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Haun tulokset 49 - 72 / 175
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kuva tuotteesta on linkki tuotesivulle: Washed Ashore
Washed Ashore

You come to on a sandy beach. The sun is burning your back, the sea salt makes your skin itchy, your tongue barely moves in your mouth... You remember a huge wave washing you overboard, and you quickly lost sight of the ship. You are lucky to stay alive. But where are you? Is this place inhabited and do ships sail here? Will you ever return to your homeland? And will you be able to even survive? Washed Ashore is a story-based solo adventure in which the player takes the role of the game’s main character who is shipwrecked and stranded on a deserted island. The player reads parts of the story on cards and makes decisions related to them, the consequences of which are revealed to the player immediately or after some time. As the player progresses through the game and follows the story map by map, they find/create resources that they can further use to achieve the goals of the game. The game consists of several parts/chapters, during which the main character tries to get off the island, finds and lives in a tribe of natives and tries to sail to their homeland on a ship that sailed to the islands. Choose your path, adding and flipping cards in your story, adjusting your character, trying to escape the deserted island. With 13 different endings to explore Washed Ashore is a story that develops depending on your decisions, flip cards for immediate consequences or add them to the back of the deck for later implications. Discover all 13 endings to this adventure! 1+ Players 35 Minutes Ages 10+

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18.00 €
kuva tuotteesta on linkki tuotesivulle: American Tank Ace 1944 - 1945
American Tank Ace 1944 - 1945

The Second World War has dragged on for 5 years. D-Day marks the Allies’ promise kept to the Soviet Union in opening a second front. American armor fared reasonably well in North Africa against second line German and Italian tanks, but in Normandy they faced Panthers for the first time and received quite the shock. The German tanks were severely outnumbered but exacted a terrible toll on the mostly Sherman tanks of the U.S. Army. Fortunately, the “Arsenal of Democracy” had been hard at work continuously improving and upgrading the Sherman tanks, and improved versions were delivered to the frontline units as the war continued. Sherman tank commanders, however, start just after the Normandy Invasion and are out-gunned and out-armored as they fight to end the Nazi threat to humanity. American Tank Ace: 1944-45 is a solitaire, tactical level game that places you in command of a U.S. tank during World War II in the European Theater of Operations. You will make the tactical decisions a tank commander faced and control the actions of your crew, while trying to survive. You will be assigned missions to attack, defend, or conduct movement to contact depending on the current tactical situation. As time progresses and players survive, they may use the experience gained to improve their odds of success by purchasing skills. As their prestige increases, they may request improved versions of the Sherman tank when they suffer the loss of their previous tank. Awards and promotions help to narrate the player’s eventual goal – to survive the war and help defeat Nazi Germany. Players will find it extremely challenging to survive an entire tour from June 1944 to April 1945, at which time the game ends. You will start with one of the tank models available to the Army the start of the game, but as your fame and prestige rise, more advanced tanks will be available to choose from. The system is packed with rich technical detail based on the actual tanks used by U.S. forces. The five double-sided Tank Display Mats (10 different tanks) provided correspond to each tank type available to the player. This mat helps track the status of your tank and systems, including available weapons and ammunition at your disposal. The available tanks are: * M4 Sherman * M4A1 * M4A1 (76), M4A1 (76) W, M4A1 (76) W (with HVSS) * M4A3E2 “Jumbo” (both 75 and 76 versions) * M4A3E8 “Easy Eight” * M26 “Pershing” Game play moves quickly, following a set sequence of events that are repeated until the end of the game. Once you have your initial tank and commander, play proceeds by rolling for a mission and conducting it. Sometimes you’ll be assigned to attack, defend, conduct a movement to contact, assault a prepared enemy, or even sit out while waiting for supplies. Enemy forces range from Penal units all the way up to SS and Fallschirmjaeger and are randomly generated, ensuring no two careers will ever be the same. Combat is swift and sometimes deadly, as almost all of the German tanks, SPGs, and AT guns can penetrate you. Terrain and weather also have an impact on operations, as well as smoke. Players must pay attention to hull down status, the orientation of their hull and turret, and decide when it is prudent to “button up.” Artillery and mortar fire can sometimes support either side, and random events will add to the uncertainty of combat. When each mission is completed, assuming you have survived, you will ascertain if any awards have been earned or experience points gained. Promotion is also possible, which has the advantage of allowing for artillery and mortar support. You may also upgrade your tank if you have sufficient Prestige to get a better model, otherwise, you continue to fight in your starting tank until it is knocked out. This game has some similarities to the old classic “Patton’s Best” but the combat system is completely different and lends itself to faster, more streamlined play. A typical mission can be performed in 10 minutes or less, allowing for quick set up and take down when short gaming sessions are all that are available to you. While Amercan Tank Ace is designed as a solitaire gaming experience, additional options for play are provided for both multi-player cooperative and competitive gaming sessions. American Tank Ace: 1944-45 is meant to be a highly playable and interesting solitaire game covering the actions a tank commander would have to deal with in Europe. Product Information: * Complexity: Medium * Time Scale: 3-4 days per turn * Map Scale: abstract * Unit Scale: individual tank, weapon systems, crew members, ammo rounds * Players: 1 (with option for 2 or more) * Solitaire: High * Playing Time: 2-3 hours Components: * 1 Countersheet of 9/16″ unit-counters * 10 Tank Display Mats (double-sided, 5 total) * 4 Player Aid Cards * 2 Crew Status Displays (double-sided, 1 total) * 1 Battle board (Operations Display Mat) 11″ x 17″ * 1 Mission logsheet (double-sided) * 1 Rulebook Game Credits: * Designer: Gregory M. Smith * Project Director: John Kranz

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89.70 €
kuva tuotteesta on linkki tuotesivulle: Atlantic Chase: The Kriegsmarine Against the Home Fleet, 1939-1942
Atlantic Chase: The Kriegsmarine Against the Home Fleet, 1939-1942

In the warm electric light beneath Westminster in the heart of London, the Prime Minister stares intently at the wall. He is pondering lines drawn upon a massive chart in his underground Cabinet Room. That map records the last known positions of numerous convoys and task forces in the Atlantic Ocean, each represented by pins and strings. Anxiety and frustration keep him there. The pins and strings convey old information, and the Prime Minister is keen to update the situation as he waits for new reports that will change the map. He has taken to lingering in that room often in recent weeks as he and his subordinates endure the hours as battles unfold and fate tips in one direction or the other. The balance has not been kind to the Royal Navy. It is March 18, 1941, and Winston Churchill is momentarily quiet as he ponders that wall. He is dictating a radio address to the nation, struggling to find the words. He must acknowledge that twenty-two British merchant ships, nearly 120,000 tons of materiel, have just been sent to the bottom by two German battlecruisers. Those raiders are now represented as a pin on that map, refitting in a French port for their next campaign, a coordinated action intended to link forces with another ship, the mighty Bismarck. Churchill fears that ship above all others, and dreads the day he will see her represented on the chart before him. The Prime Minister takes another puff of his cigar and clears his throat, prompting the secretary to ready his fingers at the typewriter. After another puff, he continues: "We must regard the Battle of the Atlantic as one of the most momentous ever fought in all the annals of the war." Atlantic Chase simulates the naval campaigns fought in the North Atlantic between the surface fleets of the Royal Navy and the Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period. Just as the pins and strings adorning Churchill’s wall represented the course of the ships underway, players arrange trajectory lines across the shared game board, each line representing a task force’s path of travel. Without resorting to dummy blocks, hidden movement, or a double-blind system requiring a referee or computer, players experience the uncertainty endemic to this period of naval warfare. This system also has the benefit of allowing the game to be played solitaire, and to be played quickly. The German player’s task is clear: sever Britain’s lifeline to its overseas colonies and allies. All hangs on the fate of convoys. Ultimately, success or failure in Atlantic Chase will hinge on the Kriegsmarine’s ability to breakout into the Atlantic and find convoys while frustrating British attempts to catch his raiders. The game chronicles the development of the Royal Navy’s strategy to contain the German fleet by pitting players against each other in five successive operations that comprise a Campaign Game. Seven additional scenarios treat specific historical actions, including a Sink the Bismarck scenario, a PQ17 scenario, and the Channel Dash. The game features battleships, aircraft carriers, cruisers, convoys, and pocket battleships, while U-boats, elusive armed merchant raiders, and air assets play an important role too. Operations during the Campaign Game and stand-alone historical scenarios each take 1-2 hours to play. Will the German player do what the Kriegsmarine never managed, execute a large-scale coordinated operation knocking Churchill to his knees? Or will the Admiralty catch and destroy Germany’s great battleships before they become an unanswerable force? The Game Imagine a convoy on its way from Halifax to The Clyde ports, maintaining radio silence. Churchill and his Admiralty know when and where that convoy launched and know its destination, but for now, while it steams east, they can’t be certain of its location. Only when calamity befalls it will the task force’s position on the map be clarified – when it is attacked by a U-boat, or an enemy battlecruiser has managed to intercept it, prompting the convoy to radio home. That prompts the Admiralty to dispatch elements of the Home Fleet to engage the German Raiders. The hunter is now the hunted, as the German battlecruisers strive to elude the Home Fleet and return to port, or perhaps double back and continue their rampage. In this game, either player may take to the offensive, and each must weigh the advantages of aggressive action against the risk of losing precious assets. Each task force on the Operations Map is represented either as a point or a line, the pin or the string. As a point, the task force’s location is known, but as a line it is a fuzzy entity. It’s location is somewhere between each end of the line and neither player knows exactly where that point resides. As a line, a task force is harder to bring to battle. Its line, called a trajectory in the game, indicates a probable course. The ships that comprise that task force are kept off map on a Task Force Display, and they are understood to be in a group somewhere between the two ends of the trajectory. To bring those ships into port, or to battle, the trajectory must be reduced to a point. There are no turns in Atlantic Chase. While a player has the Initiative, they activate task forces to perform actions, and continue doing so until they lose the Initiative. The game swings back and forth until the scenario or operation is complete, each player striving to bring the enemy to battle under advantageous circumstances. Typical of the historical events depicted by the game, battles tend to be fleeting and short, interspersed with air searches, evasive maneuvers, air attacks, and attempts to break away to safety. Players conduct actions to “clarify” lines into points, thereby determining where battles happen or ships slip into port. Will German Raiders intercept the convoy or will British ships and aircraft intercept the Raiders first? "In naval warfare, success and failure are only a hairline apart. A wrong decision or one a minute late, the wrong interpretation of a message, a bad change in the weather, an unfortunate hit – any of these can change victory into defeat in a twinkling." - Grossadmiral Erich Raeder COMPONENTS: * 22 x 34" mounted game board * Two 8.5"x11" Inset Maps * Three 11"x17" player aid cards * Two 8.5"x11" player aid cards * Two Task Force Displays * Sheet and a half of counters * 240 wood segments and cylinders * Rule book * Advanced Battle Rules * Tutorial booklet * Solitaire Scenario booklet * Two-player Scenario booklet * Four six-sided dice DESIGNER, ART, & LAYOUT: Jeremy White PRODUCTION COORDINATOR: Tony Curtis PRODUCERS: Mark Simonitch, Tony Curtis, Andy Lewis, Rodger MacGowan, Gene Billingsley

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82.10 €
kuva tuotteesta on linkki tuotesivulle: B-17 Flying Fortress Leader
B-17 Flying Fortress Leader

You select and command Bomber Groups and Fighter Groups belonging to the US 8th Air Force as you carry out a strategic bombing campaign against German Occupied Europe. As you plan and carry out your missions, the game's AI controls the German Air Defenses, Technology improvements, and allocation of resources to the European, Mediterranean, and Russian campaigns. B-17 is a Dean Brown design. He has worked closely with us to make sure B-17 is faithful to the Air Leader series, while at the same time having its own unique flavor! You begin by selecting a Campaign sheet. Each Campaign details the year of your aerial campaign, point values of different types, objective, and special rules that make the campaign unique. You then select your Bomber Group cards, Fighter Group cards, and any Renowned Commanders you would like to have command them. It is then time to set-up the initial German resources and air defenses that you will be flying through. During each Mission, you select which Target card you wish to attack, plot a flight path to and from the target based on what you think the best path through the defenses is, and then resolve the Mission. During the Mission, you'll move your Bomber Formation and Fighter Escorts one leg of the flight at a time to the target, checking to see if you encounter German fighters, "Bandits", and resolving the air engagements along the way. During these battles, your Escorts will do their best to shield your Bombers from the swarming Bandits, but some might slip through. At which point it will be up to your gunners to destroy the incoming fighters, or at least driving them off. While at the same time, the Bandits will be doing their best to shoot down your Bombers. As you approach the Target, you'll lead your Bombers through deadly fields of flak guns before being able to drop your bombs. Once over target, you'll call out "Bombs Away!" as you rain destruction down on the factories below! It is then time for the long flight home. Hopefully, the enemy fighters will not have had enough time to land, rearm, and take off again to intercept you on your home-bound journey. It is up to you to inflict maximum damage on Germany's war-making capability, while at the same time bringing your brave crews home. Components: * 336 Cards * 5 Counter Sheets * 1 Commander Counter Sheet * 1 Huge 33" x 17" Mounted Display Board * 1 Player Aid Sheet * 1 Mini Campaign Sheet * 1 Single Bomber Sheet * 11 Campaign Sheets * 1 DIF Crossover Sheet * 1 Player Log Sheet * Rulebook 1 Players 30–120 Min Age: 12+

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130.00 €
kuva tuotteesta on linkki tuotesivulle: Beneath the Med: Regina Marina at Sea, 1940-43
Beneath the Med: Regina Marina at Sea, 1940-43

Beneath the Med is a solitaire tactical-level game placing you in command of an Italian submarine during WWII. This is the fourth game in the The Hunters series, and covers one of the largest fleets of submarines in the world at the time. You command one of many submarine models available starting in 1940, and look to successfully complete patrols until the armistice in September 1943. Not only is this a standalone game, but fans of The Hunters will enjoy having the capability to complete Italian careers in one of the many interesting classes of Italian submarine. While your mission is to destroy as much Allied shipping and as many Capital ships as possible, players will find it extremely challenging to survive until the Armistice. Beneath the Med is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of the major Italian submarine classes. All the major classes are accounted for, with every level of detail, including period of service, armaments, crew make-up, damage capacity, and more. Fans of The Hunters will enjoy the same nail-biting game system, but will be challenged by the thick Allied air cover and the problematic fire control systems of the Italian boats. Ten Italian submarine classes are profiled and available for you to choose from. Patrol zones reflect the period during the war at sea and will shift as the war progresses. All stages of the U-Boat campaign are represented; difficult missions include mine-laying, commando delivery, and the extremely dangerous harbor penetration missions. The major Italian classes are are represented and accurately profiled for the patrols you will undertake during the war: * Acciaio Class * Adua Class * Cagni Class * Calvi Class * Foca Class * Glauco Class * Liuzzi Class * Marcello Class * Marconi Class * Perla Class Patrol Assignments include: * Atlantic * Brazilian Coast * Caribbean * Eastern, Central and Western Mediterranean * Singapore * Spanish Coast * West African Coast The game delivers an historical narrative as 480 ship targets are uniquely identified (including tonnage) with their historical counterparts that were sunk during the war, including freighters, tankers, and American ships. Game System Highlights: * 10 Italian submarine classes represented * 9 different Patrol Assignments, including supply delivery to Japan * 480 named shipping targets, including 20 Capital ships * Special Missions for Commando Team Delivery, Supply Delivery, Human Torpedo attack, and Minelaying * Combat encounters with individual ships, ships with escort, convoys, enemy submarines, and aircraft * Daytime and Night Engagements * Submarine damage includes flooding, hull, torpedo doors, periscope, fuel tanks, crew injury (by crew type), engines, hydrophones, AA gun(s), deck gun, batteries, radio * Crew Advancement, Commander Promotion including decorations such as the "Medaglia d'oro al Valor Militare," the "Medaglia d'argento al Valor Militare," and the "Medaglia d'bronzo al Valor Militare," along with other Italian awards. The Knight's Cross is also available from Germany in certain situations. * Multi-player and Tournament Rule options * Evasive Maneuvers, Patrol Abort, Variable Escort Quality, Gibraltar Passage, Reassignment to Newer Submarine, Torpedo Duds, Random Historical Events, Human Torpedo (“SLC”) delivery, and much, much more! Components: * One ½” full-color counter sheet * One ¾” wide full-color counter sheet for Targets * Rules booklet with designer's notes * Six player aid cards, 2-sided * Five Submarine Display Mats, 2-sided * One Submarine Patrol Map, 2-sided * Submarine Combat Mat * Submarine patrol logsheet * Three 6-sided, two 10-sided dice, and one 20-sided die * Boxed Average Playing Time: Two-Three Hours Players: One (with options for more players) Replayability: Very High

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61.30 €
kuva tuotteesta on linkki tuotesivulle: CDG Solo System 1
CDG Solo System 1

Introduction Some of the best things in life come from those who are willing to ask the hard questions… “Is there a more meaningful, entertaining and mentally healthy way of playing these games solo than the “dunce cap tango”? Is there a way to play CDGs in solitaire mode where the player will experience the story developing as they play along, while occasionally being surprised by unexpected events and forced to react to developing and changing situations, all while being unaware of all of the other side’s cards whenever playing one side? This is what the CDG Solo Method is all about.” - Stuka Joe, The Madness Behind a CDG Solo Method, Inside GMT, 2016 The CDG Solo System is a revised GMT Edition of Stuka Joe's CDG solo method, which streamlines two-handed solitaire gameplay by decreasing turn to turn overhead and maintenance. This method of play increases narrative immersion as the great battles of history unfold on your tabletop. The GMT edition of the CDG Solo System includes professionally printed components, a custom screen-printed die, an official ruleset, and Playsheets for seven of GMT’s most popular Card Driven Games. Gameplay Overview The CDG Solo System plays alongside your favorite CDG and is designed to enhance your solitaire experience by reintroducing many of the best parts of wargaming that fall apart in standard two-handed play, namely, as Stuka Joe mentioned above, the narrative flow and the fog of war.  The CDG Solo System includes two Card Displays that are used to manage each side’s hand of strategy cards. At the beginning of each Side's turn, you will roll a Fate Die to determine which of the cards in one or more of the slots are available for play. Typically 2 or 3 cards are available at a time, but the final decision is ultimately yours. After a card is played, the marker on the Cards Remaining track slides one spot to the left, and then it’s time to roll the die for the other side’s turn. Because the turn to turn maintenance level is so low, the rhythm of play quickly becomes second nature and allows for the game to shine. The combination play between the roll of the Fate Die and the layout of the Card Displays provides many great benefits for Solitaire CDG players. First, the singular die roll provides a nearly instantaneous result that limits the player’s options so a decision can be made quickly for each side.  Second, because cards are only turned face-up when their lettered slot is rolled, the player doesn’t know all of the cards that will be available for each side. This combined with the Fate Die dictating which slots are available each turn effectively reinstates a reasonable degree of uncertainty and allows the player to focus on the options for the active side, instead of falling victim to the mental strain of trying to take every card into consideration while also pretending to not know what the other side is planning to do.  Finally, the system allows for an element of surprise. Every once in a while, the perfect strategy hangs in the balance as the die rolls. Whether things look grim (until the die roll flips the perfect card) or everything feels like it's falling perfectly in line (until the card slot you need isn't rolled), the CDG Solo System reintroduces the fog of war to solitaire CDG wargaming. The moments that don't go as planned make for the best stories. Playsheet Support Along with a Rules Summary and the components we’ve talked about above, the system will launch with official Playsheet support for seven GMT games: Caesar: Rome vs Gaul Commands & Colors: Ancients Commands & Colors: Samurai Battles For The People Illusions of Glory Paths of Glory Washington’s War Playsheets are single sheets of rules, front and back, that contain all of the game-specific rules needed to use the system. These include a diagram of set-up, a listing of die result rulings, and modifications to the system that are necessary to meet the demands of unique game rules. For those who are familiar with Stuka Joe’s original solo method, the Playsheets are based on the original “Tweak Sheets” and provide the same ease, simplicity, and clarity while aiding in the play experience. While the CDG Solo System is launching with support for the above-mentioned titles, the development team will continue to build more official Playsheets to support old and new CDGs in the GMT catalog. Finally, we recognize that the CDG Solo System was a community effort and want to give back to the community that developed this system. So, GMT will make the rulebook, playsheets, and all needed files available as a free Print-and-Play download when the system is sent to the printer. COMPONENTS: * 2 Card Displays * 1 Six-Sided Custom Die * 4 Markers for the Cards Remaining Track  * 1 Rules Summary * 7 Playsheets (Caesar: Rome vs Gaul, Commands & Colors: Ancients, Commands & Colors: Samurai Battles, For The People, Illusions of Glory, Paths of Glory, Washington’s War) Original Solo Method Design: Stuka Joe Solo System Design: Ken Kuhn  Developer: Ken Kuhn

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26.00 €
kuva tuotteesta on linkki tuotesivulle: CDG Solo System 2
CDG Solo System 2

Introduction Some of the best things in life come from those who are willing to ask the hard questions... “Is there a more meaningful, entertaining and mentally healthy way of playing these games solo than the “dunce cap tango”? Is there a way to play CDGs in solitaire mode where the player will experience the story developing as they play along, while occasionally being surprised by unexpected events and forced to react to developing and changing situations, all while being unaware of all of the other side’s cards whenever playing one side? This is what the CDG Solo Method is all about.” - Stuka Joe, The Madness Behind a CDG Solo Method, Inside GMT, 2016 The CDG Solo System is a revised GMT Edition of Stuka Joe's CDG solo method, which streamlines two-handed solitaire gameplay by decreasing turn to turn overhead and maintenance. This method of play increases narrative immersion as the great battles of history unfold on your tabletop. The GMT edition of the CDG Solo System includes professionally printed components, a custom screen-printed die, an official ruleset, and Playsheets for seven of GMT’s most popular Card Driven Games. AND WE’RE BACK! It is our goal to keep making Playsheets for GMT’s CDGs and so we are back with nine new Playsheets, two new Card Displays in Red and Yellow, and a Black Fate Die. Gameplay Overview The CDG Solo System plays alongside your favorite CDG and is designed to enhance your solitaire experience by reintroducing many of the best parts of wargaming that fall apart in standard two-handed play, namely, as Stuka Joe mentioned above, the narrative flow and the fog of war. The CDG Solo System includes two Card Displays that are used to manage each side’s hand of strategy cards. At the beginning of each Side's turn, you will roll a Fate Die to determine which of the cards in one or more of the slots are available for play. Typically 2 or 3 cards are available at a time, but the final decision is ultimately yours. After a card is played, the marker on the Cards Remaining track slides one spot to the left, and then it’s time to roll the die for the other side’s turn. Because the turn to turn maintenance level is so low, the rhythm of play quickly becomes second nature and allows for the game to shine. The combination play between the roll of the Fate Die and the layout of the Card Displays provides many great benefits for Solitaire CDG players. First, the singular die roll provides a nearly instantaneous result that limits the player’s options so a decision can be made quickly for each side. Second, because cards are only turned face-up when their lettered slot is rolled, the player doesn’t know all of the cards that will be available for each side. This combined with the Fate Die dictating which slots are available each turn effectively reinstates a reasonable degree of uncertainty and allows the player to focus on the options for the active side, instead of falling victim to the mental strain of trying to take every card into consideration while also pretending to not know what the other side is planning to do. Finally, the system allows for an element of surprise. Every once in a while, the perfect strategy hangs in the balance of the die roll. Whether things look grim (until the die roll flips the perfect card) or everything feels like it's falling perfectly in line (until the card slot you need isn't rolled), the CDG Solo System reintroduces the fog of war to solitaire CDG wargaming. The moments that don't go as planned make for the best stories. Playsheet Support Pack 2 adds official Playsheet support for nine GMT games: * 1960: The Making of The President * Commands & Colors: Ancients Epic Battles * Commands & Colors: Napoleonics * Commands & Colors: Napoleonics Epic Battles * Commands & Colors: Medieval * WW2: Barbarossa to Berlin * Pursuit of Glory * Empire of the Sun * Wilderness War Playsheets are single sheets of rules, front and back, that contain all of the game-specific rules needed to use the system. These include a diagram of set-up, a listing of die result rulings, and modifications to the system that are necessary to meet the demands of unique game rules. For those who are familiar with Stuka Joe’s original solo method, the Playsheets are based on the original “Tweak Sheets” and provide the same ease, simplicity, and clarity while aiding in the play experience. While the CDG Solo System is launching with support for the above-mentioned titles, the development team will continue to build more official Playsheets to support old and new CDGs in the GMT catalog. Finally, we continue to recognize that the CDG Solo System was a community effort and want to give back to the community that developed this system. So, we've already made the rulebook, playsheets, and all needed files available as a free Print-and-Play Why Might I Want Another Set of Card Displays? *Aside from the simple convenience of being able to store a copy in the box of each of your most played CDGs, one of the key reasons you may want to consider a different colored set of Card Displays is for playing multi-player CDGs with up to four factions. We’ve already started exploring higher player-count GMT CDGs with the upcoming release of Clash of Sovereigns. Clash of Sovereigns features four factions and will ship with a CDG Solo Playsheet in the box. We’ve also got a couple of other higher player-count CDGs on the development docket, so having a couple of extra Card Displays will be a must! COMPONENTS: * 2 Card Displays * 1 Six-Sided Custom Die * 4 Markers for the Cards Remaining Track * 1 Rules Summary * 9 Playsheets (1960: The Making of the President, Commands & Colors: Napoleonics, Commands & Colors: Napoleonics Epic Battles, Commands & Colors: Ancients Epic Battles, Commands & Colors: Medieval, WWII: Barbarossa to Berlin, Pursuit of Glory, Empire of the Sun, and Wilderness War) Original Solo Method Design: Stuka Joe Solo System Design: Ken Kuhn Developer: Ken Kuhn

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26.00 €
kuva tuotteesta on linkki tuotesivulle: Corsair Leader
Corsair Leader

Säännöt ja Pilot's Log. This game places you in command of a US Navy or US Marine Squadron in the hostile skies of WWII in the Pacific! We are proud to break into this new era, and Corsair Leader, and the rich history of the US Navy and Marines is the perfect way to do it. Thank you for all the support you have shown for the Air Leader series! For those of you who are new to the series, Air Leader games are entirely solitaire by design. This means you can play whenever, where ever, and for as long as you like. No opponent needed! The game system handles all the enemy decisions and actions for you! Corsair Leader adds several new features to the Air Leader series: * Detailed Dogfighting rules! - You'll select a Maneuver, adjust Position, and do your best to shoot down enemy aircraft! The AI uses the same rules for Maneuvering on your Aircraft! * Enemy Bandit Pilot Skill Levels - Each Enemy Bandit is rated for its Pilot Skill Level from Newbie to Ace. The higher their Skill Level, the higher their ratings. When you shoot down enemy Veterans and Aces, you remove those counters from the Campaign! * Gung Ho - WWII was all about teamwork and getting the job done. Each of your Pilot's has a Gung Ho skill that you can use to perform heroic actions! * Naval Sites - We've added an entire set of Naval Site counters for Naval Targets! This gives Naval Targets a completely different feel from land targets! 1 Players 120 Min Age: 12+

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143.00 €
kuva tuotteesta on linkki tuotesivulle: Devil Boats: PT Boats in the Solomons
Devil Boats: PT Boats in the Solomons

Devil Boats: PT Boats in the Solomons is a solitaire, tactical-level wargame. You, as commander, will lead a squadron of four US Navy PT boats on nightly missions against Japanese forces in the Solomon Islands during the summer months of 1943. Sleek, fast, and heavily-armed, US Navy PT boats were soon given the nickname ‘Devil Boats’ by Imperial Japanese forces for their ability to suddenly show up out of nowhere, inflict heavy damage, and then quickly disappear again under the cover of night. From General Douglas Mc Arthur’s evacuation from the Philippines in 1942, throughout numerous bloody South Pacific island naval battles, and finally upon the eventual return of US forces to the Philippines in 1945, US Navy PT boats played a small but important role in the South Pacific Campaign during World War II. Devil Boats: PT Boats in the Solomons covers the months from July to September 1943- the most active months during the campaign against Japanese forces in the New Georgia Islands area as US forces advanced northward. As PT Boat commander, you will lead up to four PT boats on nightly patrols from your PT base on Rendova Island. Your primary goal is to sink as many IJN barges as possible in an attempt to prevent them from transporting troops and supplies to the surrounding islands. But that’s easier said than done, as enemy air patrols and the occasional IJN destroyer will do their best to sink you and your squadron. And don’t think that sinking IJN barges will be easy. They were armored and very tough, requiring hundreds or even thousands of PT gun shell hits to sink. More often than not, they escaped into the night. You may occasionally be assigned a special mission, such as picking up a downed Allied airman, dropping off supplies to a coastwatcher, or even shelling an enemy supply dump. But beware- hidden enemy machine gun nests and shore guns may await as your boats approach the shoreline. Other hazards you and your squadron will likely face are bad weather with heavy seas, reef collisions, and a multitude of random events. Devil Boats: PT Boats in the Solomons models 12 individual PT boat crewmen that may be injured, killed, or even come down with Malaria. But if they do survive long enough, their skills will improve. The game also models individual PT boat equipment and components, such as radio, radar, engines, guns, bilge pumps, etc. These components may be damaged or destroyed, perhaps forcing your PT squadron to break off the patrol early, or maybe even disabling one of your boats. Also modeled is PT squadron management, allowing you to conduct PT boat assignments and repairs. As PT squadron commander, your ultimate goal is to survive the 3 months and destroy as many IJN enemy forces as possible without suffering too many squadron losses yourself. But be careful- play recklessly and lose too many PT boats and you may find yourself relieved of command and sent back to the States, or even court-martialed! But do well and you will earn well-deserved medals, and maybe even change the eventual outcome of the war for the better. Devil Boats: PT Boats in the Solomons was designed to be detailed, yet accessible to even new players with no prior gaming experience. Gameplay has been greatly streamlined by avoiding the need to memorize a bunch of complicated rules, yet it still retains a certain level of complexity and unpredictability that add to replayability. Most patrols can be completed in 15-30 minutes, with the occasional 1-hour patrol if several enemy convoys are encountered. The option to play Short and Medium campaign games of one or two months is also included. One thing is certain- no two missions will ever play the same.

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74.80 €

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