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Commands & Colors: Ancients Expansion 6 -The Spartan Army
Commands & Colors: Ancients Expansion 6 -The Spartan Army

We are Sparta...
More than a line from a movie, The Spartan Army is the sixth expansion for the Commands & Colors: Ancients game system.

The Spartan Army expansion features over 20 scenarios, which focus on a period of time from 669 BC to 338 BC. In the early battles of Sparta against Argive, we see the development of Hoplite armies. We then move onto the war with the Persian Empire and take a closer look at the battle of Thermopylae, 480 BC. During the Peloponnesian Wars, Sparta takes a leader position among the Peloponnesian states, which would last for almost two centuries. Finally there is a shift in power away from Sparta during the battles of the Theban Era and the rise of Macedon.

The Spartan Army expansion also provides all the blocks and stickers needed to field a Spartan Army and its allies to oppose the armies from Commands & Colors: Ancients - Expansion #1 - Greek vs Eastern Kingdoms. As well as one sheet of 15 new double sided Terrain Tiles.

Rules-wise, if you are familiar with Commands & Colors: Ancients, you'll have no trouble at all learning the special rules for Hoplite infantry, for the basic game mechanics remain unchanged. Battle dice still resolve combat quickly and the Command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory.

As with all Commands & Colors: Ancients expansions to date, the tactics you will need to execute with thees Hoplite armies will conform remarkably well to the advantages and limitations inherent to these historical units, their weapons, the terrain and history.

A special thanks goes out to Pat Kurivial, Miguel Marqués, Dan Fournie and all at GMT for their efforts and enthusiasm to bring forth another outstanding expansion for Commands & Colors: Ancients. Welcome once again to the fun... Enjoy!

Contents:
* Rule/Scenario Booklet that features 26 historical scenarios
* 1 Reference Card
* 228 Blocks
* Block Label sheets
* 2 Terrain Tile Sheets: each contains 15 double-sided Terrain Tiles

Game Design: Richard Borg

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71.50 €
Commands & Colors: Samurai Battles
Commands & Colors: Samurai Battles

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

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

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

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

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

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

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

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

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

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

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

-Richard Borg

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

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

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

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119.90 €
Conquest and Consequence
Conquest and Consequence

Conquest and Consequence brings the Triumph and Tragedy system to the Pacific/East Asia theater during the same 1936-1945 time period. Like T&T, it is designed for 3 players, maintaining the 3-sided dynamic that adds so much variety and intrigue to the system.

Militarist Japan, the first Asian power to modernize, seeks to replace the European colonial empires in East Asia with a true “all-Asian” empire, with itself as the natural leader. The Communist Soviet faction comprises the Siberian USSR and the Red Chinese revolutionaries. The Capitalist USA faction consists of the United States, the British Empire, and the struggling regime of Nationalist China.

The game begins in 1936 with the Militarists in control of Japan and expansion on the agenda. Its [war] industry is well developed, but it is weak in population and particularly resources. Its battle-hardened army has easily overrun resource-rich Manchuria, and a weak China awaits.

Japan (like Germany in T&T) has the early initiative due to its well-prepared military. Will it:
* Move south into China?
* Take the “Northern Road” into resource-rich east Siberia (as favored by the army)?
* Pursue the “Southern Road” to the oil-rich Dutch East Indies advocated by its navy?
* Or bide its time, seeking a better position via diplomatic arrangements with neutrals including independent Chinese warlord states?

Japanese aggression in China will likely irritate the sleeping giant that is the USA, but it is far away across the wide Pacific, and Japan has special naval abilities that allow it to compete at sea.

The Red Chinese have just completed their Long March and re-established their base in inland Shaansi, far from areas of Japanese (or Capitalist) interest. The Red Chinese are very weak militarily but have a secret weapon: Partisans. These are non-military “political” organizations (represented on-map with cardboard counters) that are difficult to eradicate, multiply if ignored, and can be converted into military units when desired (this being ill-advised without sufficient concentration). The Soviet Union, also acutely aware of Japanese expansionism, is desperately fortifying eastern Siberia, which is otherwise thinly defended.

Nationalist China is aware of the Japanese threat but must also deal with the internal Communist threat. The United States is disarmed, disinterested, and distracted by the Great Depression. The British Empire is woefully under-defended and overconfident. The USA alliance must build up its economy while somehow improving the military capabilities of the British Empire, Nationalist China, and itself.

The game combines the Pacific naval war and the land war in Asia (including the Chinese Civil War), both equally weighing upon victory. The naval war is dramatic, featuring short, decisive battles and expanded roles for airpower and island bases. In the tradition of Triumph and Tragedy, the 3-sided aspect features negotiation, diplomacy, and subterfuge within a multitude of strategic possibilities. Like T&T, the game allows players freedom to diverge from the inclinations and policies of the historical actors and plays in 4-6 hours of constant tension and involvement.

COMPONENTS:
* 22”x 34” Mounted mapboard
* 228 wooden blocks
* 2 label sheets (sticky labels)
* 2 5/8” counter sheets
* 55 Action cards
* 55 Investment cards
* 28-page Rulebook
* 32-page Playbook
* 3 Player Aid cards (2-sided cardstock)
* 1 pad of Game Record sheets
* 4 6-sided dice

DESIGNER: Craig Besinque
DEVELOPER: Simon McDonald
ART: Charlie Kibler and Carlos Olivares
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Andy Lewis, Rodger MacGowan, Gene Billingsley, Mark Simonitch, Tony Curtis

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162.50 €
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 €
Dark Summer: Normandy, 1944
Dark Summer: Normandy, 1944

D-Day and the battle for Normandy, June 6 to August 21

On 6 June 1944, the western Allies landed in Normandy, and after bloody fighting, gained a lodgement in Nazi-occupied France. Caught off-guard and crippled by both Allied air superiority and Hitler's interference, the Germans under Field Marshal Rommel nevertheless put up a ferocious defense that threatened to turn the hedgerows of Normandy into a WWI stalemate. Only after three bloody months did the Allies shatter the German defenses, breaking out to overrun France, Belgium, and parts of Holland. Yet, despite horrible losses, enough Germans escaped the “Pocket at Falaise” to halt the Allies at the German border. The dark summer of 1944 would be followed by an even darker winter.

The Dark Summer: Normandy 1944 is the latest in Ted S. Raicer's WWII operational series that began with The Dark Valley: The East Front Campaign 1941-45. The game uses a chit-pull activation system that determines both the order and type of each sides' actions during the game's ten action-packed turns, covering June 6 to August 21, 1944.

The availability of Action Round chits (for the Germans, and separately for the British and US forces) is itself determined by the draw of Weather chits, one per turn, which reflect the importance of weather on the effectiveness of Allied air superiority and Allied shipping across the Channel. Weather also determines the number of German Reaction markers, which allow limited response to Allied actions. The “Dark” chit pull system makes The Dark Summer an excellent game for solo play, while keeping both players involved in face-to-face play.

The single map extends from just south of Cherbourg (itself covered by a Cherbourg Box) southwest to Avranches and southeast to Alencon, allowing players to recreate the entire campaign from D-Day to the closing of the Falaise gap in late August. Units are mostly regiment/brigades, with a few battalions, but German mechanized forces are presented as operational kampfgruppen.

Victory is determined by the Allies capturing Cherbourg, exiting units to Brittany and Paris, and preventing the exiting of German units, but the Allies win a sudden death victory if they capture all the cities on the map before Turn 10 and the Germans win a sudden death victory by closing down any three Allied Beaches, two of which must be contiguous. The unknown activation sequence means the Allies cannot take the safety of their landing beaches for granted in June!

The Dark Summer: Normandy 1944 is a game of moderate complexity, but nevertheless covers all the most important elements of the campaign. There are rules for the D-Day Landings, untried German strong-points and Ost battalions, Allied tac-air and carpet bombing, Allied artillery superiority, German nebelwerfer and flak guns, Allied naval support, the conquest of Cherbourg, exiting and re-entering the map, and variable entry and possible delay of both side's reinforcements.

A game on an epic campaign that is playable in a single day's gaming and with a small footprint that will allow it to be left set-up for solo study, The Dark Summer: Normandy 1944 is a must-have for fans of WWII operational games, the “Dark” system, or students of the campaign for northwest Europe.

COMPONENTS:
* 1 22” by 34” large-hex map
* 384 9/16” counters
* 1 Rulebook
* 1 Playbook
* 3 Player-Aids Cards
* 1 six-sided die

Game Scale and Scope:
Units: Regiments/Brigades
Time: ¼ Month per Turn
Map: 2.3 miles per hex
Players 1-2

DESIGNER: Ted S. Raicer
DEVELOPER: Ivan Blair
MAP and COUNTER ART: Charles Kibler and Chad Jensen
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Andy Lewis, Tony Curtis, Mark Simonitch, Rodger MacGowan, & Gene Billingsley

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71.50 €
Death Valley: Battles for the Shenandoah
Death Valley: Battles for the Shenandoah

Death Valley: Battles for the Shenandoah is the seventh installment of the Great Battles of the American Civil War (GBACW) series, published by GMT Games. Eight full battles are included.

Three Battles of the Shenandoah Valley Campaign of 1862
In a campaign still studied in military academies, Confederate General Thomas J. (Stonewall) Jackson engaged and defeated the Union forces pursuing him. Greatly outnumbered and at times facing three Union armies, Jackson defeated them all within ten weeks, at one point completely freeing the Shenandoah Valley of Union forces. Three battles from Jackson’s 1862 Valley Campaign are featured.

Kernstown, March 23, 1862
In the spring of 1862 Union General Nathanial Banks moved his 38,000 man V Corps into the Shenandoah Valley in conjunction with McClellan’s advance on Richmond. There was no resistance from the 3000 Confederates under General Thomas (Stonewall) Jackson, a hero of Bull Run, then in his first independent command. Confident that all was secure in the Valley, but concerned for the safety of the capital, Washington began to transfer the V Corps troops to defend the city, leaving the 7000 men of General James Shields’ division to block the lower Valley. But Jackson was ordered to keep the Union troops in the Valley from joining forces with those threatening Richmond. After receiving reports that only a rear guard remained south of Winchester, he attacked. The battle was the first of Jackson’s Valley Campaign.

Winchester, May 25, 1862
After Kernstown General Banks led a newly reinforced and newly named army of the Department of the Shenandoah in pursuit of Jackson. After a series of Confederate maneuvers Banks lost contact with Jackson’s army. During that time Jackson defeated a Union force threatening his left flank at McDowell and joined forces with the two Confederate brigades defending the mountain passes there. Jackson then turned on Banks. Uniting with another Confederate division under General Richard Ewell, Jackson outflanked Banks at Front Royal and threatened to cut his supply line, starting a race for Winchester. Banks reached the town first and set up a defense south of the town. He had to buy time for the Union supply train to escape.

Cross Keys and Port Republic, June 8-9, 1862
Following Winchester, Washington sent two Union forces to trap the Confederates in the lower Valley. Two divisions from the Mountain Department under General John Fremont advanced from what is now West Virginia, and one division under General James Shields from the Department of the Rappahannock moved into the Valley from the east. A rain-swollen Shenandoah River separated the Union forces. Jackson engaged both on successive days to end the Valley Campaign.

Five Battles of the Shenandoah Valley Campaigns of 1864

New Market, May 15, 1864
Early in 1864, Union Lieutenant General Ulysses S. Grant devised a plan to attack the Confederacy on multiple fronts simultaneously. As part of that plan Major General Franz Sigel was to lead 9000 men up the Shenandoah Valley to cut the Virginia Central Railroad at Staunton and deprive Robert E. Lee of the Valley's rich resources. Opposing the Union move in the Valley was Major General John C. Breckinridge. The Confederates were able to scrape together 7500 men by including county reservists and the cadets from Virginia Military Institute. Lee could space no reinforcements. After the lead Union forces occupied New Market, Breckinridge attacked.

2nd Kernstown, July 24, 1864
Grant dispatched elements of three Union Corps led by General Horatio Wright, to pursue Confederate General Jubal Early in his retreat from the raid on Washington. After a victory by the Union cavalry at Rutherford’s Farm and Early’s continued retreat up the Valley, General Wright was convinced that Early was withdrawing to join the defense of Richmond. Both the Union VI Corps and XIX Corps were withdrawn, leaving General George Crook’s 13,000 strong Army of West Virginia to defend the lower Valley. Tasked with tying up as many Union troops as possible, Early turned to attack upon learning that he faced only one Union corps.

3rd Winchester, September 19, 1864
Grant consolidated command over the Union forces in the Shenandoah Valley under General Phillip Sheridan. Even though Sheridan commanded a superior force, he remained on the defensive, behavior Early mistook for timidity. When Early undertook a raid against the B&O Railroad, stringing out his four divisions from Winchester to Martinsburg, Sheridan moved to cut off the entire Confederate army at Winchester, initiating the largest battle fought in the Shenandoah Valley.

Fisher's Hill, September 22, 1864
Sheridan defeated the Confederates at the 3rd Winchester, but he was unable to destroy the army. Early retreated 20 miles up the Shenandoah Valley to Fisher's Hill, near Strasburg, a position that the Confederates had strongly fortified during their occupation of the area in the summer of 1864; however, that summer the Confederates had more troops to man the works and also had reinforcements on the way. Early wrote that it was the only place in the Valley to make a stand. Sheridan saw that a frontal attack was not practical, but was determined to finish what he started at Winchester and push the Confederates out of the valley.

Cedar Creek, October 19, 1864
After defeating Early at Winchester and Fisher’s Hill, Sheridan was convinced the Confederates were no longer capable of offensive operations and withdrew the Union army into camps along Cedar Creek. Early, reinforced with a division under General Joseph Kershaw, tentatively pursued. After studying the Union positions, a plan was devised for a surprise attack on the exposed Union left flank. Outnumbered by 3 to 1, the Confederates launched what initially looked to be one of the most successful attacks of the war.

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

Changes have been made to the series rules for Death Valley in order to enhance their clarity and simulation value. Veteran players will find the revised rules to be very familiar, with the main differences being in the user-friendliness of the rulebook, as well as how the game "feels", especially for players versed in Civil War tactics.

The Game:
Death Valley: Battles for the Shenandoah contains eight battle games with multiple scenarios. They range from division level contests on half sized maps to two map battles between armies. Experienced players will be able to play many of the scenarios in one sitting. The rules compare the development of the cavalry, and the changes in infantry and artillery organization and tactics in 1862 and 1864.

Components:
* 1960 counters
* Three 22" x 34" double-sided maps
* Two 17" x 22" double-sided maps
* One GBACW series rules booklet
* Two Battle booklets
* Sixteen Activation and Turn Record charts
* Two Player Aid Cards
* One Terrain Effects Chart
* One 2nd Disorder Chart
* Two 10-sided dice

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

SERIES DESIGNER: Richard H. Berg
GAME DESIGNER: Greg Laubach
SERIES DEVELOPER: John Alsen
GAME DEVELOPER: Bill Byrne

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115.70 €
Death Valley: Battles for the Shenandoah Expansion
Death Valley: Battles for the Shenandoah Expansion

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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45.50 €
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

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101.40 €
Down in Flames Squadron Pack 2: Bombers
Down in Flames Squadron Pack 2: Bombers

Following on the heels of the first Squadron Pack for the Down in Flames series of WWII air combat card games comes Squadron Pack 2: Bombers. While the first pack contained new fighters, this one adds more Light Bombers and Formation aircraft to the system.

The pack will include such famous aircraft as the B-25H (complete with 75mm gun) and the Il-2m3 Shturmovik. But there will be lesser-known planes as well, like the German Hs-129B-1/R2 (a sort of WWII version of today's A-10) and the Italian CANT Z.501 Gabbiano flying boat. All the cards will be printed in the eight-per-sheet (cut 'em out yourself) style of C3i-DiF module inserts that you've enjoyed over the years.

One of the difficulties in creating a pack of bombers and patrol planes is that up until now these aircraft types have only been used in the context of a Down in Flames campaign. The rules included in the pack provide three ways around this problem. First, there are guidelines for adding Formation aircraft to basic game dogfights. Second, the pack includes a number of stand-alone generic missions into which players can simply "plug in" appropriate aircraft. Finally, we have included rules (courtesy of Roger Horky) that allow Formation aircraft to engage in a form of dogfighting (called Gunnery Duels in the game) with other Formation planes. So if you've ever wanted to fly a Short Stirling against an FW-200 Condor, now's your chance.

Squadron Pack 2's rules also contain reprints of some of the rules from Corsairs and Hellcats for the benefit of those players who don't own that game (you know who you are). In addition, there are rules for two new ground attack weapons: the German Hs 293 radio-controlled air to surface missile and Fritz X radio-controlled glide bomb.

Like the first pack, Squadron Pack 2: Bombers will contain 64 new aircraft cards printed 8 to a sheet in the same enhanced graphic style as Squadron Pack 1. The pack will also include a short (4-8 page) rulebook and an 11x17 wrap around cover decorated with Rodger MacGowan's gorgeous artwork. The inside of the cover sheet will form a play mat for use during Gunnery Duels.

Developers: Mike Lemick and Rodger B. MacGowan

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24.00 8.40 €
alin hinta 30 päivää ennen alennusta 24.00
Empire Of The Sun: The Pacific War, 1941-1945
Empire Of The Sun: The Pacific War, 1941-1945

Empire of the Sun (EotS) is Mark Herman's third card driven design since he introduced the system to the hobby in We The People. EotS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbor until the surrender of Japan. EotS is the first card driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of MacArthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to Australia. This is represented on a single map based on a 1942 equal area projection of the entire theater of conflict.

As in other games using the CDG system, players try to maximize the impact of their cards even as they hide their intentions and traps from their opponent. The player is faced with a wide set of clear strategic choices. The focus of EotS is on directing major offensive axes of advance. The Japanese early in the game are challenged to achieve their historical expansion as Allied forces battle the clock to react with their in-place forces trying to achieve maximum damage to the hard-to-replace Japanese veteran units.

Combat in EotS is based on successfully bringing superior combined land, air, and sea forces to bear in a two-tiered combat system. The first tier is the resolution of air-naval combat, the second tier covers ground combat. The culmination of both tiers results in one side prevailing in battle.

The key variable in determining strategic victory is the level of U.S. political will. The Japanese win the game by forcing the U.S. into a negotiated peace, which was not achieved historically. The Japanese achieve this by knocking countries like India, China, and Australia out of the war, while inflicting massive casualties on the United States. The delivery of the A-bomb on its historical schedule is not a guarantee, often necessitating Operation Olympic and the invasion of Japan. It is often in its darkest hour that the Japanese find victory in EotS.

EotS scenarios were designed with the busy enthusiast, grognard, and competitive tournament player in mind. EotS was designed to be played n yearly scenarios (1942, 1943, and 1944) of three turns each that play in under two hours. If you are a fan of CDG's, EotS takes the genre into a familiar, but new direction. If you are a fan of classic hexagon wargames, this game has all of the features that brought you to this hobby in the first place, but with a new level of excitement and replayability. The game is comprehensive, but easy to learn.

COMPONENTS:
* 280 9/16" counters and 88 5/8" counters
* Two decks of Strategy Cards (82 Japanese and 83 Allied)
* One 22"x34" MOUNTED Mapsheet
* 2 x Player Aid Cards (11"x17" & 8.5"x11")
* Rules Booklet
* One ten-sided die

Game Features:
TIME SCALE 4 months per turn
MAP SCALE 150 miles per hex
UNIT SCALE Brigade, Division, Corps, and Army
NUMBER OF PLAYERS 1-2

DESIGNER: Mark Herman
DEVELOPER: Stephen Newberg
ART DIRECTOR: Rodger B. MacGowan
MAP & CARD ART: Mark Simonitch
COUNTER ART: Mark Simonitch, Dave Lawrence, & Rodger B. MacGowan
PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch

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104.00 €
Falling Sky -The Gallic Revolt Against Caesar
Falling Sky -The Gallic Revolt Against Caesar

All Gaul...

Winter, 53 BC: In a series of brilliant and brutal campaigns, Caesar has seized Gaul for Rome. But not all tribes rest subdued. In the north, the Belgic leader Ambiorix springs a trap on unwary legions while Caesar is away. In the south, an ambitious son of the Arverni seeks to unite a Celtic confederation in revolt against the hated Romans. And what of the influential Aedui? Their republic appears content to shelter under Roman protection – but can they be trusted any further than any other Gauls? Meanwhile, along the Rhine, Germanic warbands multiply.

FALLING SKY takes 1 to 4 players into the military actions and complex politics of Roman-occupied but not-yet-conquered Gaul. Caesar and his hard-hitting legions cannot be everywhere and will not triumph without powerful allies among local tribes. But each Gallic confederation has its own agenda and must keep its eyes not only on the Romans but also on Celtic, Belgic, and Germanic rivals. Players recruit forces, rally allies, husband resources for war, and balance dispersed action with the effectiveness and risk of concentrated battle.

Leveraging GMT’s popular COIN Series system to integrate historical events with wide-ranging strategic options across the gameboard, FALLING SKY provides accessible and deep historical gaming of war, politics, and diplomacy. A full solitaire system enables solo players to test their skill against an array of game-run factions, each unique. From Britannia to the Rhenus and down to Narbonensis, armies are on the move. Who shall finally subdue Gaul?

Components:
• A 17”x22” mounted board.
• A deck of 76 playing cards.
• Over 180 wooden pieces—
o 3 15mm dia. X 20mm high cylinders (embossed)
o 8 15mm dia. X 10mm high cylinders (embossed)
o 38 15mm dia. X 4mm high discs
o 105 10mm X 10mm octagonal cylinders (embossed)
o 12 9mm cubes
o 11 15mm x 15mm X 8mm blocks
o 12 small pawns.
• 5 5x7” Available Forces displays.
• 4 Faction player aid foldouts.
• 2 Non-Player foldouts.
• 2 Sequence of Play and Germanic Tribes sheets.
• A sheet of markers.
• 4 plastic 6-sided dice.
• Play book.
• Rule book.

Players: 1-4 (full solitaire system)
Map: Area movement
Time scale: 1 year per 15-card campaign

Designers: Volko Ruhnke and Andrew Ruhnke
Series Developer: Mike Bertucelli

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104.00 €
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 €
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)

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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

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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

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32.50 €
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

      loppu varastosta
58.50 €
Flying Colors: Deluxe Edition
Flying Colors: Deluxe Edition

On the 21st of October 1805, in a light wind off the coast of Cape Trafalgar, Admiral Horation Nelson turned his fleet to engage a combined Franco-Spanish force on its way to Naples to deposit 4,000 troops in support of Napoleon's forces in Italy. The British fleet, organized into two columns, drove forward under threatening skies toward the enemy and just before noon, Nelson raised the famous signal: "England expects that every man will do his duty."

Less than an hour later the two colossal fleets engaged in one of the most famous naval battles in history. It would become Nelson's greatest victory and would ensure British naval supremacy for decades, but he would never again see an English port.

Flying Colors recreates naval actions during the height of the Age of Sail, from small engagements to full battles involving dozens of ships in each fleet. Play is fast, furious, and does not require the pre-plotted movement found in many other naval games. Instead, a simple initiative and command system allows players to activate and maneuver their fleets in a realistic manner, indicating how older commanders adhered to rules of engagement where more forward thinking commanders, like Nelson, could retain control of their fleets after the first broadsides began to be exchanged.

This is not a strategic level game where one piece represents several ships. Flying Colors includes 300 individually named ships rated for size, gunnery, boarding ability, and damage capacity. Also included are nearly four dozen individually named commanders, rated for their ability to control their formations as well as the impact of their presence within the fleet. The game system provides what naval enthusiasts will expect in a tactical Age of Sail game: broadsides, rakes, anchoring, wind effects, weather, shore batteries, and much more. All this is packed into a short, accessible rulebook.

Included within the game are 17 historical scenarios ranging from the Battle of Minorca (1756) during the Seven Years War to the Battle of the Capes during the American Revolution and on through the Battle of Trafalgar (1805) during the Napoleonic Wars. The battles range in size from small engagements playable on a single map through huge engagements like the Glorious First of June playable on three maps. Players are also free to create their own variants and "what-if" scenarios using point values for each ship. Most scenarios can be played within a few hours and two players can complete even the largest within a day. Several are also well suited to solitarie play.

You can now recreate Nelson's glory with Flying Colors!

COMPONENTS:
* 840 full-color counters
* Three 34x22 full-color maps
* One 10-sided dice
* 24-page Rule and Scenario book
* Pad of Ship Status sheets
* 1 11x17 Player Aid card

Game Features:
TIME SCALE 5-10 minutes per turn
MAP SCALE 100 meters per hex
UNIT SCALE Individual Ships

NUMBER OF PLAYERS One to Four

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94.80 €
Flying Colors: Under the Southern Cross
Flying Colors: Under the Southern Cross

The South American Naval Battle in the Age of Fighting Sail, 1811-1841

Napoleon’s invasions of Portugal and Spain fractured Royalist sovereignty over both nations’ Empires in the New World. Patriots across the continent were quick to seize on the opportunity and as the second decade of the 19th century opened,independence movements sprang up all over the Americas. While the names of Bolivar, San Martin, and Belgrano may be familiar, the role of naval and riverine forces in the various Wars of Independence and the ensuing conflicts between the new American republics has been largely overlooked. Until now.

Under the Southern Cross: The South American Republics in the Age of Fighting Sail is the fourth volume of the highly regarded Flying Colors series of games on naval combat. The focus is on the southern part of the South American continent: Brazil, Argentina, Uruguay, Chile, Peru, Bolivia, and Ecuador, from the Wars of Independence starting in 1810 through the last naval war fought completely under sail between Argentina and Uruguay in 1841. These wars attracted naval officers recently unemployed by the end of the Napoleonic Wars as well as providing a proving ground for the first generation of naval heroes native to Latin America. Updated rules introduce river and tidal currents, modified grounding rules for operations in the Rio de la Plata and Uruguay rivers, and the use of ship’s boats to tow stranded or becalmed ships. In all, over two dozen battle scenarios ranging in size from a handful of ships per side, to full-blown fleet actions are presented. Also included is the return of the popular ship duel map and activation cards originally found in Serpents of the Seas (Flying Colors volume II), along with 18 ship duel scenarios.

Like the preceding volumes in the series, Under the Southern Cross is completely independent of, while being fully compatible with, the other volumes in the series. Everything needed to play is included!

Can you, as the Spanish, strangle the rebel American governments and preserve the centuries old Spanish Empire, or will you help the Patriot forces throw off the Imperialist yoke of the European monarchies? Now you can try with Under the Southern Cross!

COMPONENTS:
* 1 Rulebook
* 1 Playbook
* 2 Player Aid Chart
* 1 Deck of 55 Action Cards
* 2 22x34" Maps
* 1 22x34 dual game map
* 2 Counter Sheets
* 1 10-sided dice

TIME SCALE Each turn = 5 to 10 minutes
MAP SCALE 100m per hex
UNIT SCALE Individual ships
NUMBER OF PLAYERS 1 - 4
PLAY TIME 3-8 hours

SERIES DESIGNER Mike Nagel
VOLUME DESIGN Steve Paul
DEVELOPER Chris Valk
MAP & COUNTER ART Justin Martinez
PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch

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80.60 €
Great Battles of Julius Caesar Deluxe Edition
Great Battles of Julius Caesar Deluxe Edition

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

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

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

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

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

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

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

* Gergovia 52 BCE (Gergovia)

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

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

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

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

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

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

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

      heti saatavilla
149.50 €
Here I Stand (Wars of the Reformation 1517-1555), 500th Anniversary Edition
Here I Stand (Wars of the Reformation 1517-1555), 500th Anniversary Edition

NOTE: Here I Stand was due for a reprint in 2017, but with October 31, 2017 being the 500th anniversary of Martin Luther's posting of his 95 Theses, Ed Beach and his team of Here I Stand enthusiasts have put together a series of enhancements to the original game that transform this reprint into a deluxe 500th anniversary treatment.

Enhancements include:
* 6 brand new cards added to the deck, including Thomas More, Thomas Cromwell, Rough Wooing, and Imperial Coronation.
* Revisions to over 15 existing cards including Copernicus, Master of Italy, and Machiavelli to allow for more exciting in-game play and additional possibilities for diplomatic deals.
* A new Chateau construction table is now used to resolve France's Patron of the Arts home card plays.
* Several Virgin Queen rule updates are incorporated back into Here I Stand, affecting minor power activation, piracy, space trading, and foreign wars.

Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years.to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther, Jean Calvin, Ignatius Loyola, Henry VIII, Charles V, Francis I, Suleiman the Magnificent, Ferdinand Magellan, Hernando Cortes, and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map.

There are six main powers in the game, each with a unique path to victory.

The Ottoman player needs to bring Christian Europe to their knees, either through a dominant military victory in Central Europe or by naval conquests and piracy in the Mediterranean. Their corsairs, based initially along the Barbary Coast of Africa, are the only units that can steal resources (cards, fleets, or victory points) from other players through piracy.

The Hapsburgs begin the game in a dominant position, with Charles V inheriting lands in Castile, Aragon, Burgundy, the Netherlands and Austria. As the newly-elected Holy Roman Emperor, Charles is also in charge of the defense of Germany. However, the Hapsburgs are spread thin and threatened on all sides, tasked with defending Europe from the Ottomans, protecting Italy from the interests of the French, and cleansing Germany of the rapidly developing Lutheran heresy. Only through diplomatic finesse and the establishment of a New World empire will they be able to continue in their ascendant position.

The English player, taking the role of Henry VIII, is tasked with securing his dynasty and raising the stature of England in European politics. The English start the game with the fewest cards of any power but can increase that through conquest of Scotland or colonizing the New World. They often serve as the swing player in the struggle between the Hapsburgs and French. The English player has to balance these interests with Henry's need to spend time securing a male heir (gained through rolls on the Henry's Wives' Pregnancy Chart). In the end, Henry is the key, for he is the one dynamic military leader the English possess but he can not marry a new wife if he is captured or under siege.

The third participant in the race to the New World is the Valois dynasty of France, led by Francis I. Like the English and Hapsburgs, France gains both victory points and additional cards through conquest, colonization, and exploration of the New World. Francis is also a great patron of the arts, taking a great interest in the art and architecture of Italy while starting the long succession of French chateaux. French strategies in Here I Stand vary widely, for victory can come through any combination of points from New World exploits, chateaux-building, and conquest of European city-states.

The final two powers, the Papacy and the Protestant, fight the religious struggle that occurs concurrently with the rest of the action. The initial move of the game sees Martin Luther posting his 95 Theses on the church in Wittenburg, typically flipping religious control of several nearby spaces to the Protestant player. Religious conflicts use a proximity system to model the likelihood of religious conversion. If Protestant spaces, reformers, and armies are adjacent to a city, the chance of those townspeople also adopting the new faith is increased. Catholic spaces, armies, and Jesuit universities allow the Papacy to halt the spread of the "heresy" and counter reform spaces back to the Catholic faith. The religious conflict system includes factors such as the publication of biblical translations in one language at a time, the benefits of the printing press, and landmark events in the history of the Reformation such as the Diet of Worms and the Council of Trent. If one side finds itself blocked from advancement, they can raise the stakes and call a theological debate. Here the leading Protestant reformers meet the Papal legates in a battle of words, with the winner (measured by the number of debate "hits" rolled) gaining new converts. If the victory was lopsided, the loser suffers disgrace or death by burning at the stake. Progress toward victory for these two powers is measured by the number of areas under religious control and the number of enemy debaters burned or disgraced.

Here I Stand is the first card-driven game to prominently feature secret deal-making. A true six-sided diplomatic stuggle, the game places a heavy emphasis on successful alliance-building through negotations that occur away from the table during the pre-turn Diplomacy Phase. Set during the period in which Niccolo Machiavelli published his masterpiece "The Prince," backstabbing is always possible, especially because the card deck is loaded with event and response cards that can be played by any power to disrupt the plans of the powers in the lead.

The lineage of Here I Stand includes descent from both SPI's A Mighty Fortress (published in 1977) and GMT's The Napoleonic Wars (2002). Reusing the theme of A Mighty Fortress, the game improves on its predecessor with a much deeper system to handle religious conversions, the additions of New World exploration and Mediterranean piracy, and the explicit inclusion of minor powers that can be coerced into the conflict through card play. Borrowed from The Napoleonic Wars is the use of important cities to determine economic strength and elements of the land combat, avoid battle, and interception systems. Many game mechanics borrowed from The Napoleonic Wars were simplified to ensure a fast-paced game despite the wide range of factor considered by this design. From this base, the game adds mechanics unique to the 16th Century, including heavy use of short-term (and unreliable!) mercenaries, explicit wintering of armies, and the mercurial nature of siege operations, especially against targets that can be resupplied by sea. Here I Stand is an innovative game system, being the first to integrate religion, politics, economics and diplomacy in a card-driven design. Games vary in length from 3-4 hours for a tournament scenario up to full campaign games that run about twice the time. Rules to play games with 3, 4, or 5 players are also included. The 3-player game is just as well balanced as the standard 6-player configuration, taking advantage of the natural alliances of the period.

Game Components:
* COUNTERS Four and a half full-color counter sheets
* CARDS 116 Strategy Cards
* MAPS One 22"x34" Mounted Mapsheet
* Player Aid Cards (11"x17" & 8.5"x11")
* Rules/Scenario Book
* One ten-sided die

Game Features
TIME SCALE 4 years per turn
MAP SCALE Point-to-Point system
UNIT SCALE Land unit = 5000 men. Naval squadron = 25 galleys
NUMBER OF PLAYERS 3-6

AWARDS
* Charles S. Roberts Award for Best Pre-World War II boardgame, 2006.
* Walter Luc Haas Award (Germany) for Best Simulation Game, 2006.
* Finalist, International Gamers Award for Historical Simulation, 2007.
* Finalist, The Boardgamegeek, Golden Geek Award for Best Wargame 2007.
* Nominee, Game Magazine for Historical Simulation Game, 2007.

DESIGNER: Ed Beach
ART DIRECTOR: Rodger B. MacGowan
MAP & CARD ART: Mark Simonitch
COUNTER ART: Mark Simonitch and Rodger B. MacGowan
PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch

      ei vielä ilmestynyt odotettavissa 2024
110.50 €

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