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Haun tulokset 73 - 96 / 96



PQ-17: Norway 1940 Expansion
PQ-17: Norway 1940 Expansion

It is Spring 1940, and both the British and the Germans have plans to invade neutral Norway. The British still have the French on their side, while the German Kriegsmarine will never be larger. Who will strike first?

Norway 1940 is a ziplock expansion for PQ-17 that adds all the British, French, Polish, and German naval and air units needed to re-fight this tense air-naval battle, including such seldom-seen ships and aircraft as the repair ship HMS Vindictive, German Type II U-boats, Blackburn Skuas and Rocs, and early Ju88 heavy fighters. Special rules reflect the unique conditions of the campaign, such as Scandinavian neutrality, Norwegian coastal defenses, faulty German torpedoes, shore bombardments, and Allied establishment of a forward naval base (historically in the Lofotens). And just as in the parent game, secretly determined special conditions offer new opportunities and threats to both sides. Will the British pre-empt the German invasion? Will the Germans attempt to break out into the Atlantic with their heavy ships? Will the Allies elect to stay in Narvik instead of evacuating with the fall of France imminent? Or will the Germans make a daring attempt to seize Iceland before the Allies can occupy it in force?

Norway 1940 includes three operational scenarios highlighting key periods of the campaign. Operation WESERÜBUNG covers early April 1940, with both sides attempting to land ground forces in neutral Norway. Operation SICKLE covers the second half of the month, as the Allies counter-attack after the successful German invasion. And Operation JUNO depicts the end of the campaign in early June, when the Germans attempt to interfere with the Allied offensive on Narvik, unaware that the Allies have already decided to evacuate (or have they?). Plus a 1940 Campaign scenario allows players to refight the entire 10-week campaign, including a semi-abstract system for ground operations that will ultimately decide victory in the game.

COMPONENTS:
* 115 1" square counters
* 140 1/2" square markers
* 26 circular counters in 3 sizes
* Two 8-1/2 x 11" Player Aid Cards
* One 8-1/2 x 11" Campaign Display
* Two 8-1/2 x 5-1/2" Port Displays
* 2nd Edition PQ-17 Rules booklet
* Play booklet

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65.00 €
Pursuit of Glory: The Great War in the Near East 2nd Edition
Pursuit of Glory: The Great War in the Near East 2nd Edition

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

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

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

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

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

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

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

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

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

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

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

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

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78.00 €
Rebel Fury
Rebel Fury

Rebel Fury, Volume I of the Civil War Heritage series, uses the low-complexity Gettysburg system featured in C3i Magazine #32. The Battles featured are Chickamauga, Chattanooga, Missionary Ridge, Chancellorsville, and Fredericksburg (solitaire).

This design features a new system on Civil War combat akin to the old SPI Blue and Gray Quads. Each game in Rebel Fury is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle.

Rebel Fury places you, the player, in the role of the Army Commander (Lee, Burnside, Hooker, Bragg, Rosecrans, Grant). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets.

Units are portrayed at the Infantry/Cavalry division level. The Civil War Heritage series game system features a new Zone of Influence/Zone of Control mechanic that controls unit formation (March/Battle) based on their proximity to your opponent. As your units close with the enemy, your forces naturally break into battle formation, where they then maneuver the last distance to engage. Unlike most hex and counter wargames, this system allows you total freedom to move units in any order multiple times, unleashing the full range of historical tactics in a simple and clean format.

Combat features a differential combat system with few but significant factors that capture the key features of Civil War division level combat. Units are rated for quality, artillery support, supporting units, and terrain. The game features artillery duels with the occasional Exploding Caisson result. The Civil War Heritage series combat system accurately depicts the ability of units to launch multiple waves of attacks on the same position, capturing the back-and-forth nature of many famous combat duels.

Each battle features special units and situations, such as Wilder’s Brigade of mounted infantry (Chickamauga) plus other famous units and personages. If you are looking for a competitive, quick-playing Civil War battle game, Rebel Fury may be the game you have been looking to fit into your busy schedule. The short playing time (1 hour or less) entices you to play multiple battles in the same sitting.

Components:
* Three 22” x 34” single-sided map sheets
* Two 130-counter sheets
* One Rulebook
* One Playbook
* Two Player Aid cards
* Two Displays
* Two 10-sided dice
* One 6-sided custom die
* One 2" Box

Designer: Mark Herman

      ei vielä ilmestynyt odotettavissa 2024
75.40 €
Red Flag Over Paris
Red Flag Over Paris

1871: The RIse and Fall of the Paris Commune

Following the Franco-Prussian War, Paris has been besieged by German troops since September 18, 1870. Only protected by the National Guard (composed mostly of Parisian workers and craftsmen), the people of Paris, hard-hit by the siege, feel humiliated by the decision to sign an armistice with Germany in January 1871. The common folk are hungry and angry.

So when Adolphe Thiers, head of the government, tried to seize the cannons from the National Guard in Montmartre and sent regular troops to Paris on March 18, the Parisians rose against the political and military leaders who had retreated to Versailles.

Red flags are flying high over Paris. The Parisian revolutionaries take control of the French Capital, leading to the beginning of the Paris Commune, a socialist and popular government that would rule the City of Light from March 18 to May 28, 1871. The tension escalates between the Commune and Versailles until the tragic events of the Bloody Week.

As history unfolds, leverage great leaders like Auguste Blanqui, Adolphe Thiers, Louise Michel, or Patrice de MacMahon to lead the Civil War in France!

Red Flag Over Paris, the spiritual successor to Mark Herman's Fort Sumter, is a short, yet challenging, two-player card-driven game depicting the two months of intense confrontation between the Communards and the government in Versailles during the 1871 Paris Commune. You will play as one of these factions and fight for control over Paris. But, you will also need to win the hearts and minds of the French population, as the board is divided into two areas–military and political–themselves divided into several dimensions (Political Institutions, Public Opinion, Paris neighborhoods, and the forts on the outskirts of the city). The game forces players to make tough decisions like when to focus on political influence or military dominance and how to optimize limited resources.

On top of controlling the military and political spaces and fulfilling your objectives to score Victory Points, you will have to manage your momentum. Versailles needs to collaborate with the Prussian invader to build up an army that will restore order in the Capital. On the other hand, the Commune needs to build a robust revolutionary momentum to ensure that the population stays mobilized after months of siege and food shortages.

Each card represents either a critical personality or a significant event of the Paris commune. You may use a card for its event, for its operational value (which allows you to place or remove influence cubes in any given area), to buy an event discarded by your opponent, or build your momentum. After up to three rounds, Red Flag Over Paris culminates in a Final Crisis where each player will have to play all the cards they left aside earlier in the game as the last opportunity to place influence before determining the winner.

COMPONENTS:
* 1 mounted mapboard
* A 39 card strategy deck
* 15 cards for Objectives, Final Crisis, and Initiative
* 36 wooden influence cubes
* 4 wooden discs for Fortifications and Barricades
* 4 wooden cylinders
* 1 Rulebook
* 1 Playbook
* 1 six-sided die

DESIGNER: Fred Serval
SYSTEM DESIGN: Mark Herman
DEVELOPER: Luke Billingsley, Jason Carr, and Joe Dewhurst
CARD AND GAMEBOARD ART: Donal Hagerty
LAYOUT AND GRAPHICS: Charlie Kibler
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Andy Lewis, Rodger MacGowan, Gene Billingsley, Mark Simonitch, Tony Curtis

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54.60 €
Red Storm: Baltic Approaches, the Air War Over the Baltic, 1987
Red Storm: Baltic Approaches, the Air War Over the Baltic, 1987

The Air War Over the Baltic, 1987

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

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

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

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

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

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

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58.50 €
Salerno '43: The Allied Invasion of Italy, September 1943
Salerno '43: The Allied Invasion of Italy, September 1943

Salerno ‘43 is a regiment/brigade-level game on the Allied invasion of mainland Italy in September 1943. Two British and two American divisions land in the Bay of Salerno defended by the full strength 16th Panzer Division, which is soon reinforced by five other German mechanized divisions. For 8 days the survival of the beachhead is in doubt, and emergency measures are taken to reinforce the beachhead with the 82nd Airborne Division. With their counter-attack stopped and the British Eighth Army approaching from the south, the Germans withdraw their left flank to avoid being trapped. However, their right flank stubbornly holds back the British from pushing north to Naples.

Salerno ’43 uses the exact same map, unit, and time scales as Normandy ’44, providing an excellent way to compare these two invasions. Salerno ’43 uses a modified Normandy '44 game system. With a smaller size, the game is easier to learn and play than its predecessor.

Salerno ’43 includes two scenarios: an 8-turn Invasion Scenario and a 24-turn Campaign Game. In the Campaign Game, the Allies must exit the north map edge by the end of September 1943. The Germans must delay the Allies to give time for the construction of the Gustav Line further north. The 8-turn scenario can be finished in an afternoon.

FEATURES: Breakthrough Combat, Artillery Support, ZOC Bonds, and new rules for crossing and fighting across mountain hex sides.

COMPONENT LIST:
* 1 22" x 25.5" game map
* 1 Countersheet
* 1 Rules Booklet
* 2 Identical Player Aid cards: 8.5" x 11"
* 1 Allied At Start and Reinforcement Schedule
* 1 German At Start and Reinforcement Schedule
* 1 6-sided die
* 1 plastic counter tray

TIME SCALE: 1 day per turn
MAP SCALE: 3.8 km per hex
UNIT SCALE: Regiment, brigade, and battalion size units
NUMBER OF PLAYERS: 2

Game Designer: Mark Simonitch

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54.60 €
Seas of Thunder: Global Naval Warfare, 1939-45
Seas of Thunder: Global Naval Warfare, 1939-45

World War 2 was the largest and most violent extended naval war in history. From September 1939 until the surrender of Japan, the high seas were a global battle zone filled with mighty battleships, nimble cruisers, silent hunters, and flat-tops bristling with planes. Before our eyes, we witnessed the changing of warfare on the high seas as the thunderous old guard fell to air power and submarines Raiders prowled the open waters and the carrier showed its true diversity and adaptability.

Seas of Thunder not only allows players to re-create the Atlantic or Pacific theaters of the war but to see how challenging the entire picture was for their leaders. How do you protect a globe from German raiders? How desperate was it for Britain when France fell and they were left to fight Germany and Italy alone on the high seas? What is the right balance for the Soviet fleet split between for distinct fronts (Baltic, Black Sea, Arctic, and Pacific)? If the Mediterranean force weakens for the allies, where to they draw ships. from? Does Japan strike quickly or play for attrition when they arrive on the halfway point? Will America fight in two fronts, three, or four?

In Seas of Thunder, players will experience the tension of too much sea to cover with too few ships, the frustration of being caught unprepared, or the intensity of a vital stand contesting a high-value sea area. Victory is neither sudden nor guaranteed. In each battle, a flight of Catalinas, the lack of ASW, the improper distribution of air power, or even a missing minesweeper could be the difference between success or failure.

Seas of Thunder is every bit a full-force strategic-level representation of the conflict on the high seas during World War 2. Players have to manage a global disposition of their warships with frequently too much ocean to cover and not nearly enough ships to cover it.

Each nation has access to the historical ships that sailed in the conflict. Each country's fleets have advantages and disadvantages that are unique to them.

Germany: Small surface fleet but complemented with an ever-expanding force of Submarines. Reliance on Armed Merchant Raiders that can strike all over the globe. Additionally their use of Neutral ports allows them great flexibility in setting up their plans and forcing the Allies to respect the entire battlefield.

Great Britain: Superior warships in quantity but not as new as the German Fleet in general. All of the ships operationally tied to a global network of bases. Care and forethought is required at the start of each game regarding their deployment , as re-deployment will be challenging.

France: Quality Ships that will be bounced from side-to-side over the course of a game. Their disadvantage is moving first and opening themselves up to being savaged each time they leave port.

Italy: Has strong ships and local superiority in the Mediterranean. A lack of wartime building means that Italian losses are not replenished at the rate the Allies are, so each loss feels more permanent and damaging.

Soviet Union: Respectable ships and submarines are countered by the fact that they are forced into restrictive fights on three or four fronts (Baltic Sea, Arctic Ocean, Black Sea, and Pacific Ocean). Each of these fights are usually balanced agains the Russians, but they must at least threaten on all of them to alleviate pressure on the other Allies.

Japan: Begins the war with a huge fleet of varying and unique ships. They are easily a match at first for any opponents. As the war progresses, the USA and UK begin to rise up and challenge them for dominance. The Japanese player has to understand their limits and not over-reach with what feels like unstoppable power.

USA: Starts off the game with plenty of ships and plenty of holes to fill. The Pacific is brutal with Japan processing so much power. But the Mediterranean needs shored up, not to mention the Atlantic war against the U-boats. "Over-reach" will be the watchword for the day as the American commander. As the game progresses, the power shifts in your favor, as do the responsibilities.

Objectives and Scoring
At its heart, Seas of Thunder is a large area control game where the Allies score low numbers of points for control and the Axis score higher per area. Controlling 6 Areas for the Allies may not be as valuable as scoring 1 area for the Axis. The Axis player seeks to win key zones, and the Allied player must make them pay dearly for them.

The game is divided up into 7 smaller scenarios or campaigns that can be played '"as-is" or combined to fight a portion of the war all they way up to the entire campaign.

Points are scored each turn for the following:
* Variable points per Sea Zone controlled
* Each Convoy of the opponent Sunk
* Each Enemy Warship Sunk
* Each Land-Based Air Unit not used (and thus allowed to participate in the ground war or strategic bombing)

Historical Authenticity
Ok, you know me, so of course we had to make a couple of adjustments to the historical realities to make the game the best competition between two sides. Most of this was done with just adjusting the scoring to keep scenarios balanced. In addition, we tweaked the time periods to allow for a more precise entry and removal of powers at the start and end of scenarios.

The French and Vichy were a difficult choice but we allowed them to perhaps more flexibility than they historically executed. Players can keep them in port, preserve them, and score their points when they flip first to Axis, then back to the Allies. Or they can use them above and beyond what they historically did. We have also elected to keep the Free French ships out of the game and "interred" while the Vichy are active to avoid confusion.

We will be publishing a number of InsideGMT articles with all of our historical vs gameplay decisions mapped out, some may already be listed above when you read this.

Various Strategies
What we really tried to do in Seas of Thunder is to allow players to have multiple levers to control and manipulate

Base Deployment is important and cannot be overlooked. Placement of your ships at the start of the game is of crucial importance. Some nations are more difficult to handle than others, and the British are perhaps the most tied to their starting locations.

Operational Disposition becomes key on both sides. The sides going first must keep forces strong enough to contest sea zones but not so powerful that the strength becomes wasteful. The latter moving side, usually the Axis, must pick and choose where to appear in strength, where to raid, and where to avoid.

Individual ship functions need to be balanced and are the key to winning every battle. A mass of battleships becomes vulnerable to submarines and air. Submarines are vulnerable to carriers and destroyers but only if they are on ASW patrol. Carriers have quick-strike opportunities but become floating targets if their strikes fail. Minelayers are the scourge of the sea for everyone, unless, of course, you have the otherwise useless minesweepers with you. You can call it a rock-paper-scissors approach if you like, but if you are a short piece of paper, you may get smashed by a rock.

Seas of Thunder is the first game I have played that truly lets me understand the tightrope walked by both sides in the war. How gloriously open the war seemed but how restricted it truly was. Chuck, Neal, and I feel that we have given players the perfect opportunity to compete against each other in a game that truly reflects the challenges faced by the commanders. We have had great fun testing it for three straight years, and we hope you have the same enjoyment playing it.

What's in the Box
* Seas of Thunder may not have every ship in the conflict, but it has the ones you know.
* 1 Mounted Map (Double-Sided with pre-Pearl Harbor scoring on one side and post-Pearl Harbor scoring on the other)
* 1200+ Combat Ship counters (Capital ships down to Destroyer Squadrons, Submarine Grops, and Mine-sweeping Flotillas)
* 132 Convoy & Utility counters
* 14 Port Cards (1 per side for each of 7 scenarios)
* Combat Sequence Cards for tracking combat
* Plus sundry dice, rules, scenario details... the usual.

Game Design: Jeff Horger, Charles Maher, and Neal Cebulskie

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84.50 €
Sekigahara
Sekigahara

The battle of Sekigahara, fought in 1600 at a crossroads in Japan, unified that nation under the Tokugawa family for more than 250 years.

Sekigahara allows you to re-contest that war as Ishida Mitsunari, defender of a child heir, or Tokugawa Ieyasu, Japan's most powerful daimyo (feudal lord).

The campaign lasted only 7 weeks, during which each side improvised an army and a strategy with what forces their allies could provide. Each leader harbored deep doubts as to the loyalty of his units - for good reason. Several daimyo refused to fight; some even turned sides in the midst of battle.

To conquer Japan you must do more than field an army - you must be sure it will follow you into combat. Cultivate the loyalty of your allies and deploy them only when you are confident of their allegiance. Win a battle by gaining a defection from the ranks of your opponent.

Sekigahara is replete with unusual mechanics:
* No dice are used
* Cards represent loyalty and motivation. Without a matching card, an army will not enter battle.
* Allegiance is represented by hand size, which fluctuates each turn.
* Battles are a series of deployments, from hidden unit stacks, based on hidden loyalty factors. Loyalty Challenge cards create potential defection events.

Sekigahara is a 3-hour block game based on the Japanese campaign waged in 1600. The 7-week war, fought along Japan's two major highways and in scattered sieges and backcountry skirmishes, elevated Tokugawa Ieyasu to Shogun and unified Japan for 265 years.

Sekigahara is designed to offer an historically authentic experience within an intuitive game mechanic that can be played in one sitting. Great effort has been taken to preserve a clean game mechanism. (Despite a healthy amount of historical detail, the ruleset is a brief 6 pages.) Chance takes the form of uncertainty and not luck.

No dice are used; combat is decided with cards. Blocks = armies and cards = motivation. The combination of army and motivation produces impact on the battlefield. Armies without matching cards don't fight. Battles resolve quickly, but with suspense, tactical participation, and a wide range of possible outcomes.

Legitimacy is represented by hand size, which fluctuates each week according to the number of castles a player holds. Certain events deplete legitimacy, like force marches and lost battles. Recruitment, meanwhile, is a function of a daimyo's control over key production areas. Objectives (enemy units, castles, resources) exist all over the map.

The initial setup is variable, so the situation is always fresh. Concealed information (blocks and cards) lends additional uncertainty. In this way the game feels like the actual campaign.

Blocks are large and stackable. Every unit on the board is visible at once, and the strategic situation is comprehensible at a glance. Components use authentic clan designations and colors, and have a Japanese feel.

True to history, the objectives (castles and economic centers) and forces (armies of allied daimyo) are dispersed. Support for one front means neglect for another. The player is pulled between competing priorities. Each side wonders where his opponent wants to fight, and where he is unready. There is a great deal of bluff in the game.

Each player must rally the several daimyo of his coalition, managing the morale and motivation of each clan. The forces are dispersed, and while there are reasons to unify them, the objectives are also dispersed, and the timeframe compact, so skirmishing will occur all over the island.

COMPONENTS
* Mounted Map
* 119 wooden pieces
* 1 and 1/2 sticker sheets
* 110 cards
* Rulebook
* Two player aid cards

TIME SCALE: 2 weeks per turn
MAP SCALE: Point to point
UNIT SCALE: One block = 5000 soldiers
NUMBER OF PLAYERS: 2

DESIGNER: Matthew Calkins
MAP & BLOCK ART: Mark Mahaffey
RULES LAYOUT: Neil Randall
PACKAGE ART: Rodger B. MacGowan
PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley & Mark Simonitch

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96.20 €
Skies Above Britain
Skies Above Britain

Skies Above Britain is a solitaire game depicting a Royal Air Force squadron of Hurricanes or Spitfires waging a desperate effort to disrupt and destroy German daylight bombing raids over southeast England in the summer of 1940.

The player’s individual aircraft—each represented by a stickered block—must locate the incoming raid, intercept it, and evade or defeat swarms of escorting German fighters that usually outnumber you and whose pilots have superior experience and tactics. The game simulates the dogfighting and fighter-vs.-bomber action at an individual aircraft level using a card-assisted system that simulates key tactical decision-making without losing the feel of fast-paced aerial combat. A player can fly scenarios representing an individual patrol or use the patrol generator to create an endless variety of realistic individual patrols, multi-patrol campaigns, or larger campaigns covering the entire Battle of Britain. Each patrol will take a half hour or more to play, while a campaign can last anywhere between 6 and 28 patrols. 

The Patrol
You select a roster of pilots with varying experience and skill levels. The squadron takes off, takes up a patrol station, and tries to locate and intercept a German raid before it reaches its still-unknown bombing target. Patrol success depends on your disrupting or destroying bombers and shooting down German fighters, but losses of your own pilots count against your score. You must weigh potential reward against risk as you try to keep your planes in contact with the bomber formation and each other, seizing opportunities for successive attacks before your fuel and ammunition levels get too low and the centrifugal forces of aerial combat scatter your unit across the sky. After each mission, you try to recover bailed out or injured pilots and get ready to scramble again—often several times in the same day—while your squadron faces the constant threat of exhausted pilots and excessive losses that could render it ineffective.

The patrol is played on several displays and surfaces at the same time, each one representing a different zoom level of the action in and around the bombing raid. An Interception Map presents the German formation as a lethal space of escort stations, where you can position your squadron for different approaches and assign planes to attack bombers or engage German escorts. Once engaged, moveable bomber tiles are positioned on the tabletop to show bombers in a variety of historical formations and cohesion states. Tiles allow the formation to literally break apart. Fighter blocks and escort markers on the tabletop show the ever-changing positions of attacking fighters and defending escorts. A separate squadron display shows the organization and cohesion of your squadron at a glance and tracks the relative positions of bogeys in relation to your planes during dogfights.

The game poses a series of questions: Will you strike the bombers from a high flank angle to get a safer shot or make a daring head-on attack to break their formation apart? Will you split your squadron to engage escorting Messerschmitts before they bounce you from out of the sun, or will you charge into the bombers hoping to get there before escorts get to your pilots? Unlike its predecessors, Skies Above the Reich and Storm Above the Reich, here the bombers are lightly armed and are at the mercy of determined interceptors. But the German escort is brutal, and their tactical formation of the Rotte and Schwarm are difficult to contend with. Skies Above Britain shifts detail from encounters between fighter and bomber to dogfights between fighter and escort. Your pilots are trained for the officially sanctioned “vic” tactics organizing your squadron into Sections of three aircraft. That gives the Section excellent firepower, but the Bosche is a nimble adversary. Getting on his tail does not guarantee success. Will your squadron leader gain the experience to be an innovator, allowing you to experiment with the more agile four-plane Section?

The Campaign
As tough as each mission can be, the real challenge is the campaign where you watch as your roster of pilots gradually shrinks. Some pilots will survive long enough to acquire ace skills, but you will be forced to replace downed or wounded pilots, and those young newcomers come “green.” Some campaigns will end because you run out of sufficiently experienced pilots and/or sustain too many losses in too short a time.

Full campaigns follow the chronology of “phases,” each representing a distinct period of the Battle of Britain and comprising a number of patrols that your squadron flies: Channel War, The Hardest Days, Peak Phase, and Late Phase. The patrol generator offers you the flexibility to play a shorter, single-phase campaign (6 to 8 patrols) or play two or more phases in order to make a longer campaign (12 to 28 patrols). A campaign will challenge you to keep your squadron intact while making an impact on the relentless wave of bomber formations roaring in from the English Channel. Each phase has its own post-patrol Random Events Table, featuring occurrences characteristic of that time period. The operating tempo of your squadron and the strain on your men will vary as the table tells you when you will have to scramble again—two days from now, tomorrow … or perhaps immediately, with barely any time to rearm and refuel.

"I think the evening raid was the worst in that one had already flown three or four sorties and probably lost three or four pilots, and you were reduced down in numbers. Then you had another go and one was getting tired."
-Denys Gillam, 616 Squadron, RAF

Game Design: Gina Willis and Jerry White

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128.70 €
Storm Above the Reich
Storm Above the Reich

Storm Above the Reich is a solitaire game depicting a Luftwaffe squadron of Fw190s struggling to deter and destroy the relentless daylight raids over Germany during World War Two. The player’s individual aircraft, each represented by a stickered block, must confront the mighty “combat box” formation of the United States Army Air Force, a deadly terrain of B-24 Liberator heavy bombers.

Like its counterpart, Skies Above the Reich, the game is a broad strokes depiction that presents the arc of the desperate air war. Stretching from late 1942 to early 1945, Storm Above the Reich follows that trajectory in a series of missions strung together to make a campaign. Each mission will take a half hour or more to play, while a campaign can last anywhere between 6 to 60 missions.

Stand-Alone and an Expansion: Storm Above the Reich is a stand-alone game; you don’t need Skies Above the Reich to play. However, it can also serve as an expansion for that game. Storm uses the same rules as Skies, and components in one game transfer seamlessly to the other. Combined, Storm and Skies present eight formation maps, six pursuit maps, B-17s and B-24s. In Storm, you get an oversized staffel of 18 Fw190s, with the option of augmenting it into a Sturmbocke staffel. In Skies, you get a staffel of Bf109s, and with the games combined, the staffels can also be combined.

The Mission: You select pilots and “attachments,” such as gun pods, rockets, or added armor. You may also augment your attack with auxiliary aircraft such as Me110s, Bf109s, or later in the war, jet propelled Me163s, an erratic but powerful weapon. Time in a mission is limited, so you must do your best to wreck the bomber formation as quickly as possible, while bringing home as many pilots as you can in order to muster a force for the next mission.

The mission is played on a formation map that depicts as many as twenty-one B-24 bombers in a tight array. The game comes with two double-sided map boards (four maps in all) that as a set chronicle the development and increasing lethality of the bomber formation. Each map is a bigger and more lethal terrain than its predecessor.

Will you strike the formation from the nose or from the tail? Will your fighters make a dead-level attack or will they drop bombs on the formation from above? Will you split your squadron to attack from multiple angles, or will they charge at the bombers in successive waves? Will you even have time for this kind of maneuver?

What if you encounter the bombers’ “little friends,” fighter escort lurking nearby? How will you handle them if you do, or will you even try? Will you organize part of your force to tangle with escort, or will you arm your entire contingent to focus on the bombers?

The Campaign: As tough as each mission can be, the real challenge is the campaign where you watch as your roster of pilots gradually shrinks. Some pilots will survive long enough to acquire ace skills, but you will be forced to replace downed or wounded pilots, and those young newcomers come “green”. Some campaigns will end simply because you run out of pilots.

Full Campaigns follow the chronology of “seasons,” each comprising a number of missions that your squadron flies striving to disrupt the American bomber raids. In a full campaign you must endure all seven seasons, keeping your squadron intact while making an impact on the relentless wave of bomber formations roaring over your homeland. A short campaign challenges you to win a single season, although you may wish to extend it to a second or third season depending on how well you fare.

Each season represents a distinct period of the war, as the campaign traverses the history of the air war. Bombers become more heavily armed but so too do your own Fw190 fighters. Early seasons are characterized by smaller formations, while seasons in the middle of the war are notable for the lack of fighter escort. And later seasons will put the squeeze on your squadron.

Basic and Advanced Games: In the basic game, your goal is to knock bombers out of formation, or destroy them outright. The advanced game adds “pursuit” where you dispatch fighters to chase after and intercept bombers knocked out of the formation. Played out on an 8.5” x 11” map depicting a single bomber, pursuit makes the advanced game even more challenging.

In Storm, you also get an expanded set of advanced rules that stretches a Mission to include the vector to the bomber formation where your fighters may themselves be intercepted by United States escort fighters. Will you devote some of your fighters to tackle American escort, leaving others equipped to attack the bombers? Will your Sturm 190s be able to fight their way through to the bombers or did you leave them vulnerable? And for those who already own Skies Above the Reich, in Storm you’ll find new Experte skills and green penalties, aft firing rockets for those Sturm 190s, as well as a feature exclusive to that fearsome machine – the “Aggressive Attitude” that augments its Determined Mode capabilities. Finally, the B-24 will be seen in Storm Above the Reich to fly a greater variety of formation patterns than in Skies, reflecting the USAAF’s experimentation with that heavy bomber.

The Two Player Game: You may also play this as a (un)cooperative game. Players each command a squadron of fighters and attack a formation of bombers together. Although players may lose together, even if they win the campaign only one of them may be declared the victor.

COMPONENTS:
* one 17” x 22” map board (double sided)
* one 22” x 34” map board (double sided)
* one 8.5” x 22” off-map display panel
* one 8.5” x 11” pad: Pilot Roster & Staffel Log (double sided)
* two countersheets (one sheet of 1” counters; one sheet of 5/8” counters)
* 60 blocks
* two sticker sheets
* 96 attack and continuing fire cards
* four bi-fold player aids (11” x 17”, double sided)
* one pursuit map (8.5” x 11”, double sided)
* one interception map (8.5” x 11”, double sided)
* one rule book
* one situation manual
* one advanced rule book
* two 10-sided dice

TIME SCALE Each turn = seconds and minutes
MAP SCALE Area movement
UNIT SCALE Individual fighters

NUMBER OF PLAYERS 1 - 4

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123.50 €
Tank Duel: Expansion I -North Africa
Tank Duel: Expansion I -North Africa

Tank Duel Expansion #1: North Africa takes the popular Tank Duel system to the desert!

North Africa introduces new desert terrain and rules for dust, deep sand, armored cars, heat and haze, and more. British and Italian tanks join the fight, alongside even more German AFVs:

Cruiser Mk. IV
Crusader Mk. II
M3 Grant
Matilda Mk. IV
Sherman Mk. III
Valentine Mk. II
Valentine Mk. III
M13/40
Semovente da 75/18
Marder II
Panzer III H
Panzer IV E
Panzer IV F/2
Sd. Kfz. 232 8-rad

Tank Duel: North Africa includes ID Counters allowing you to assign any ID Number to each tank, enabling players to combine the tank boards from multiple Tank Duel sets in order to create new tank matchups, or have 4 Tigers mix it up! North Africa also comes with brand new scenarios, including new historical scenarios for you to test your crews. Tanks and terrain from North Africa can be combined with some scenarios from Enemy in the Crosshairs to give you even more ways to play Tank Duel!

North Africa supports the popular Robata system from Enemy in the Crosshairs and will have new Robata compatible scenarios, and additional rules for Robata to handle desert terrain and new AFVs. From Egypt to Morocco, Tank Duel Expansion #1: North Africa allows you to experience the sun, heat, sand and grit of World War II like never before!

Note: This Tank Duel Expansion is not a standalone game and requires ownership of Tank Duel: Enemy in the Crosshairs in order to be played.

COMPONENTS:
* 103 Playing Cards
* 16 Double-sided Tank Boards
* 1-1/2 Full Color Countersheets
* Combined Rules & Playbook

DESIGNER: Mike Bertucelli
DEVELOPER: Jason Carr and Joe Aguayo
ART: Terry Leeds
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Andy Lewis, Tony Curtis, Mark Simonitch, & Gene Billingsley

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91.00 €
Triumph and Tragedy: European Balance of Power
Triumph and Tragedy: European Balance of Power

Triumph and Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1935-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily.

The 22” x 34” area map covers Eurasia to India and the Urals, with the Americas and the eastern British Empire represented abstractly. Military units are 1/2” blocks, of 7 types (Infantry / Tank / Fortress / AirForce / Carrier / Fleet / Submarine), in 6 different colors (Germany / Italy / Russia / Britain / France / USA). The mix of approximately 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 50 markers of various types.

The game starts in 1935, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace).

You can win peacefully by:
* Economic Hegemony (total of Production + secret Peace Dividend values is the greatest in 1945, or reaches 25 at any time) OR
* Technological Supremacy (build the A-bomb — which takes 4 stages).

If there is war, you can still win by either of the above methods, or by:
* Military Victory (capture of TWO enemy capitals – each Great Power has 2).

Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards). Powers can spend their current economic Production on either:

* Military units (new 1-step units or additional steps on existing units), OR
* Action cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR
* Investment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels).

Building a unit step or buying a card costs 1 Production. Simple. You can’t inspect cards bought until after you have spent all Production.

Initially, the Axis economy is Population/Resource limited, but ahead in [war] Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling/limiting rival economies by denial of Population/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control minor nations and their Population/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces.

The early phase of the game tends to revolve around:
* Diplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources.
* and Industrial buildup (via Investment cards),
* with Military buildups (with the nature of forces being built being unknown to opponents)
* and some Technology advancement (also via Investment cards),
* and some military movement (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails.

If the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way.

At some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not.

Unit movement is by Command card, which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring / Summer / Fall), so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security.

Combat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (land, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move).

Triumph and Tragedy is a true 3-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each each other), and only ONE player can win the game. “Table talk” is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and cooperation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours.

Components:
• 22x34 area map
• Approximately 200 1/2” Blocks:
• label sheet (+/- 240 1/2” labels)
• 100 3/4” TWO-SIDED diecut markers
• 55 card Action deck
• 55 card Investment deck
• 16 pp Rulebook
• 16 pp Playbook
• 8x11 cardstock BattleBoard
• 4 dice

Developer's Note:
When Craig asked me to work with him on his new game, “Triumph & Tragedy,” I was initially very reluctant. I have a very busy schedule and was really not wanting to add something to my “plate.” Curiosity got the better of me, however, and I had the opportunity to review the game at length. What I found with Craig’s design is one of the most innovative strategic-level WW2 games I’ve ever seen!

Come on, let’s face it: there’s a LOT of start-level WW2 games out there — good ones at that! What Craig’s game does, however, is something I’ve never seen. He’s made the Second World War into a true three-sided conflict. This game will really shine as a 3-player game. One side plays the West, one side plays the Axis, and one side plays the Soviets. Any combination of coalitions is permissible in the game. You can have the Soviets team up with the Axis against the decadent West. Or you could have the West and the Axis forge a stance against communism. Of course, the historical alliance is certainly possible. BUT, and this is a huge part of the game’s attraction for me, ONLY ONE player can win. Even amongst “allies” there will be a nagging suspicion of the other player’s true goals and motives.

With three ways to win (Economic Victory, Military Victory, or Atomic Bomb Deployment), the game is almost certain never to play the same way twice. Technologies can be researched to enhance your military forces. You can keep these developments secret in order to keep your opponents from gaining the same advantages but if you do this, it will narrow your choices as researched technologies take up valuable space in the player’s “hand.” You can also use your resources to gain allies among minor countries, or to put pressure on such countries tilting towards your opponent.

The card-play in this game is some of most compelling I’ve run across. It’s a block game like none other and it can be played to completion in 4-5 hours! I heartily recommend anyone with any interest in WW2 — especially those with a fascination with alt-history to buy this game.

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136.50 €
Twilight Struggle Deluxe Edition (The Cold War, 1945-1989)
Twilight Struggle Deluxe Edition (The Cold War, 1945-1989)

BGG:N #1 LAUTAPELI

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

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

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

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

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

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

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

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84.50 €
Twilight Struggle: Red Sea, Conflict in the Horn of Africa
Twilight Struggle: Red Sea, Conflict in the Horn of Africa

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

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

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

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

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

Playing Time: 35 minutes for the base game.

Game Designer: Jason Matthews

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50.70 €
Vietnam 1965-1975
Vietnam 1965-1975

Word from the Designer:
"It has been wonderful to see the intensity and dedication of Vietnam's players over the years. I am truly delighted that the game will soon be back in print; that the ambiguities and errors in the original manuscript will be resolved; and that players will have the benefit of new, fresh graphics, with charts and aids optimized to streamline play. I am thrilled and honored that GMT has taken on the project, giving me the opportunity to revisit the challenges and joys of modeling and incredible complex and intriguing part of our history."
-Nick Karp

Introduction
"This simulation game re-creates the longest, most complex, and least understood conflict in US history in all of its military and political aspects. The rules include detailed treatment of movement, terrain, search and destroy operations, special operations, firepower, airmobility, riverines, brigade-level formations, limited intelligence, and auxiliary units in each scenario..."

That's the blurb from the back of the original Victory Games edition of the game. This game has long occupied the top spot in many gamers' lists of favorite Vietnam games. GMT Games is excited about the opportunity to get a new version of this classic back into print.

If you're not familiar with the original game, there are several small scenarios and a couple of campaign games. Each year is divided into four seasons (Spring, Summer, Fall, and Winter), and each season has two turns (so, roughly 6 weeks per turn). The map scale is roughly 6 miles per hex and units are, generally, battalions or regiments. During the operational phase, players take turns (who gets to operate is determined by the NLF player) conducting operations with their units to destroy the enemy, clear the roads, take towns and cities, or just reposition units. In the Campaign Game, during Seasonal Interphases, each player decides whether and how many additional units and/or resources to bring in to the fight. The game features hidden VC units, airmobility, riverines, national morale, pacification, ARVN effectiveness, and many other nuances that allow the player to grasp the some of the experience of what it might have been like to conduct the war in Vietnam.

Word from the Developers
For many of you, as for us, the mere existence of this announcement is a dream come true. That we get to work on it is just icing on the cake.

Vietnam 1965-1975 has always represented the quintessential grand operational Vietnam game for us. The systems all work together beautifully to evoke the feel of the war whether playing the focused scenarios or the sweeping breadth of the campaign games. To that end, let us tell you what to expect with this reprint edition.

But first, we want to let you know what this reprint is not: it is, most emphatically, not a reimagining of the game. There will be no major rule changes. No chrome will be added. Although we are well aware that the available historical record on Vietnam is vastly expanded since the original publication, the game has always been an abstraction of the conflict as opposed to a meticulously exact reproduction of every fact. The intent with this edition is to clarify where needed and change only if necessary.

With that said, let's get on to the good stuff! The primary goals are to bring the components up to a modern standard and to clean up any ambiguity in the rules. This will be done using both the collected wisdom of the community as well as Nick's input through close consultation as to his original intent on some of the thornier questions.

We're increasing the hex size on the map which will force us to move to three maps, but that's so we can accommodate making the unit counters bigger: 9/16" for units counters while informational markers remain at 1/2". And of course, there will be plenty of player aid cards. There will be 12 PACs in the box including a two-sided CRT/TEC for use during the season, an 11x17 fold-out for use during the Seasonal Interphase, and an 11x17 Operational Flow Chart that details each type of Operation.

With this we will bring this game back in to print and breathe new life into it.

-Mitch and Ralph

Non-exhaustive List of Clarifications and Changes
* The US, ARVN, and FWA are now collectively referred to as the Allies. US, ARVN, and FWA, when used, specifically mean those units.#
* More rule numbers have been provided for easier reference.
* Units may not be assigned to more than one operation per turn with the exception of Offensive Reserves (who conduct their Offensive Reserve operation and are then assigned to the ongoing operation).
* The defender choose his terrain in combat immediately before combat ratios are determined.
* VC HQs exert ZOCs.
* International, Corps, and Regional boundaries and their effects have been clearly defined.
* Operations have been clarified in terms of which can have support assigned, etc. (a new, more detailed Operations Flow Chart is available).
* Reaction movement is clarified.
* Airmobile Support losses is clarified (in terms of when they are lost vs available to be lost).
* Dedicated artillery is clarified (in terms of when it can be used in an operation).
* Ground-bound units has been changed to be less restrictive in terms of amphibious operations (105mm and 155mm independent artillery can use riverine points).
* Strategic Movement for Ineffective ARVN is clarified and expanded.
* Regional Forces do qualify a force to use ARVN replacements.
* Regional Forces are available for the HEX they occupy regardless of the terrain chosen by the defender.
* ARVN units in Cambodia and Laos fall under the Chief of Staff for Effectiveness.
* Bombardment and/or interdiction is not an invasion.
* North Vietnam may be Bombarded.
* The Queen's Cobra Regiment no longer has a commitment cost.
* Sea Supply has been altered: 2 points are added for each NVN commitment point spent on sea supply.

# There's a necessary design note included for this, too: Design Note: The term, “Allied,” is not meant to imply an equal partnership between the US, FWA, and ARVN. This was very much a US-controlled conflict. It’s use within the rules is exclusively meant as a short-hand convenience when speaking to the general versus the specific.

COMPONENTS:
* 3" box
* 3 22"x34" maps (approx. 66"x40")
* Rulebook
* Playbook
* 8 x 8.5 x 11 player aid cards
* 2 x 11x17 Seasonal Interphase
* 2 x 11x17 folding Operations Player Aid Card
* 4 sheets 9/16" counters
* 2 sheets 1/2" counters

Designer: Nick Karp
Developers: Mitchell Land & Ralph Shelton

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110.50 €
Wing Leader: Blitz 1939-1942
Wing Leader: Blitz 1939-1942

Wing Leader: Blitz is the first expansion for GMT’s Wing Leader system. Blitz adds more aircraft and scenarios to play while expanding the game into new theaters of war. Fly Dewoitine D.520 fighters into the cauldron of battle against German Heinkels. Lead Japanese Ki-27s against the Soviets in the skies over Nomonhan. Direct Royal Navy Fulmars and Martlets at Italian torpedo bombers in Operation Pedestal. Launch P-39D Airacobras against Japanese invasion forces approaching New Guinea.

New Aircraft will also include the Soviet I-16, I-153 and MiG-3, the Curtiss Hawk 75 fighter, and most of the major French fighters including the M.S.406 and MB.152C.

Players will need a copy of Wing Leader: Victories 1940-1942 to play Wing Leader: Blitz.

In addition to new aircraft and scenarios, Wing Leader: Blitz features a brand-new campaign system, which recreates air actions in the early weeks of the German invasion of the Soviet Union. The campaign comes with its own 11 x 17” campaign map, while special markers for tracking bomb damage are included for the first time. The campaign will confront the German and Soviet players with tough decisions on targeting, attack planning and raid execution in the desperate days of Operation Barbarossa.

Wing Leader: Blitz brings the major air combats of the Blitzkrieg right to your gaming table!

Contents:
* 1x Campaign rules and scenario booklet
* 1x 11 x 17” campaign map
* 1x countersheet
* 2x sheets of Aircraft Data Cards
* 1x Campaign player aid sheet

Game Design: Lee Brimmicombe-Wood

Players will need a copy of Wing Leader: Victories 1940-1942 to play Wing Leader: Blitz.

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45.50 €
Wing Leader: Legends 1937-1945
Wing Leader: Legends 1937-1945

Wing Leader: Legends 1937-1945 is the fourth expansion for GMT’s Wing Leader system. In Legends, we seek to cap the Wing Leader game system by bringing together previous games and expansions in a series of crossover scenarios.

Featuring combat from the beginning to the very end of the war, Legends features some of the smaller air forces. The Chinese over Nanking, the Yugoslavs over Belgrade, and the Bulgarian defense of Sofia all appear. The last gasp of the Regia Aeronatica over Sicily and Calabria are captured in a series of exciting scenarios. There are new scenarios for China and France. Old favorites, including the Pacific and Eastern Front, also feature, matching Italians against Soviets or recreating the famous Battle of the Bismarck Sea.

New Aircraft range from the obscure Yugoslav IK-3 interceptor to the American P-26 ‘Peashooter.’ Italian types including the G.55 fighter and the Z.1007 bomber also appear.

Players will need copies of all previous Wing Leader products to fully enjoy this expansion.

In addition to new aircraft and scenarios, Wing Leader: Legends features a whole campaign system, replicating the experience of the desperate air battles over Kursk in the summer of 1943.

Wing Leader: Legends brings major air combats right to your gaming table!

Components:
* 1 x Campaign rules and scenario book
* 1 x What ADC Do I Use? booklet
* 1 x countersheet
* 1 x sheet of Aircraft Data Cards
* 1 x combined sheet of Aircraft Data Cards and counters
* 1 x Campaign map
* 2 x Campaign order of battle cards

DESIGNER: Lee Brimmicombe-Wood
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Mark Simonitch, Tony Curtis, Andy Lewis, Rodger MacGowan, Gene Billingsley

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52.00 €

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