sequence of Play sheet
* 4 Faction player aid foldouts
* 2 Non-Player Aid foldouts
* 3 6-sided dice

Designers: Volko Ruhnke & Jeff Grossman

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93.60 €
Fields of Fire 2: With the Old Breed -The 5th Marines in WWII, Korea and Vietnam
Fields of Fire 2: With the Old Breed -The 5th Marines in WWII, Korea and Vietnam

The 5th Marines
Fleet Marine Force Manual 6-4 Marine Rifle Company/Platoon - "The primary mission of the Marine rifle company and platoon is to locate, close with, and destroy the enemy by fire and maneuver or to repel his assault by fire and close combat." In Fields of Fire Vol. II: "With the Old Breed," you pin on your captain's bars and take command of a rifle company in the 5th Marines, the most decorated regiment in the US Marine Corps. Test your mettle in three campaigns spanning World War II, Korea and Vietnam. Battle ashore in the blazing heat of Peleliu in September 1944 to discover the Japanese have changed their strategy and you are forced to dig them out of the coral ridges. Flares reveal waves of Chinese pouring over the rugged mountains of the Chosin Reservoir, Korea, in sub zero weather in November 1950. Fight house to house in Hue City, Vietnam in February 1968. These three campaigns live on in the legends and history of the United States Marine Corps.

Fields of Fire is a solitaire game system that gives players the challenge 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 – 2 hours.

This volume of Fields of Fire is based on three actual campaigns experienced by units of the 5th Marines of the 1st Marine Division "Blue Diamond" in World War II, Korea, and Vietnam and is the second volume of the Fields of Fire series.

New features in Volume II:
* Amphibious Operations
* Urban warfare
* Flame throwers
* Demolitions
* Large squads and good order rifle teams
* Japanese fanaticism and Chinese Human Wave attacks
* Expanded Experience Options

Rules streamlining for use in Volume I and II
* Simplified Prisoner Handling
* Simplified use of Pyrotechnics

Components:
* Action Deck + Hint Cards - 55 Cards
* 3 Terrain Decks of 55 Cards, total of 165 Terrain Cards
* Rule Booklet
* Campaign Briefing Booklet
* Extended Examples of Play Booklet
* Company Log Pad (8.5x11 – expendable)
* 1 x 8.5 x 11 Command Asset Holding Display (Two Sided - WWII/Korea on one side, Vietnam on the other)
* 1 x 8.5 x 11 Command Track (for tracking commands saved and activations)
* 1 x 8.5 x 11 Aircraft Control Card (Two Sided - USMC on one, US Army on the other for use with Volume I)
* 1 x 8.5 x 11 Player Aid Card Action Menu Front – Vehicle Info Back
* 1 Tri-Fold Player Aid Card
* 1 x 8.5 x 11 Enemy Activity Card
* 5 Sheets of large counters and markers (880)
* Includes USMC, Imperial Japanese Army (IJA), Communist Chinese Forces (CCF), and North Vietnamese Army (NVA) units, vehicles and informational markers.

Campaigns:
* Peleliu September-October 1944 (8 Offensive Missions=
* Chosin Reservoir November-December 1950 (4 Defensive, 3 Offensive Missions)
* Hue City February 1968 (6 Offensive Missions)

Designer: Ben Hull
Developer: Ricky Gray

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110.90 €
Flashpoint: South China Sea
Flashpoint: South China Sea

Flashpoint: South China Sea is a two-player strategy game that simulates the complex geopolitical contest currently taking place between the United States and China in a disputed region of the South China Sea. The game is driven by a card deck that captures developments ripped straight from today’s headlines, bolstered by cards with a context-setting reading of recent history, and a set of speculative cards capturing a diverse range of potential future events. 

The Chinese player works to influence other countries in the region, establish territorial claims and regional hegemony, and improve its world standing. The U.S. player works to maintain influence with allied countries in the region, secure freedom of navigation, and keep China in check. Success for both players hinges on the support and allegiance of non-player countries in the region. The game stops short of dealing with a potential full-scale military conflict. Rather, it requires the nuanced exercise of political, economic, and military resources, in a form of prima facie diplomacy – on the waters, in the air, and ultimately in the minds of the people – to achieve victory.

Each player manages a hand of cards that can be used immediately for various operations, or may be held for future operations under more favorable circumstances. 

Strategically, there are several key focal points for the players:
* First, the US player bears the burden of keeping the region’s shipping lanes free and open. If the US player falls behind in Freedom of Navigation Operations, Chinese claims grow and game momentum will shift.
* Both players must take heed of the game’s Tension Track, which directly influences the impact of events. If the Track is not managed properly, a high level of tension can increase the stakes and derail the 'best-laid plans'. 
* The Chinese player must work to improve Chinese World Standing, which affords them added influence as their World Standing increases. The US player can win by reducing Chinese World Standing to a critically low level. 
* Protagonist countries in the region are key influence battlegrounds for the players. This represents the pragmatic reality that claimant countries in the region have unique impact on international dispute resolution mechanisms. If the Chinese can influence them to the point that they will not exercise those claims, the Chinese position is strengthened. If the US can influence and support them to consistently exercise their claims, China’s position is weakened. In the game, both players attempt to assert economic and military influence on these claimant countries.
* In order to increase the strength of their claims in the region, the Chinese can develop islands. This development will cost influence in the region and increase Tension, but is a cornerstone of Chinese strategy. To counter these claims, the United States must conduct offsetting Freedom of Navigation Operations. These Freedom of Navigation Operations help keep the Chinese claims in check but must be diligently maintained.

As the United States player, can you defend the claims of your allies, stare down the Chinese player in a high stakes game of chicken, and use your economic and military influence in the region to thwart China’s expansion? Can you erode or limit Chinese World Standing while frustrating their ambitions, without allowing Tension to get out of control? 

As the Chinese player, can you use your developing economic and military power in the region to solidify your claims and develop strategic dominance of the region?

Flashpoint: South China Sea lets you determine how this conflict will play out in a fast-to-play, easy-to-learn game.

COMPONENTS:
* 22 x 17" mounted map board
* 35 wooden influence cubes and markers
* 63 cards
* Rulebook, Solitaire Rulebook, and Playbook
* 3 Player Aids

DESIGNER: Harold Buchanan
DEVELOPER: Jason Carr
GRAPHICS: Terry Leeds
PRODUCERS: Mark Simonitch, Tony Curtis, Andy Lewis, Gene Billingsley

      heti saatavilla
58.50 €
Labyrinth: The War on Terror, Expansion 2 the Forever War, 2015-?
Labyrinth: The War on Terror, Expansion 2 the Forever War, 2015-?

On June 29, 2014, ISIL proclaimed a worldwide caliphate based on an Islamic State carved out of swaths of Iraq and Syria, with its capital city in Ar-Raqqah, Syria. Its forces moved forward quickly, capturing Mosul and threatening Baghdad and key areas of Syria. The Caliphate reached its territorial high water mark in late 2015. The Obama Doctrine called for local allies to bear the brunt of the fighting after being trained and organized by US Forces, and supported by an extra-heavy dose of Allied Air Power. Would this slow but methodical approach reclaim the recently lost territory or would the Jihadist Jugernaught continue its unstoppable advance?

A year later, on January 20, 2017, Donald Trump was sworn in as the 45th President of the United States. It did not take long for him to exert his brand of leadership on the national and world stage. Immediate efforts were made to secure US borders from both illegal immigration and access by terrorists. Trump also followed the previous policies of the Obama administration to dismantle ISIL primarily from the air, with focused operations by Special Forces to lead regional allies in rolling back the Caliphate. ISIL was effectively disenfranchised as a land-holding power by November 2017. Trump did distance himself from Obama by pledging to withdraw from the Iran Nuclear Deal, which he accomplished on May 8, 2018, much to the dismay of his European allies. International tensions played out in Asia as well with both North Korea and China requiring lengthy negotiations. Europe displayed an autonomy of action that frequently misaligned with US interests. And then there was Russia, who played their game both face-to- face and online!

Now it’s your turn to be the President. Can you use the machinery of state to achieve better results than “the Donald”, or will you be distracted in your pursuit of US prestige and international security by numerous global and domestic adversaries?

Labyrinth: The Forever War, 2015 - ? is a 1-2 player card-driven boardgame simulating at the strategic level the ongoing bid by Islamist extremists to impose their brand of religious rule on the Muslim world. It continues where Labyrinth: The Awakening, 2010 - ? left off and adds new event cards and rules to cover the last five years of history. Since publication of Labyrinth and its first expansion, fans of the game have expressed a desire to update it based on more recent events, and a variety of event card ideas and variants have been freely shared online. This second expansion to the Labyrinth game series fulfills that continuing interest by providing up-to-date event cards and allows the game to continue to serve as an effective strategic level model of the ongoing struggles in the Muslim world.

Labyrinth: The Forever War, 2015 - ? uses the exact same rules, victory conditions, map, components, and charts as its predecessor game and expansion. Ownership of Labyrinth and Labyrinth: The Awakening, 2010 - ? is required for play. Much has happened in the Muslim World since the end of the Labyrinth: Awakening event deck (roughly 2015), with a number of sub-themes across the globe that give rise to a new narrative that has been playing out over the last five years; these include:

* Growth and then Collapse of the physical Islamic State Caliphate
* Increased Iranian/Saudi Arabian Rivalry and Proxy War
* Government Repression of Expression (Syria, Turkey, Saudi Arabia, etc.)
* Increased Women’s Rights Activism across the region
* Increased Russian and other International involvement in the Middle East
* Incredible violence outside the Middle East from ISIL and others across Europe, New Zealand, Sri Lanka and elsewhere
* Impact of President Donald Trump and his personality on US Foreign Policy
* Continued activity of African Jihadists
* Plight of International Refugees
* Emerging Main-Power Rivalry between the US, Russia, China, EU and the UK
* US ceding some degree of autonomy in portions of the globe in exchange for greater regional security

Except for the first item on this list, none of these have been fully resolved, though some have made movements in one direction or the other. Labyrinth: Forever War is designed to explore each of the above issues as part of the larger conflict between the West and Jihadist elements, which continues to this day, even if at a lower intensity than seen in the previous 15 years.

During the time from covered by the Labyrinth: The Forever War expansion (2015-to present), much has transpired: the physical Islamic State has collapsed, and no new nations have fallen into Civil War. Governance has improved in other areas too, with both Syria and Nigeria in the process of stabilizing, though the conflicts in Yemen and Libya still are unresolved and the former is growing to replace Syria as the country with the current greatest threat to the human condition within its borders. Forever War will explore all of the above in a competitive political-military simulation, and as a current events game, perhaps help each of us understand the ongoing and evolving global rivalries in a better light.

Labyrinth The: Forever War comes with four scenarios, two of which can be linked to the previous games to allow up to 360 event card combinations for near endless variety and discussion. No new major rules are introduced in this expansion, allowing players familiar with Labyrinth and Awakening to get right into the game with minimal reading. The Rule and Play Book includes game expansion design analysis and a detailed description of all 120 events cards and the thoughts behind the effects represented in the game. The solitaire system will allow play for both sides and will include enhancements to the Bots for all three games in the series. For fans of the Labyrinth series and of current events in general, this bargain purchase will add increased value and enjoyment to your collection and provide many hours of gaming enjoyment and political discussion.

Note: This expansion uses the same map, base rules, victory conditions, components and charts, from its predecessor games, thus ownership of Labyrinth: The War on Terror, 2001 - ? and Labyrinth: The Awakening, 2010 - ? is required for play.

COMPONENTS:
* Combined Rules of Play and Play Book
* 120 Event Cards
* 3 Double-sided 8 x 11 Card Stock Reference Cards (1 side for updated tables and 5 sides for Bot charts)
* 13 new markers (16 Events (3 double sided)) 9/16 of an inch and 1 larger 9/16 x 1.5 inch counter
* Large, Game Expansion style Zip-loc bag in-lieu of box

DESIGNER Trevor Bender
ORIGINAL Labyrinth DESIGNER Volko Ruhnke
DEVELOPERS Jason Carr and Joel Toppen
BOTs DEVELOPER Adam Zahm

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36.40 €
People Power: Insurgency in the Philippines, 1983-1986
People Power: Insurgency in the Philippines, 1983-1986

You can say that the story of "People Power" in the Philippines started with one airplane arriving in Manila and ended with another one departing. On August 21, 1983, exiled opposition leader Benigno Aquino Jr. returned from the United States to his homeland. He expected to be arrested, but also fatefully contemplated, as his plane approached Manila, the possibility that he might not survive the homecoming. Tragically, moments after disembarking, he was shot dead by a conspirator on the airport tarmac.

This episode would embolden and mobilize the opposition to the Marcos regime and set in motion a chain of events that would conclude with the departure of Ferdinand and Imelda Marcos some three years later, after more than twenty years of autocratic rule. This is a story of greed and corruption at the highest levels of government, of a dictator who ruled with an iron fist, and of a grass-roots opposition that stood up to him, revolted, and eventually drove him from power in disgrace. It was a revolution that displayed that there is great power in a united, determined group of individuals. Just a few short years before the Iron Curtain fell in Germany, Filipino patriots showed the world the power of a people united to topple a tyrant. At its heart, it is the story of "People Power."

People Power: Insurgency in the Philippines, 1983-1986 is volume XI of the highly-praised and popular COIN Series originally designed by Volko Ruhnke. People Power features three separate factions, instead of the customary four.

* The first faction is the Government, symbolized by the personal rule of Ferdinand Marcos, his wife Imelda, and his political cronies and military forces.
* Second are the NPA. Inspired by successful Marxist revolutions in China, Cuba and Nicaragua, these insurgents sought a national uprising from both the urban and rural populace and desired to replace the Marcos government with their own brand of autonomy.
* The third and final faction is the non-violent Reformers, embodied by Aquino’s widow, Corazon. She, along with her allies and supporters in that moment of tragedy, revived a platform of social justice and unrelenting momentum that would irrevocably change the Philippine political landscape immeasurably.

For players new to the COIN Series, or for those looking to teach the the series to their friends, People Power will serve as an excellent introductory game. Aiming for a 2 hour playtime and accessible complexity, People Power utilizes many of the basic COIN Series mechanics in new and familiar ways. The 22" x 17" map aids in introducing the game to a new player, as it presents only two types of terrain - Cities and Countrysides (where the latter amalgamates the rural settings of the island nation as well as much lightly-habitable terrain of jungles and mountains). Don't let the fast play and basic systems fool you, though. There are still plenty of strategic puzzles and inter-player backstabbing to be had! Also, People Power includes a new feature for the COIN Series - a Key Personality mini-hand procedure that represents the effectiveness of various generals and power brokers adding a new dimension to player actions and decisions.

As with most of the COIN Series games, People Power immerses players in an unfolding dramatic narrative that pits insurgent forces against a government that seeks to defeat them, while a third party seeks to thwart both. For you COIN Series veterans, here's a brief synopsis of how People Power presents the inter-faction dynamics:

* NPA Victory comes in the form of amassing NPA Bases, and instead of Support or Opposition, NPA "Resistance". Their Operations and Special Activities are not only indicative of most Cold War era revolutionary movements but also distinct in its application to its domestic agendas.
* The Government uses Support and Control to funnel patronage to cronies and the Marcos' family. Their Operations and Special Activities allow them to operate against the NPA (as in previous COIN volumes) and to subvert the activities and thwart the plans of the non-violent Reformers, as well.
* The Reformers (the historical victors) win by having both Reformer Bases and Opposition. Their Operations and Special Activities tools are not as powerful or intimidating as their armed foes but are crafted to provide them with persuasive social impact in a war of ideas.

Here's a bit more detail on some of the COIN Series modifications and additions that you'll get in People Power:

* People Power is one of the lower complexity COIN games with a much shorter play time, which can be utilized as a primer for those who wish to learn the system as a gateway to the other more complex games in the series.
* Propaganda Turns have been replaced by a two-turn Election cycle.
* The Personality Cards are representations of political, military and cultural figures; the “Newsmakers” of their time. Each card grants a different 'momentum' effect for each campaign.
* The Acts of Desperation deck serves to model the chaotic final three days of the People Power Revolution by giving players secret objectives that are scored during the final victory check.

We have crafted People Power to deliver a simple and fast game that will challenge and delight both veterans and newcomers to the COIN Series. It's designed to be a fast, fun, nail-biter of a game that never plays the same way twice. Like all of our COIN Series games, People Power also transports players to a (perhaps unfamiliar) historical setting and immerses them in the issues and conflicts of that place and time. Although it is first and foremost a competitive game, we believe it also presents great value with its historical insight and analysis about those fateful years that brought a country to the brink of civil war, then resolved the drama with an unprecedented reawakening of democracy, freedom, and hope.

COMPONENTS:
* 17x22 inch mounted mapboard
* One Event Deck
* Card-Driven Solo-System Deck
* 80 Wooden Pieces
* 12 pawns
* One full-size, full-color counter sheet
* Rules of Play booklet
* Playbook booklet
* Three 6-sided dice
* Three foldout play aid sheets

DESIGNER: Kenneth Tee
DEVELOPERS: Eric Harvey and Jason Carr
GRAPHIC ART: Donal Hegarty, Eric Harvey, and Mark Simonitch

TIME SCALE: Yearly turns
MAP SCALE: Area map
PLAY TIME: 2-3 hours
NUMBER OF PLAYERS: 1 - 3

      heti saatavilla
91.00 €
Phantom Leader Deluxe Edition
Phantom Leader Deluxe Edition

Phantom Leader – Solitaire

What’s New in the Deluxe Edition?
Add Air Force and Navy Campaigns for the 1962 Cuban Missile Crisis
Upgrade to a mounted 11"x17" Tactical Display
We have expanded and updated the original Phantom Leader game to the high standard set by our Hornet Leader game.

Increase the cards from 165 to 330
- All pilots get all 6 experience levels
- Add new aircraft: Air Force F-5, Air Force A-7, Navy A-5
- Add more pilots for all aircraft types
- Add more Target cards
- Add more Special Event cards
- Revise the 6 original Campaigns to include the new Targets and Aircraft

Phantom Leader places you in command of a US Air Force or US Navy Tactical Fighter squadron in Vietnam between 1964 and 1972. You must not only destroy the targets but you must also balance the delicate political repercussions of your attacks. If you strike too hard, your air offensive might be put on hold, strike to light, and you’ll be blamed for losing the war.

Welcome to the Vietnam Air War!

Each of the campaigns can be played with either an Air Force or Navy squadron. The targets assigned to each service are different and change the complexion of the campaigns. Each campaign can be played with three different durations of: Skirmish, Conflict, or War.

Each mission takes roughly 30 minutes to set-up, plan, and resolve.

Each of your pilots has their own skills. Selecting the right pilots and weapons for a mission is vital to its success. As you fly missions, your pilots will gain experience and fatigue. With experience, their skills improve, but as their fatigue increases, their skills decrease and they might not be able to fly for several missions.

For those of you familiar with our modern era Hornet Leader series of games, you might be wondering what’s different about Phantom Leader...

The freedom of being able to select the best mission based on military objectives is something that is commonplace for today’s military. Back in Vietnam, the military was responsible for carrying out their orders, while at the same time being extremely limited in the weapons and tactics they were allowed to use to complete those orders. In many cases, the specific weapons, approach paths, and bombing altitudes were generated target-by-target at the White House. The mission specifics were then sent down the chain of command to the individual pilots flying the mission. As you can imagine, this was not the best way to run an air campaign.

Every target has a Political value. If you destroy it, you move the Political counter to the right a number of spaces equal to its value. As the counter gets moved to the right, your future target choices are reduced to those that are less politically sensitive. Which target you choose not to attack is also important. You get to move the Political counter to the left a number of spaces equal its Political value.

This means that while you might like to flatten a big enemy target and rack up the victory points, it might be better for you to choose a pointless target and move the Political counter in your favor instead.

Another difference is in combat power. For the last couple decades, the US Air Force and Navy have enjoyed air superiority due to training and technology. Such was not the case in the skies over Vietnam. The enemy had different, but just as capable, equipment. They also had the training and will to use it to its utmost.

They soon became aware of the limitations placed on the US forces by the politicians, and used those limitations to their advantage.

For example, at times, US pilots were not permitted to fire on enemy aircraft until they were visually identified. This negated any range advantage conveyed by the radar-homing AIM-7 Sparrow missiles. It was also a common limitation that enemy aircraft could only be attacked in the air. US pilots were not allowed to attack enemy airbases. US aircraft were also limited to flying predictable flight paths, at set times. This made setting up ambushes much easier for the enemy.

So, while you might be a Hornet Leader ace, Vietnam is a whole different ballgame!

Components:
* 330 Full color Cards
* Full Color Rulebook
* 2 Full Color Counter Sheets (176 - 5/8” counters)
* 8 Full Color Campaign Sheets
* 1 11”x17” Full Color Mounted Tactical Display
* 2 Full Color Sheets
* 1 Ten-sided die
* 1 Full Color Player Log

Scheduled Aircraft:
* F-4 Phantom IIs (USAF)
* F-105 Thunderchiefs (USAF)
* F-100 Super Sabers (USAF)
* F-104 Starfighters (USAF)
* F-105G Wild Weasels (USAF)
* F-5 Freedom Fighters (USAF)
* A-7 Corsair IIs (USAF)
* EB-66 (USAF)

* F-4 Phantom IIs (USN)
* A-4 Skyhawks (USN)
* A-6 Intruders (USN)
* F-8 Crusaders (USN)
* A-7 Corsair IIs (USN)
* A-5 Vigilantes (USN)
* EA-6 (USN)

Scheduled Campaigns:
* 1962 Cuban Missile Crisis (USAF)
* 1964 War in the South (USAF)
* 1967 Rolling Thunder (USAF)
* 1972 Linebacker (USAF)
* 1962 Cuban Missile Crisis (USN)
* 1964 War in the South (USN)
* 1967 Rolling Thunder (USN)
* 1972 Linebacker (USN)

      heti saatavilla
130.00 €
Red Storm: Baltic Approaches, the Air War Over the Baltic, 1987
Red Storm: Baltic Approaches, the Air War Over the Baltic, 1987

The Air War Over the Baltic, 1987

Red Storm: Baltic Approaches is the first expansion for GMT’s Red Storm game of operational level air combat between NATO and the Warsaw Pact. Red Storm: Baltic Approaches adds the air forces of three new countries (Denmark, Sweden, and Poland) along with additional units for nations represented in Red Storm, including US Marine Corps aircraft. The game will also add naval units, anti-ship missiles, maritime weather, and rules covering other facets of air combat in the predominantly maritime domain of the western Baltic.

Scenarios featuring mission types from Red Storm (close air support, interdiction, air defense suppression, and deep strike) will be joined by new types focused on raids against enemy ships, amphibious operation support, airborne drops, and aerial mining. Solo scenarios, using the Bot system introduced in Red Storm, will also be included.

  New aircraft types will include the F-4S Phantom, AV-8B Harrier II, F/A-18A Hornet, A-6E Intruder, EA-6B Prowler, Atlantic 2, P-3C Orion, F-35XD Draken, JA-37/AJ-37 Viggen, Tu-22M Backfire, Su-20 Fitter, Tu-95 Bear, IL-38 May, and more. Naval units range from cruisers and destroyers down through amphibious ships, missile patrol craft, and other types from the various countries whose navies would be engaged in the area.

Important: Players will need a copy of Red Storm: The Air War Over Central Germany, 1987 to play Red Storm: Baltic Approaches .

COMPONENTS:
* 2 x Maps (34" x 22")
* 1 x Rules booklet
* 1 x Scenario booklet
* 1 x Appendices booklet
* 1 x Counter Sheet
* 1 x Player Aid Card (11 x 17)
* 1 x USSR/Poland Aircraft Data Card
* 1 x NATO/Sweden Aircraft Data Card
* 1 x USN/USMC Aircraft Data Card
* 1 x Warsaw Pact Naval Data Card
* 1 x NATO Naval Data Card
* 1 x Pad of Naval Unit Log Sheets

SYSTEM DESIGNER: Lee Brimmicombe-Wood
MAP and COUNTER ART: Dariusz Buraczewski and Mark Simonitch
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Andy Lewis, Mark Simonitch, Tony Curtis, Rodger MacGowan, Gene Billingsley

      heti saatavilla
58.50 €
Twilight Struggle: Red Sea, Conflict in the Horn of Africa
Twilight Struggle: Red Sea, Conflict in the Horn of Africa

Twilight Struggle: Red Sea – Conflict in the Horn of Africa is a two-player, stand-alone, card-driven game that builds on the award-winning Twilight Struggle.

The year is 1974, and the Soviet Union and the United States have been locked in a life-or-death struggle across the globe. As so often happened during the Cold War, a relatively obscure region of the world suddenly took center stage. Emperor Haile Selassie I of Ethiopia, a bedrock U.S. ally in Africa, had grown old and increasingly dictatorial. In 1974, a group of young Marxist officers staged a coup and took hold of the the reins of power. This revolutionary leadership sparked a chain of events that upset the regional balance of power and unleashed all the familiar elements of Cold War competition in the Horn of Africa.

Twilight Struggle: Red Sea asks players to once more answer the summons of the trumpets and bear the burden of a twilight struggle, this time centered around East Africa, the Arabian Gulf, and the vital sea lanes stretching between them. Twilight Struggle: Red Sea is an addition to GMT's Lunchtime Series and packs deep decision-making into a time frame that allows players to get in a quick game or explore different strategies several times in one session. With a more limited scope and much shorter playtime, Twilight Struggle: Red Sea is the perfect way to introduce new players to the Twilight Struggle system. And yet, this game maintains all the tension, decision making, and theme of the original classic. 

As an added bonus for a longer game, cards from Twilight Struggle can be integrated in TS: Red Sea and players can add new decisions and Cold War events to their games of Twilight Struggle by incorporating cards from TS: Red Sea.

GAME CONTENTS:
* One 20" x 14" Mounted Map
* 51 Event Cards
* 1 Countersheet
* 2 Player Aids
* 2 Solo Aids
* Rules Booklet
* Solo Rules & Background Booklet
* Two custom 6-sided dice

Playing Time: 35 minutes for the base game.

Game Designer: Jason Matthews

      heti saatavilla
50.70 €
Andean Abyss: Insurgency and Counterinsurgency in Colombia
Andean Abyss: Insurgency and Counterinsurgency in Colombia

Colombia: Nation at the Edge of Abyss
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.

A New Kind of Card-Assisted Wargame
From the award-winning designer of Wilderness War and Labyrinth, Andean Abyss features unique mechanics relating events and operations that guarantee difficult player decisions with each card flip. Most of the game’s 72 events are dual-use, representing alternative historical paths: players can choose either version of the event or from an array of operations and special faction activities. Every choice has implications for how the next card will be played. There is no hand management: the focus is on the map and on planning for the foreseeable—and the unforeseeable. Die rolls are only a small part of game: the key to victory is not luck but the ability to organize the most effective campaign.

Multiplayer, 2-Player, Solitaire
Andean Abyss provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games, players can represent alliances of factions, or the game system can control non-player factions . Or a single player as the Colombian Government can take on the leftist FARC, the right-wing AUC, and the narco-trafficking cartels. The non-player insurgents will fight one another as well as the players, but too much power in the hands of any one of them will mean player defeat.

COIN Series, Volume I, II, and (planned) III
Andean Abyss presents a game system on modern insurgency readily adaptable to other conflicts, particularly those featuring the interaction of many sides (thus our new COunterINsurgency series). A rich and under-represented history of 20th-Century guerrilla warfare beckons. Next up for the COIN series is Volume II: Cuba Libre: The Cuban Revolution (now on the P500 list), and Volume III: Bush War—The Fall of Portuguese Angola.

COMPONENTS:
* A 22' x 34' mounted game board.
* A deck of 76 cards.
* 170 wooden forces pieces (some embossed) .
* A sheet of markers.
* 7 player aid sheets.
* Rulebook
* Playbook
* 3 6-sided dice

TIME SCALE multiple years per Propaganda round
MAP SCALE Area Movement
UNIT SCALE Varies
NUMBER OF PLAYERS 1-4 (full solitaire system)

DESIGNER: Volko Ruhnke
DEVELOPER: Joel Toppen
ART DIRECTOR: Rodger B. MacGowan
MAP and CARD ART: Chechu Nieto
COUNTER ART: Chechu Nieto & Xavier Carrascosa
PACKAGE DESIGN: Rodger B. MacGowan PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Mark Simonitch, Andy Lewis, Tony Curtis, Rodger MacGowan, & Gene Billingsley

      loppu varastosta
97.50 €
Distant Plain
Distant Plain

Welcome to the Sandbox
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?

Afghanistan is not Colombia!
A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for COIN Series players to learn, A Distant Plain will transport them to a different place and time.

New features include:
* Coalition-Government joint operations.
* Volatile Pakistani posture toward the conflict.
* Evolution of both COIN and insurgent tactics and technology.
* Government graft and desertion.
* Coalition casualties.
* Afghan returnees.
* Pashtun ethnic terrain.
* Multiple scenarios.
* A deck of 72 fresh events.
*... and more.

As with each COIN Series volume, players of A Distant Plain 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, drug trafficking and eradication, highway extortion and sabotage, drone strikes, and many more options are on the menu. Flow charts are at hand to run the three Afghan factions, so that any number of players—from 4 to solitaire—can experience the internecine brawl that is today's Afghanistan. Have a good tour.

Components:
* A 22” x 34” mounted game board
* A deck of 78 playing cards
* 165 tan, medium blue, light blue, black, and green wooden playing pieces, many embossed
* 6 red and 6 white wooden pawns.
* 4 foldout Faction player aid sheets
* 2 foldout Non-player Faction aid sheets
* A Sequence and Planning Map sheet
* A sheet of markers
* Rulebook
* Playbook
* 3 6-sided dice

Players: 1-4 (includes full solitaire system)
Map: Area Movement
Timescale: 1-2 years per Propaganda round

Designers: Brian Train and Volko Ruhnke
Series Developer: Mike Bertucelli

      loppu varastosta
101.40 €
Fields of Fire 3: Battle of the Bulge Campaign
Fields of Fire 3: Battle of the Bulge Campaign

The 9th Infantry Regiment “Manchus,” 2nd Infantry Division faced three weeks of intense combat from December 13th, 1944 to January 8th, 1945 as part of the Battle of the Bulge. This campaign covers those critical days. The Campaign consists of seven new missions featuring a new Terrain Deck for the forests, fields, and villages of the Ardennes. The counter sheet includes a U.S. heavy machine gun platoon, Bangalore torpedoes, anti-tank mines, wire entanglements, German tanks, assault guns, Panzergrenadiers, and Volksgrenadiers.

We left the “Manchus” of World War Two in Fields of Fire: Volume I at the close of the Normandy Campaign. The 2nd Infantry Division was rapidly moved to join the assault on the port city of Brest, in Brittany. The city was captured after heavy fighting from August 21st to September 18th. By that time, the German resistance elsewhere in France had collapsed, and the 2nd Infantry Division raced to Paris, arriving on September 29th. The rapid advance ended on October 4th when the Division entered the region just east of St. Vith, Belgium called the Schnee Eifel on the highly symbolic German border. The 2nd Infantry Division relieved the 4th and 28th Infantry Divisions, completing the relief on October 5th. Ahead lay the German border, defended by the Siegfried Line cutting across difficult terrain.

The “Manchus” were able to incorporate replacements and prepare for whatever would come next throughout October and November. This period saw frequent patrol activity but no major combat actions. On December 10th, the 2nd Infantry Division began a relief in place by the 106th Infantry Division. By the 11th, the relief was complete, and the Division gathered at Camp Elsenborn to prepare for the renewed offensive. The attack north through the Siegfried line would commence on December 13th.

Important Note: Fields of Fire Volume I, either first, second, or Deluxe edition is required to play this expansion.

Included Missions:

Wahlerscheid Crossroads “Heartbreak Crossroads” December 13th-16th, 1944
The “Manchus” led the 2nd Infantry Division north to the Wahlerscheid crossroads on the German border. In a cold, wet snowscape the Siegfried line fortifications lay before them. An extensive mined wire entanglement with bunkers and pillboxes covering. Germans planning their major offensive had no idea the Americans would attack in force in this area; their plans only included the inexperienced 99th Infantry Division spread thinly across the German border, which was covering the “Manchus’” right flank. In miserable weather, the “Manchus” were held up and finally rolled up the position in a night infiltration. The morning of the 16th brought news of German attacks along the entire sector.

“Purple Heart Corner” December 17th-18th, 1944
It became clear through the 16th that the German attacks were part of a larger offensive that was beginning to gain ground. This put the 2nd Infantry Division in a precarious position. The decision was made to pull back to prevent from being cut off. The 99th Infantry was slowly crumbling. The “Manchus” raced south toward the twin villages of Rocherath and Krinkelt. Just north of Rocherath, the 1st Battalion reinforced by Company K from the 3rd Battalion was rapidly sent east about a kilometer to the crossroads of farming roads. The Germans were breaking through. As it became dark, the “Manchus” rapidly dug in as best they could. The Germans (thinking the American lines were breached) committed the 12th SS Panzer Division. The fighting through the night and next morning stymied a German breakthrough. Private William Soderman of Company K was awarded the Medal of Honor for his bravery and skill with a bazooka. He personally knocked out three tanks.

“Cat and Mouse Street Fight at Krinkelt” December 18th-19th, 1944
Some Germans fought their way into the twin villages; they sought to secure their foothold in the streets of the villages. Various U.S. units, including the “Manchus,” thwarted their attempts in deadly game of cat and mouse with tanks and bazookas. Unable to hold and unable to bring up reinforcements or supplies, the Germans fell back.

“Last Attacks on Krinkelt” December 19th, 1944
The Germans redirected the 12th SS Panzer Division to the south to bypass the twin villages and follow in trace of the 1st SS Panzer Division that had broken through. Volksgrenadiers were tasked to cover the movement with a series of attacks on the twin villages.

After parrying these attacks, the 2nd Infantry Division moved back to Camp Elsenborn where they started on the 13th. The 12th SS Panzer Division faced a second rebuff at the hands of the 1st Infantry Division. Over the next ten days, the “Manchus” were in reserve rebuilding. Despite heavy shelling, the Germans were stopped cold on their attempts to attack the Elsenborn positions.

“Attack on Bullingen-Hill 629” December 30th, 1944
The German offensive ran out of steam. Ten short days after some of the most desperate fighting ever experienced by the “Manchus,” they transitioned back to the offensive. Striking out from the Elsenborn ridge, the “Manchus” attacked the road junction where the 12th SS Panzer Division was mauled by the 1st Infantry Division. The main German armored units had lost much of their material and were withdrawn. Now a thin screen of Panzergrenadiers and Volksgrenadiers held the lines.

“Attack on Schöneseiffen” January 2nd, 1945
Turning north, the “Manchus” marched through the twin villages and back to the Wahlerscheid crossroads. To their relief, the Germans did not reoccupy the fortifications. The “Manchus” turned right and headed east deeper into German territory. The next major town, Schöneseiffen, was held in force by Panzergrenadiers backed by assault guns and FLAK guns. A tank-infantry attack captured the town.

“Scheuren, Bronsfeld, and Schleiden” January 5th-8th, 1945
Over the next three days, the “Manchus” pushed east towards Schleiden through a series of villagesn and mixed ground. The German resistance was waning, and these actions were the final chapter of the Campaign.

COMPONENTS:
* Campaign Booklet
* Terrain Deck of 55 Cards
* Counter sheet - 176 counters
* One 8.5 x 11Player Aid Card (Vehicle Table/German Squad Breakdowns)

      loppu varastosta
35.00 €
Fire in the Lake: Insurgency in Vietnam 2nd Edition
Fire in the Lake: Insurgency in Vietnam 2nd Edition

Never Get Out of the Boat
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.

Renowned designer and modern warfare expert Mark Herman joins COIN Series creator Volko Ruhnke for a collaborative production not to be missed. Fire in the Lake features the same card-assisted counterinsurgency game system as GMT's Andean Abyss, Cuba Libre, and A Distant Plain, with a pack of twists that take the Series to another level, including:

* Pivotal events that trump initiative (Tet Offensive, Vietnamization, Easter Offensive, and Linebacker II)
* Inter-coup campaign effects that vary by RVN leader
* Counterinsurgent guerrillas (US-led Montagnards and ARVN Rangers)
* Insurgent troops (NVA) for direct force-on-force engagements
* Tunneled VC and NVA bases
* Trail construction and degradation
* A larger-than-ever event deck for even greater play variety
* Short and medium-length scenarios with either random or period-event options.

Each Fire in the Lake faction presents fresh challenges:
* As the Viet Cong, you must light the people’s fire for the Revolution. How long do you build in the shadows, and when do you emerge to set the spark? Your big brother from the North will draw the enemy’s attention away from you, but be careful that he does not take over your movement from the inside!
* As the Republic of Vietnam, you have a big brother too. He will help you build a strong Army, control the country, and kill the Communists, but at what cost to your traditional way of governing? Should you fight hard with the forces and resources that you have, or leave that to the US and just focus on strengthening your political hold?
* As North Vietnam, you have friends feeding you resources as well. But you must see to funneling them southward through a well-developed logistical trail, then decide which moment is right for your painstakingly assembled forces to venture from the relative safety of Laos and Cambodia to control the South.
* As the United States, you have the firepower and the mobility. A certain number of US casualties is to be expected, but too many will break the public’s support for South Vietnam and the War. And your air power and incursions into Laos or Cambodia can help or turn counterproductive. Together with the ARVN, the fight is winnable—so long as your so-called friendlies do not undermine the plan!

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.

Components:
* A 22” x 34” mounted game board.
* A deck of 102 playing cards.
* 236 olive, bright blue, red, yellow, and orange wooden playing pieces, many embossed.
* 6 black and 6 white wooden pawns.
* 4 foldout Faction player aid sheets.
* 2 foldout Non-player Faction aid sheets.
* A Sequence sheet.
* A Random Spaces sheet.
* A sheet of markers.
* Rulebook.
* Playbook.
* 3 6-sided dice.

Players: 1-4 (includes full solitaire system)
Map: Area Movement
Timescale: 1-2 years per Campaign between Coups

Designers: Mark Herman and Volko Ruhnke
Series Developer: Mike Bertucelli
2nd edition 2018

      loppu varastosta
115.70 €
Fire in the Lake: Trung Bot Solo Expansion
Fire in the Lake: Trung Bot Solo Expansion

"All the male heroes bowed their heads in submission; Only the two sisters proudly stood up to avenge the country.”
-15th century Vietnamese poem

Tru’ng is the name of a new bot system for Fire in the Lake. It follows in the footsteps of the innovative card-based bot system that was first developed for Gandhi, giving fans of Fire in the Lake more opportunities to get this great game to the table.

Tru’ng is quick to use and easy to implement, but is sophisticated enough to play the full Fire in the Lake game. When selecting Operations and Special Activities, cards are drawn from the Tru’ng deck—there are six cards for each Fire in the Lake faction. Each card examines the current state of the game and selects the appropriate action for the active faction. A single, faction-specific table then determines where that action will occur. The same table is used to select spaces for Operations, Special Activities, and Events, minimizing the need to flip between multiple player aids.

Playing against Tru’ng feels like playing against a human opponent. It is unpredictable yet responsive to strategic needs, it goes after its enemies while keeping an eye on its ally, and makes moves up to now limited to human players—like choosing a Limited Operation to block an opponent’s Event. Tru’ng can take the place of a human player for any Fire in the Lake faction, can be used with every Fire in the Lake scenario, and can be used in any combination of player and non-player setups.

In 40 CE, the Tru’ng sisters successfully fought to liberate their homeland from foreign occupation. They defeated the Chinese army that had been sent to pacify the region and for three years ruled as queens. In the past two millennia, the legend of the Tru’ng sisters has grown; they are now celebrated as exemplars of sacrifice and patriotism in defense of their homeland. It was the birth of Vietnamese national identity.

“A woman proudly led a young nation;
Even the Han emperor heard of it, and was terrified.”
-19th century Vietnamese poem

Note: The Tru'ng bot works for Fire in the Lake only, not for the Fall of Saigon expansion. The bot in Fall of Saigon has to deal with the additions in that expansion, so it only works for Fall of Saigon.

Note: The Fire in the Lake Tru'ng Bot Update Pack is compatible with the First and Second Edition of Fire in the Lake as well as the Second Edition Upgrade Kit. This is a Solitaire system for Fire in the Lake only and is not the same as the Solitaire System included in Fall of Saigon, which is for Fall of Saigon scenarios only. Tru'ng can be combined with Fall of Saigon to enable players to play Solitaire across the entire scope of the Vietnam war.

COMPONENTS
* 24 double sided operations cards
* 1 11x17” player aid
* 1 8.5”x11” reference card
* 1 Rulebook

SYSTEM DESIGN: Bruce Mansfield
COIN SERIES DEVELOPER: Jason Carr
ORIGINAL GAME DESIGN: Volko Ruhnke and Mark Herman
CARD ART: Mark Simonitch
PRODUCERS: Mark Simonitch, Andy Lewis, Tony Curtis, Rodger MacGowan, & Gene Billingsley

  !   tilattava tuote
32.50 €
Hornet Leader: Carrier Air Operations
Hornet Leader: Carrier Air Operations

Hornet Leader – Carrier Air Operations is a huge game based on the material seen in our Vassal/PDF games. This new game takes a huge step forward in artwork created by Wan Chiu. Wan also created the fantastic artwork for our Frontline game, Alexander game, and the box art for our Phantom Leader.

We have also further enhanced the game systems and weapon values to make them fully consistent with the new systems seen in Phantom Leader.

Hornet Leader spans all aspects of US naval aviation throughout the service life of the F/A-18 Hornet from 1983 to the present day.

The game places you in command of the pilots and aircraft of a squadron of U.S. Navy strike aircraft in hostile campaigns around the world. The aircraft and weapons available for each campaign are historically accurate.

A major part of the game is mission planning. You decide how to arm your aircraft and which pilots are best for the mission. Pilots are rated for skill level. Deciding which pilots to fly each mission is a major consideration. Your pilots will become fatigued with every mission. If you fly a pilot too often, his skills will degrade. Your pilots also gain experience with every mission flown. This makes for some great decision-making. Should you keep flying the top pilots and further fatigue them to get the job done, or fly the new guys to prep them for the tough missions ahead?

Missions are quickly resolved using an area movement system to display tactical combat over the target. Priority is placed on speed and realism. You get to resolve every missile launched at enemy bandits, and every air to ground attack against the enemy target. You also get to resolve the enemy SAM, AAA, and Bandit attacks against your aircraft.

While performing each mission, you get to decide how your pilots engage the enemy Bandits, SAMs, and AAA Sites. This makes for some tough choices. The more suppression munitions you haul to the target, the safer your pilots will be, but you will be able to load fewer munitions to destroy the target.

We’ve included the cards for every pilot to progress in experience from Newbie, to Green, Average, Skilled, Veteran, and Ace!

Key Design Features:
* An all-around excellent solitaire game.
* Manage your pilots as well as your hardware to be a successful squadron commander.
* Intuitive, fast-playing game system.

Hornet Leader includes the following aircraft:
* F/A-18C Hornet
* F/A-18E Super Hornet
* F/A-18F Super Hornet
* EA-18G Grizzly
* F-14 Tomcat
* A-6 Intruder
* A-7 Corsair II
* EA-6B Prowler
* E-2C Hawkeye
* AV-8B Harrier II

Hornet Leader includes the following weapons:
AIM-9 Sidewinder, AIM-7 Sparrow, AIM-120 AMRAAM, AM-54 Phoenix, Mk. 82, Mk. 83, Mk. 84, AGM-88 HARM, AGM-65 Maverick, AGM-84 Harpoon/SLAM, AGM-130, AGM-154, Mk. 20 Rockeye, ECM Pods, GBU-10, GBU-12, GBU-16, Rocket Pods

If the US Navy has it, so do you!
And ONE thing, even they don't have yet... The F-35!

Component List:
* 330 Full Color Cards
* 2 Full Color Counter Sheets (352 counters)
* 8 Full Color Campaign sheets: Libya 1986, WWIII North Atlantic 1986, Iraq 1991, Israel Defense 2003, North Korea 2007, Taiwan Defense 2008, Russia 2012, Iran 2014
* 11” x 17” Mounted Tactical Sheet
* Full Color Player Aid Sheets

      loppu varastosta
117.00 €
Labyrinth: The War on Terror, 2001-?
Labyrinth: The War on Terror, 2001-?

2001: The “American Century” had closed with a single Cold-War superpower standing and a pause in conflict that some at the time dubbed “The End of History”. It wasn't.

In the Middle East and South Asia, an Islamic revival was underway. Resentments bred in part of US support for the regions' anti-Soviet tyrannies soon erupted into a new struggle against the West. Wealthy Saudi fanatic Usama bin Ladin issued a declaration of holy war against America in 1996 and then fired the first shots with spectacular terrorist attacks on US targets in East Africa in 1998 and the Arab Peninsula in 2000.

Bin Ladin's al-Qaeda organization plotted securely under the protection of the Taliban, a fundamentalist movement in Afghanistan born of the anti-Soviet “Bear Trap” of the 1980s. By 2001, al-Qaeda had set in motion even more devastating strikes--this time within the US Homeland--that Bin Ladin hoped would light off a global Muslim uprising. Uprising or no, the Western response to those September 11th attacks would reshape international affairs from London to Jakarta and from Moscow to Dar es Salaam.

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 event combinations similar to GMT's highly popular Twilight Struggle, Labyrinth portrays not only the US efforts to counter extremists' use of terrorist tactics but the wider ideological struggle--guerrilla warfare, regime change, democratization, and much more.

From the design and development team that brought you the award-winning card-driven game Wilderness War, Labyrinth combines an emphasis on game play with multifaceted simulation spanning recent history and near future. In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalist rule over the Muslim world. The other player as the United States must neutralize terrorist cells while encouraging Muslim democratic reform to cut off extremism at its roots. With the game's solitaire system, a single player as the US takes on ascending levels of challenge in defeating al-Qaeda and its allies.

The jihadists must operate in a hostile environment--staying below the authorities' radar while plotting terrorist attacks and building for the Muslim revolution. Will Iran's Shia mullahs help or hinder the Sunni jihadists? Will the gradual spread of Islamist rule bring final victory--or will it be a sudden strike at the United States with an Islamic weapon of mass destruction?

The United States has the full weight of its military force and diplomacy at the ready--but it can't be everywhere: will technological and material superiority be enough? US forces can invade and topple Islamist regimes, but how will the Muslim “street” react? And if quagmire results, how will the US find its way out?

Labyrinth features distinct operational options for each side that capture the asymmetrical nature of the conflict, while the event cards that drive its action pose a maze of political, religious, military, and economic issues. In the parallel wars of bombs and ideas, coordinated international effort is key--but terrorist opportunities to disrupt Western unity are many. The Towers have fallen, but the global struggle has only just begun. “Let's roll!”

Labyrinth contains 110 playing cards, including:
* Tora Bora
* Patriot Act
* Predator
* Iraq WMD
* Renditions
* Leak

Playing cards also include:
* Martyrdom Operation
* Taliban
* Kashmir
* Wahhabism
* Madrassas
* Zarqawi
* Abu Sayyaf
* IEDs
* Tony Blair
* Danish Cartoons
* Ex-KGB
* Lebanon War
* Mossad & Shin Bet
* Hijab
* Loose Nuke

...and so much more!

GAME CONTENTS
* One Counter Sheet
* 22x34 inch Mounted Mapboard
* 110 Playing cards
* Rules Booklet
* Two Player Aid sheets
* One Solitaire Play sheet
* 30 Wooden Cubes
* Four 6-sided dice

GAME SCALE
TIME: About 1 year per hand of cards
PLAYERS: 1-2
MAP: Point-to-Point system

GAME DESIGN: Volko Ruhnke
GAME DEVELOPMENT: Joel Toppen, Rob Winslow

      loppu varastosta
84.50 €

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