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Brothers at War: 1862
Brothers at War: 1862

Brothers at War: 1862 is a quick-playing, tactical wargame exploring civil war brigade command.

Units are regiments, batteries and companies of skirmishers. This is a quadrigame or set of four games, each featuring a full-size, 22×34″ game map and covering battles from 1862: Antietam, South Mountain, Mill Springs, and Bloody Valverde.

Here Come the Rebels!
It is a crisis year for the nation, as Invading armies march into Maryland, West Virginia and New Mexico.

Command rules are simple and abstracted. There are no combat results tables. Combat and all checks are resolved using six-sided dice, in which results of 5-6 mark success, and 1-4 failure. Brigades activate via chit pull, with their constituent units moving and fighting individually. Stacking is limited to two units per hex. Massive 1.5” hexes allow two 3/4” units to fit side by side… no information is obscured!

Distinctions are made between formed and unformed infantry, deployed and limbered artillery, mounted and dismounted cavalry. Unit facing is not an element of play. Instead, unit deployment in adjacent hexes can trigger pass-through fire, which simulates flanking fire, or fire on compressed lines (both dangerous situations for civil war units).

Battle Cards introduce an element of uncertainty and excitement to play. Unique off-map displays track every brigade’s reserves and casualties. Once a unit’s reserves are used up, it becomes exhausted and liable to break.

Four battles explore how the system can accommodate a variety of civil war battlefields: The meat-grinder of Antietam’s cornfield, in which brigades collide one after another in a brutally confined area, the mountainous terrain of Fox’s Gap, where a Union corps attempts to break through a handful of southern brigades; the sodden fields of Mill Springs, Kentucky, in which green rebels with old-style muskets battle freezing rain as well as their northern enemy; and an all-cavalry Texan brigade confronting union regulars and green New Mexican volunteers at Valverde in the distant western territories.

The four battles covered, each with its own full size map, include:
THE CORNFIELD
* The Battle of Antietam 5am-9am, September 17th, 1862
* Four scenarios covering the Union’s morning attack at Miller’s Cornfield:
• Union Right Hook
• Hood Counterattacks
• XII Corps Advances
• Stemming the Blue Tide (Campaign Game

FOX’S GAP
* The Battle of South Mountain, 9am-6pm, September 14th, 1862
* Two scenarios covering the flanking attack by Reno’s IX Corps at Fox’s Gap

MILL SPRINGS
* The Invasion of Kentucky, 7am-12pm, January 17th, 1862
* Two scenarios covering the climax of CSA General Zollicoffer’s ill-fated winter campaign

BLOODY VALVERDE
* War in the Territories, 10am-5pm, February 21st, 1862
* Two scenarios covering the opening batle in Confederate General Sibley’s invasion of New Mexico

Complexity: Medium-High
Time Scale: 1 Turn = 20 Minutes
Map Scale:100 yards/hex
Unit Scale: Regiments and Batteries

Components:
* Four 22″ x 34″ maps (one for each game)
* 520 3/4″ counters
* 114 5/8″ counters
* 9 Player Aid Cards
* Rulebook
* Four 6-sided dice

Game Credits:
Designer: Christopher Moeller
Artist: Christopher Moeller

1–2 Players
60–240 Min

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128.70 €
Conquistadors
Conquistadors

In the half-century after Columbus, small bands of daring Spanish adventurers conquered Central and South America, destroying the huge armies of long-established native empires in the process. Some won great fortunes in gold, while many others only died an early death. These men were The Conquistadors. In this partly card-driven, partly procedural game —a brand-new design from Jon Southard — one to five players each control a group of conquistadors, trying to discover and loot the civilizations of the Americas and end up with the most gold and power.

A game of The Conquistadors begins with the outline of Central and South America as known in 1520. Your first task will be to seek out and discover the great Indian cities and empires — which may appear in their historical locations, or in quite different places. Once you discover where the cities and empires are, it is time to gather gold. You might battle and plunder the Indians, or your best plan may be to attempt diplomacy and enlist them as allies — especially if you have an Indian interpreter in your expedition. Like Francisco Pizarro, you might try a Sudden Shock Attack to capture a native king and extort a fat ransom. Always you must be sure to keep the Governor happy, or he may issue a warrant for your arrest. Beware of native uprisings, painted warriors, and poisoned darts around the next corner, and watch out for defection in your own ranks. If you fall behind in the race for gold, you might try to descend the Amazon or discover the Fountain of Youth. And when you are really in a tight place, perhaps you can appeal to Mano de Dios (the Hand of God) to bail you out.

The Conquistadors is playable by from 1 to 5 players, with an introductory Basic Game, a more involved Standard Game, and some optional rules. While the normal game system requires 2 or more players, solitaire play is enabled by a special solitaire module.

Product Information:
* Complexity: Low to Medium 3/4/5 out of 10 (Basic/Standard/plus Optional Rules)
* Solitaire Suitability: High (solitaire scenario), Low (other scenarios)
* Time Scale: variable, one turn = 3 to 18 months
* Map Scale: abstract, point-to-point area map covers Mexico, Central America, Colombia, Ecuador, and Peru
* Unit Scale: Individual leaders, 3 to 25 Spanish troops, up to several thousand Indian troops
* Players: one or two
* Playing Time: three hours (Basic Game), four to six hours (Standard Game)

Components:
* Two Maps – each approximately 28 x 20″
* Two Countersheets (5/8” size)
* Deck of 130 Strategy/Conquistador Cards
* Deck of 26 Asset Cards
* Rules booklet
* Four Player Aid Cards
* One Logsheet 8.5” x 11”
* Two 6-sided dice
* Box and Lid

Designer: Jon Southard

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115.70 €
Cradle of Civilization
Cradle of Civilization

Cradle of Civilization is a pair of games in one pack that allows one to six players determine the fate of the ancient near east. In one game civilizations rise, while in the second, players battle over whether the great Persian Empire will survive or perish. Both games use simple mechanics to make them quick-playing and to portray a period feel to the players..

Sumeria to Persia is about the Bronze and Iron Age, when civilization was born and city states evolved into kingdoms and finally to large empires, culminating in the Persian Empire founded by Cyrus the Great. Players of History of the World will recognize the base mechanics whereby players randomly select civilizations from cards, although the player in last place has more power to decide which civilization they will play.

Sumeria to Persia does is for two to six players and offers more options than previous games on the subject. Civilizations that survive can continue to expand in future turns. Random events create possibilities that defy history but were in the realm of possibility. The Minoans may have a brilliant military commander and the Egyptians could become a seafaring empire. There are also rules for constructing wonders, the placement of cities, and the general effects of the Bronze Age collapse. Lastly, the Persian Empire does appear, although any player choosing them must hand out victory points to their opponents.

Alexander vs. Darius: The Fall of the Persian Empire is a two-player game that simulates Alexander III’s conquest of the great Persian Empire. Sometimes portrayed as a foregone conclusion, this game argues that Persia certainly had a chance to win if they had used different strategies or had some luck on the battlefield. Darius III need not have been Persia’s last king.

The heart of Alexander vs. Darius is a war weariness track, which moves down steadily for Alexander’s army. Historically, it did not reach zero until after his invasion of India, but a Persian battlefield victory could have changed that. The game also allows players to explore Memnon’s strategy of using Persian naval supremacy to raid Alexander’s rear as well as exploring the possibilities of the Spartan rebellion. Lastly, the Persians themselves must worry about legitimacy, and therefore must be active in resisting Alexander, or risk losing their grip on the throne.

Product Information:
* Complexity: 2 out of 10 (Sumeria to Persia), 4 out of 10 (Alexander vs. Darius)
* Solitaire Suitability: 1 out of 10 (Sumeria to Persia), 7 out of 10 (Alexander vs. Darius)
* Players: one to six
* Playing Time: 3 hours

Components:
* One mounted map (22 X 34 inches)
* Nine full sheets of large 0.65” counters
* Two rules booklet
* Six player reference cards
* Forty-Eight Nation/City/Epoch tiles
* Twelve 6-sided dice
* One box and lid set

Game Credits:
Designers: Sean and Daniel Chick
Artists: Bill Morgal and Shane Hebert

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115.70 €
Dawn of Empire
Dawn of Empire

Dawn of Empire is an uncomplicated game centered on the naval aspects of the Spanish-American War of 1898 in the Atlantic Ocean. The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms. The intent of the game is to provide a broad overview of the historical events while being fun to play.

It all really started in February of 1895 when Spain unilaterally suspended constitutional guarantees to Cuba and its population. This lead to open revolt on the island and serious retaliatory measures by the Spanish administration of Captain General Weyler, including concentration camps for non-combatants. This was too much for the American press, and as a result, the American public, and eventually U.S. pressure led to Weyler’s removal, but not to a decrease in tensions between the US and Spain. And then, the Maine happened. On 15 February, 1898, well into the darkness of the night, the USS Maine, anchored in Havana Harbour to visible enforcement of U.S. interests on the island, blew up. 268 U,S. naval personnel were killed, about 2/3rd of the crew of the vessel. The American press exploded also. Headlines shouted “Spanish Treachery” and William Randolph Hearts newspapers stirred the pot of American anger vigorously. By late March a Naval Court Of Inquiry set down a judgment that the Maine was destroyed by an external explosion, pointing the finger by implication at the Spanish. Before the end of the following month, the United States would declare war on Spain.

The object of the game for the United States player is to control the sea areas around the US Atlantic coast and Caribbean Sea to prevent Spanish combatants from supporting their island holdings and to destroy the naval forces of Spain. The object of the game for the Spanish player is to disrupt United States sea control, retain sea control around the Spanish coastline for as long as possible, and destroy United States naval forces. Both players must deploy their naval resources into the sea areas on the map to earn victory points at the end of each turn for areas under their control, blockaded, and for opposing units destroyed.

Product information
* Complexity: 4 out of 10
* Solitaire Suitability: 4 out of 10
* Time Scale: 11 days per turn
* Map Scale: variable (area movement maps)
* Unit Scale: individual warships
* Players: 1-2
* Playing Time: 2-3 hours
* Designer: Stephen Newberg

Components
* Map of the Atlantic Ocean and Caribbean Sea
* Battle Board
* One countersheet of 176 large 5/8” counters
* Player Aid Cards
* One rulebook
* Dice
* One box and lid set

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71.50 €
Death in the Trenches: World War 1 1914-1918
Death in the Trenches: World War 1 1914-1918

Death in the Trenches is a strategic-level World War I game covering the entire war, from the opening shots in Serbia and Belgium to the final defeat (or victory!) of Germany and its allies in 1918. The map, executed by Jonathan Carnehl, is designed to give you a feel for 1914 by using textures and colors featured in atlases of the time. It stretches from the Pyrenees to Moscow, and from Norway to the Sudan, covering every square inch of territory in Europe and the Near East which saw combat from 1914 to 1918, in a manageable 34×22″ format. Colonial battles around the world take place on an additional 8½x11″ map showing Germany’s empire.

The game also features 456 beautifully-illustrated counters depicting all the national armies that fought in the war – from the Germans, French, British and Russians all the way down to the Persians, Montenegrins, Armenians, South Africans, and a host of specialized units (French Foreign Legion, Gurkhas, Italian “Arditi”, Cossacks, Tyrolean Kaiserjäger, Zionists, Bavarians, “Dunsterforce”... even China may send a small expeditionary force).

For the World War I buff, the game’s simple off-map system of Allocation markers fills your world with historical detail: Tanks, Alpenkorps, artillery barrages, flamethrowers, poison gas, Krupp guns, Mustapha Kemal, the Royal Air Force, French elan, Rommel’s mountain tactics and Galliéni’s taxicabs... while the great wartime leaders all leave their mark (good or bad!) on history: Bruchmuller, Haig, Hoffmann, Mackensen, Hindenburg and Ludendorff, Rennenkampf and Samsonov, Sarrail, Von Francois, Foch, Brusilov, Nivelle, Plehve, Putnik and Yudenich. All this detail is added without forcing you to remember special rules.

What other WWI games make ruthlessly complex, Death in the Trenches simulates with elegant simplicity. Face-up units are entrenched; face-down units aren’t! Simple as that. Emphasis is on the fun stuff rather than the boring stuff; there is no bean counting of production points, supply rules and strategic redeployment are easy, and in combat there are no complicated terrain modifiers to memorize – those are baked right into the combat die roll.

Death in the Trenches includes a deceptively simple, short rulebook (with several additional pages of random events) detailing the game’s unique combat system (no CRT!) which portrays the grinding nature of World War I combat in a realistic way that still gives players plenty of options to pursue. The map shows your army-level units, with their divisional components represented off map to prevent map clogging. The production and assignment of divisions has been simplified in this new Second Edition.

The game’s unique combat system lets you choose how many dice you want to throw, and the risk you’re willing to take: you’ll agonize over every choice of “just enough but not too much”. If you “overroll” your target number, it means you just sent your men “over the top” to get mown down. What did you expect? This is World War I! Battles feature a grinding ‘arms race’ where you throw in more and more dice, and more and more Allocations, in classic World War I fashion where you know that just “one more big push” will give you the victory that has so often eluded you.

Endless replayability flows from over 500 painstakingly researched random events, which plunge you into the fiery world of World War I in ways you’ve ever seen before in a game, while helping keep play simple and straightforward. Lenin, the Senussi revolt, intrigue in the Roumanian court, the Cruise of the Emden, the Armenian Massacre, the Sinai Pipeline, the Ukrainian Reactionary Hetmanate, Rasputin, Mata Hari, the Russian shell shortage, the murder of Edith Cavell, Lawrence of Arabia (and his German counterpart, Wilhelm Wassmuss), the Nestorian resistance, Pancho Villa, the Grand Duke Nicholas, Thomas Masaryk, the Red Baron, Czech Legion, Irish Rising, Berber Revolt, air raids, typhus, influenza… they’re all here in ways that actually teach you about the history of World War I.

Players command the armed forces of nearly 40 nations, in a game that still manages to be small enough to fit on your table! It sounds like a massive game, but it isn’t. Death in the Trenches is designed to be played – easy to play, hard to master. You’ll learn things about World War I you never knew before, and you’ll have to face the same crises the leaders of the Entente and Central Powers did. Think you can do better than Douglas Haig and Robert Nivelle? Now it’s your turn.

Product Information
* Complexity: Medium (about 6 out of 10)
* Playing Time: 10+ hours
* Solitaire Suitability: Excellent
* Time Scale: 1 turn = 3 months
* Map Scale: 1 hex = approximately 80 miles
* Unit Scale: Army and Corps
* Designers: R. Ben Madison and Wes Erni
* Artist: Jonathan Carnehl

Components:
* 1 34×22″ map covering Europe and the Near East – Mounted
* 3+ countersheets (9/16″) of military unit counters, markers and chits – total 400 (double sided)
* 1 rules booklet (Game System and Random Events included)
* 6 8½ x11″ color player aid and display sheets
* 10 six sided dice
* 1 full-color box and lid set

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102.70 €
Devil Boats: PT Boats in the Solomons
Devil Boats: PT Boats in the Solomons

Devil Boats: PT Boats in the Solomons is a solitaire, tactical-level wargame. You, as commander, will lead a squadron of four US Navy PT boats on nightly missions against Japanese forces in the Solomon Islands during the summer months of 1943.

Sleek, fast, and heavily-armed, US Navy PT boats were soon given the nickname ‘Devil Boats’ by Imperial Japanese forces for their ability to suddenly show up out of nowhere, inflict heavy damage, and then quickly disappear again under the cover of night. From General Douglas Mc Arthur’s evacuation from the Philippines in 1942, throughout numerous bloody South Pacific island naval battles, and finally upon the eventual return of US forces to the Philippines in 1945, US Navy PT boats played a small but important role in the South Pacific Campaign during World War II.

Devil Boats: PT Boats in the Solomons covers the months from July to September 1943- the most active months during the campaign against Japanese forces in the New Georgia Islands area as US forces advanced northward. As PT Boat commander, you will lead up to four PT boats on nightly patrols from your PT base on Rendova Island. Your primary goal is to sink as many IJN barges as possible in an attempt to prevent them from transporting troops and supplies to the surrounding islands. But that’s easier said than done, as enemy air patrols and the occasional IJN destroyer will do their best to sink you and your squadron. And don’t think that sinking IJN barges will be easy. They were armored and very tough, requiring hundreds or even thousands of PT gun shell hits to sink. More often than not, they escaped into the night.

You may occasionally be assigned a special mission, such as picking up a downed Allied airman, dropping off supplies to a coastwatcher, or even shelling an enemy supply dump. But beware- hidden enemy machine gun nests and shore guns may await as your boats approach the shoreline.

Other hazards you and your squadron will likely face are bad weather with heavy seas, reef collisions, and a multitude of random events.

Devil Boats: PT Boats in the Solomons models 12 individual PT boat crewmen that may be injured, killed, or even come down with Malaria. But if they do survive long enough, their skills will improve. The game also models individual PT boat equipment and components, such as radio, radar, engines, guns, bilge pumps, etc. These components may be damaged or destroyed, perhaps forcing your PT squadron to break off the patrol early, or maybe even disabling one of your boats. Also modeled is PT squadron management, allowing you to conduct PT boat assignments and repairs.

As PT squadron commander, your ultimate goal is to survive the 3 months and destroy as many IJN enemy forces as possible without suffering too many squadron losses yourself. But be careful- play recklessly and lose too many PT boats and you may find yourself relieved of command and sent back to the States, or even court-martialed! But do well and you will earn well-deserved medals, and maybe even change the eventual outcome of the war for the better.

Devil Boats: PT Boats in the Solomons was designed to be detailed, yet accessible to even new players with no prior gaming experience. Gameplay has been greatly streamlined by avoiding the need to memorize a bunch of complicated rules, yet it still retains a certain level of complexity and unpredictability that add to replayability. Most patrols can be completed in 15-30 minutes, with the occasional 1-hour patrol if several enemy convoys are encountered. The option to play Short and Medium campaign games of one or two months is also included. One thing is certain- no two missions will ever play the same.

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74.80 €
Enemy Action: Kharkov
Enemy Action: Kharkov

Enemy Action: Kharkov is the second game in John Butterfield’s acclaimed Enemy Action series of card-driven games simulating pivotal battles in World War II, playable by two players or one player controlling either side in the conflict.

Enemy Action: Kharkov portrays the Third Battle of Kharkov, the key Eastern Front battle in which the German Army ended a string of Soviet victories begun at Stalingrad. In the late winter of 1943, Soviet Operations code-named Star and Gallop drove the Germans from the city of Kharkov and threatened a complete breakthrough, only to be driven back by the German counteroffensive known as Von Manstein’s Back Hand Blow.

Each volume in the Enemy Action series features:
* Two-player competition with low complexity and constant decision points for both sides;
* Solitaire play of either side with systems governing all aspects of enemy command and tactics;
* Card-driven impulse system, with multi-purpose cards played to activate formations, implement command events, or gain tactical advantages in combat.
* Diceless and chartless combat system – players draw combat chits that build a narrative of each combat.

The solo games add fog of war to the experience. Many enemy unit locations in the solo games are unknown until your forces move to contact. Enemy units behind the front line often disappear to reappear elsewhere, within realistic movement limitations.

Features specific to Enemy Action: Kharkov include:
* Soviet partisans
* Offensive command quality
* Withdrawal under fire
* Armor depletion
* Von Manstein’s Rochade (rapid redeployment)
* Soviet forward support
* Spring thaw and mud conditions

Components:
* Three 22″x34″ maps (1 for each solitaire game and 1 for the 2-player game)
* Three rules books (1 for each game)
* Two full sheets of counters, printed both sides
* 110 playing cards (poker quality)
* Multiple player aid cards
* One ten-sided die (for solo play)
* One full color 3” box and lid

Complexity: Moderate
Solitaire Suitability: Designed for solitaire play
Map scale: 7.5 miles per hex. Hexes are oversized for easy counter handling.
Time scale: Three days per turn, with several impulses in each turn.
Unit Scale: Regiments, brigades and divisions
Players: One or Two (features Solitaire mode)
Playing Time: 15 minutes to 5 hours for the full campaign

Designer: John Butterfield
Developer: Ted Castronova

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162.50 €
Imperial Tide: The Great War 1914-1918
Imperial Tide: The Great War 1914-1918

Imperial Tide: The Great War 1914-1918 is a 2-player strategic level game which places you in command of either the Allied or Central Powers during The Great War (World War I.) Each turn consists of a year, during which multiple cards plays occur. These give the players movement, combats, entrenchments, and other actions. At the end of each year, players must make critical decisions on which cards to re-buy in an attempt to win the war outright or to win by placing the other side in a disadvantageous position by 1918. Imperial Tide is based on the popular, action-packed Pacific Tide game system by Gregory M. Smith, with many combat and strategic decisions to challenge players in just a single evening’s game.

The core of the game is the unique card re-buy system, in which players take their annual production (adjusted for U-boats, blockades, and Zeppelin bombing) and decide which cards they need for the upcoming year. Cards not only provide for reinforcements, but allow for movement, combat, and entrenchment. Which cards to rebuy is without question one of the key decisions the player must make to prepare for next year’s operations.

The game has infantry units for all of the major participants, and artillery “units” actually represent stockpiles of ammunition to be used for offensives. Naval operations are mainly abstracted, although sea movement to Salonika and Gallipoli is allowed.

Besides the focus on card play, the game features a small footprint (one standard map) and also is designed to be played in just a single evening – estimated at 3 hours for experienced players to fight the entire war.

One new mechanic in Imperial Tide is the option to conduct “Attrition Combat” instead of regular combat. By using Attrition Combat, you are not attempting to take ground – you are merely attempting to inflict casualties on the enemy and wear him down. This type of combat automatically causes both sides to take losses.

Another new key mechanic in the game system is the use of Resource Points. Each nationality has a set amount, and there is an option to buy an extra point each year. Although mainly intended to replace infantry strength, they are extremely flexible in that they can be used in limited amounts for movement and combat operations. They can be thought of as a sort of “operational reserve” and should be used judiciously by players.

This game is highly accessible to those familiar with Pacific Tide and designed by Gregory M. Smith. The game system lends itself very well to capturing the bloody and numerous battles of World War 1. While Imperial Tide is designed as a 2-player gaming experience, an additional option for solitaire play is provided by the inclusion of a Solitaire Bot. This “bot” creates action priorities for the non-human player, and has the advantage of being simple enough to implement without spending an inordinate amount of time as the non-player.

Complexity: 5 out of 10
Solitaire Suitability: 8 out of 10 (Solitaire Bot system)
Time Scale: 1 year per Turn; each turn being composed of multiple card plays.
Map Scale: Strategic; Abstract
Unit Scale: Strategic: Infantry points with artillery stockpiles
Players: Two (with option for one)
Playing Time: three to four hours

Components:
* Two Countersheets of 9/16″ unit-counters
* One MOUNTED 22’ x 34” map of Europe
* One Solitaire Aide Player Aid Card 8.5″ x 11″
* 48 Game Cards (24 per side)
* 3 Year Cards (double-sided)
* Rules Booklet
* Two 6-sided dice
* Box and Lid

Game Credits:
Designer: Gregory M. Smith
Project Director: John Kranz

1–2 Players
180–240 Min
Age: 14+

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89.70 €
Korean War: June 1950 - May 1951, Designer Signature Edition
Korean War: June 1950 - May 1951, Designer Signature Edition

The Korean War: June 1950 – May 1951, Designer Signature Edition, marks the return of a true wargaming classic by Joseph Balkoski first published in 1986, faithfully remastered and updated with this all-new, supersized edition. Hailed by many as of the premier games covering The Korean War, this two-player operational level simulation covers the first year of the Korean conflict, from June 1950 to May 1951.

This edition of The Korean War features a super-sized map and larger counters and is another Classic Reborn! by Compass.

During this period, the United States found itself involved in a bitter struggle in a remote Asian land that many Americans had not even heard of. Amid the debacles and stunning victories of the first year of war, the very foundation of the American military system — so recently triumphant in the Second World War — was severely shaken. In a war that few Americans understood and which historians have tended to ignore, the foundation of future American diplomacy in the face of communism was laid.

The players control ground and air forces of the United Nations, North Korea, and Communist China. Each player’s force consists of a wide variety of units, including infantry, marines, paratroopers, armor, and aircraft. The map is a 1:750,000 representation of the Korean peninsula from Pusan in the south to the Yalu River in the north. In addition to controlling military forces, the players must make a number of political decisions that have an important effect on the game. Above all, the UN player must strive to keep international tensions at a minimum for the purpose of preventing World War Three. Intense escalation and mobilization could have disastrous consequences for the militarily-unprepared United States. On the other hand, insufficient force applied to Korea could lead to the conquest of South Korea by North Korean communists.

This Designer Signature edition of the classic Joseph Balkoski game goes beyond merely incorporating errata found from the original edition; it includes enhancements that include:

* Larger and easier-to-read 9/16” counters and four game maps
* Game map information is updated and includes all-new map artwork
* Enhanced ergonomics are built into the set up and reinforcement charts
* Restrictions on UN build-up and breakdown so UN player cannot perpetually continue Action Phase by reorganizing units
* Modified amphibious assault system that allows UN player to more effectively recreate September 1950 Inchon invasion
* Modified victory conditions that lessen impact of Global Tension
* New random events to make the operation a bit more unpredictable
* Updated rules treatment backed by many illustrations, an index, and clarifications and examples of play to reduce potential questions.
* Updated historical notes

Product Information:
* Complexity: 7 out of 10
* Solitaire Suitability: 6 out of 10 (landing options; no hidden units)
* Time Scale: one month per turn
* Map Scale: 7.5 miles per hex
* Unit Scale: battalions, regiments, brigades and divisions
* Players: one to two, best with two or more
* Playing Time: 4-8 hours depending upon scenario, 20+ hours for campaign

Components:
* Four map sheets (42.5″ x 71″overall map dimension)
* Three countersheets (9/16″ size)
* Rules booklet with updated Historical Notes
* Two charts and tables booklets
* One ten-sided die
* Box and Lid

Game Credits:
Designer: Joseph Balkoski
Project Director: John Kranz

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123.50 €
Napoleon's Imperium
Napoleon's Imperium

Napoleon’s Imperium is a magnificently designed team-based wargame fought out on an epic scale, set in the glorious Napoleonic Wars!

Allowing up to eight players, each player can command one or several Empires in a Two Alliance Battle for Europe.

All Empires have different strengths and weaknesses, different economic scales, and geographic advantages. As no two Empires are alike and can be played in so many ways, no two games are the same. Survival and dominance in Napoleon’s Imperium are dependent on solid player partnerships!

But although each Empire in the Alliances is vastly different, the two opposing Alliances are balanced equally. The slight imbalance of commencement strength is offset by the combination of an Empire’s unique abilities together with their geographic advantage or disadvantage.

The upheaval of changing alliances, the ramifications of treaties and the significance of world events are all represented in Napoleon’s Imperium via 160 beautifully designed “Battle Cards.” These Battle Cards balance history and real-world events with the element of chance and fog of war.

In Napoleon’s Imperium optional rules, the role of weather adds an exciting factor, affecting the movement and the attack and defense abilities of each Empire.

The average game would run five to six hours but can be campaigned to play for days. And it’s straight into the cannon fire or cannon fodder depending on your battle fortunes, as an average game would encompass an average of 80 to 100 battles!

Napoleon’s Imperium includes a magnificently designed, large scale map 34x44inch paper map uniquely circular in a “Christopher Columbus” style world globe. The globe is a visual masterpiece that reflects Napoleonic Europe and North Africa in striking contrasting colors based on each Empire.

With a “Churchill war room” feel, Napoleon’s Imperium brings a whopping 780 counters to the game. These counters represent Age-of-Sail style Fleets, Artillery, Cavalry, Infantry units, Commanders, Spies, flags, and the odd Camel, to mix it up! The land counters bring authentic tabletop hand-painted images to enhance realism.

It’s big, it’s bright, it’s attractive and interactive. But most of all, it’s addictive, bringing a new experience every time you play.

And with Napoleon’s Imperium, the more you play, the more your prestige grows as you earn ranking points with every game! Ranking charts are located within the rule book for personal and online rank tracking.

The game designer is from Australia, so don’t be surprised if you see a rare cameo of little-known Napoleonic connections to Australia in the gameplay!

Napoleon’s Imperium represents over 29 years of design development and game testing and is modelled on an award-winning prestige tabletop game that has featured in Australian media, exhibitions and used for many years as a corporate training aid for team building and strategic planning.

And there is more to come in the future with each of the Seven Coalitions being developed as new Alliance sets that can be added to this base game as future add-ons.

THE BASICS
* Napoleon’s Imperium is a turn-based game that is restricted by a timeline of years.
* There is a maximum of 18 playable years in Team Napoleon; 1798 to 1815.
* A typical game is five to six years or turns. Approximately 80 to 100 battles will happen in that time.
* A Battle Point Game lasts 4 to 6 hours (variable turn length based on player agreement).
* A Campaign Game can last up to 5 to 20 hours depending on the skills of the players as they seek to achieve a Capital Victory.
* Large Scale Map – The map is divided into land territories and sea territories with different economic values Capital Cities and Sea Ports.
* Playing Pieces Types
- Artillery = Cannon
- Cavalry = Horses
- Camels (only Ottoman Empire)
- Infantry = Foot soldiers
- Fleets = Ships
- Colours = Flags
- Each Turn has 3 phases.
- Phase One: Purchase
- Phase Two: Attack
- Phase Three: Movement
- Weather. A wonderful optional element of Napoleon’s Imperium is the roll for weather each year. This has individual effects on each player and can lay waste the best of plans or save an Empire from imminent destruction!

Game Objectives
The objective of Napoleon’s Imperium is for one Alliance to conquer the other by either achieving a Capital Victory (capturing key enemy territories) or a Battle Points Victory (based on favorable outcomes and achievements made during game play).

Product Information:
* Scope: Napoleonic Grand Strategic
* Complexity: 6 out of 10
* Solitaire Suitability: 4 out of 10
* Time Scale: 1 Turn = 1 Year
* Map Scale: Global map centred on Europe, North Africa
* Unit Scale: 10,000 men per Infantry unit, 2,000 men per Cavalry unit, 50 cannon per Artillery unit, 5 ships of the line per Fleet unit
* Players: 2-8 players
* Playing Time: 4-6 hours for Battle Point Game, 6-15 hours for Campaign Game depending upon skill of players. Each year of play takes approximately 40 minutes to one hour to complete.

Components:
* Two paper maps 22×34″ (Total map battlefield map size 34×44″ inches)
* Two decks of 80 Battle Cards (160 cards)
* One deck of 80 Battle Point Cards
* One Battle Point Card Replacement Board
* Six sheets of 130 oversized counters each
* Eight Player Aid Cards
* One Battle Point Card and Weather Pad
* Two Map Counter Placement Reference Cards
* Forty-page Rules Booklet
* Twenty Dice (10-sided red and blue)
* Box and Lid

Game Credits:
* Game Development and Design: Andrew Rowland
* Game Development Partner: Harry Rowland, Australian Design Group
* Graphic Design: Vlad Stanescu
* Lead Playtesters: “Team Napoleon Test Team” (Darryl Kane, Guy Wernhard, Thomas Carrett, Michael Popple, Scott Rowland, Andrew Rowland, Wayne McIntyre, Robert Spier, Aylin Rowland, Natasha Rowland)
* Research, Historical Game Components Development: Peter Cross, Andrew Rowland
* Game Rule Editors: Darryl Kane, Guy Wernhard, Scott Rowland, Anne Leishman
* Counter figure Art: Vlad Stanescu, Peter Cross, David Rowland
* Map Design and Layout: Andrew Rowland, Vlad Stanescu

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167.70 €
Stellar Horizons
Stellar Horizons

Stellar Horizons is a “near future” game for 1-7 players where you will lead one of Five Earth factions to explore and develop our solar system.

It is intended to be a plausible representation of the first steps of humanity towards the stars between 2030 and 2169, with each turn representing a year of time.

You are in charge of your faction’s space program, although you will have some influence over your faction’s politics on Earth as space development becomes more important. It includes co-operative and competitive scenarios lasting an hour or more, and a campaign lasting a day or more.

Each of the seven factions have different strengths, weaknesses, abilities, and available ships based on their unique geopolitical situation. Military conflict is certainly possible but not always encouraged. The game offers opportunities for more diplomatic, technological, and economic competition than outright combat, although neglecting warships entirely leaves you vulnerable to pirates, trade embargoes, and sneak attacks by rogue players and factions.

Stellar Horizons includes short co-operative and competitive scenarios lasting an hour or more, and campaigns lasting a day up to about a full weekend for experienced players.

Up to seven players can play at a time and the game is most fun with at least 2, but there are also 1-player scenarios, and the campaigns are highly suited for solo play.

There are three ways to win the campaign: be the first to develop an Interstellar Colonizer, terraform a world, or achieve dominance in space over your rivals.

PRODUCT INFORMATION
* Complexity: Medium
* Time Scale: 1year/turn
* Map Scale: The Solar System
* Unit Scale: Manned and Robotic Starships
* Players: 2 to 7
* Solitaire Suitability: High
* Playing Time: 1 – 20 hours
* Designer: Andrew Rader
* Graphic Design: Andrew Rader

COMPONENTS
* 1 Rulebook
* 20 Punchboards containing:
- 231 Units – 33 for each faction
- 1 Invader
- 30 Mission markers
- 2 Turn markers – 1 Year and 1 Decade
- 8 Asteroid markers
- 12 Signs of Life/Life markers
- 12 Pirate markers
- 15 Helio Transfer markers
- 27 Trade markers
- 90 Numbers – numbered 1 through 9
- 182 Faction markers
- 30 Damage markers
- 100 Settlement markers
- 130 Installation markers – 21 each of Supply Stations, Spaceports, Mining Stations, Refineries, and Research Stations, and 25 Defense Works
- 40 Politics markers
- 40 Victory point markers
- 108 Technology number markers for Engineering, Physics, and Biology – in denominations of 1,2,3, and 5
- 21 Technology bank markers – 3 for each faction
- 2 Large Planet tiles – e.g. Jupiter
- 2 Medium Planet tiles – e.g. Neptune
- 8 Small Planet tiles – e.g. Earth and Alpha Centauri
- 24 Satellite/Moon tiles – e.g. Hygeia-Palas and Triton
- 1 Deep Space Astronomy tile
- 54 World Cards
- 29 Currency Coins in denominations of 1,2,5,10, and 25 Billion
- 393 Resource markers – 131 each of Ore, Fuel, and Supplies in denominations of 1,2,5,10, and 25
* 4 Punchboards containing the 7 Player Faction boards and the Policy Tree
* 1 Punchboard containing the Tracks board
* 1 Technology Tree on a mounted board
* 4 Player Aids containing the various charts and tables needed to play and the Solar System and Space diagram
* 1 Percentile die and 3 ten-sided dice
* 1 Box and lid set

      heti saatavilla
193.70 €
Test of Faith: The Arab-Israeli War of 1973
Test of Faith: The Arab-Israeli War of 1973

On October 6, 1973, the Arab forces of Syria and Egypt attacked Israel. The attack took place on the most holy of days for Jews in an attempt to catch the Israelis as unprepared as possible. At first, it was a massive success. Syrian forces marched through the weak and scattered forces in the Golan Heights while Egyptian forces easily crossed the great Suez Canal and set up a strong defensive line along the east bank of the Canal and, under their strong umbrella of Surface-to-Air missile support, awaited the inevitable Israeli counterattack. And counterattack the Israelis did – only to be shocked at the effectiveness of new Soviet weapons and surprising Arab resolve.

The battle would take unexpected turns as the Israelis finally found answers to the new technology of the Arab army and fought off the challenge – even attacking into Syria and Egypt in the final stages of the battle.

But both sides could claim victory in this war. The Israelis were still king of the battlefield, but their throne was more uneasy than ever before. The Arabs proved they could defeat the Israelis in open battle and now were a force to be recognized and respected. The war had changed everything in the region.

A Test of Faith is a new game in the Operational Scale Series using the new added rules from the Doomsday Project to show this war in a way that has not been seen before. Highly playable but with an emphasis on command and equipment, OSS uses an impulse system to create a test and challenging game to play, but also with new research, plenty of historical narrative.

Product Information:
* Complexity: 7 (out of 10)
* Solitaire Suitability: 8 (out of 10)
* Time Scale: 1 day per turn
* Map Scale: 4 km per hex
* Unit Scale: Battalions/Regiments
* Players: 1-4
* Playing Time: 2-35 hours (depending upon scenario)
* Scenarios: 7

Components:
* Three 22” by 34” Maps (one for the fight in the Golan Heights and two for the fight in the Sinai)
* Five 5/8″ Inch Countersheets
* Six Player Aids
* One Rulebook
* Two Six-sided dice and two ten-sided dice
* Box lid and Bottom

Game Credits:
* Designer: Adam Starkweather
* Graphic Artist: Nadir Elfarra

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141.70 €
The War: Pacific 1941-1945
The War: Pacific 1941-1945

The War: The Pacific, 1941-1945 borrows many concepts from TWE, so experienced TWE gamers will readily adapt to TWP’s game system. However, TWP doesn’t just port European Theater rules to the Pacific and hope for the best. The game features sophisticated carrier-warfare rules that capture the unique features of the Allied naval struggle against Japan. Further, TWP isn’t just a naval strategy contest. Unlike some WWII strategy games, Nationalist China plays an active role in TWP, and a player’s diplomatic strategy in China may be as important as his military strategy.

As in TWE, there are numerous optional rules and variants, from the Doolittle raid to Japanese Fleet suicide missions. Scenarios include Changsha (Nationalist China vs. Japan, Fall 1939); Guadalcanal; Coral Sea; Midway; the Eastern Solomons; Leyte; Okinawa, 1941-1945 Pacific War Campaign; 1942-1943 Turning Point; and TW-Global, combining TWP and TWE into one monster campaign game.

Playing times range from less an hour for the smallest scenarios up to 40-50 hours for the full campaign. For those who want to run the full Europe-Pacific campaign, joining both games together, you’ll need about 80 hours to recreate all of World War Two.

Product Information:
* Complexity: High (about 8 out of 10)
* Solitaire Suitability: Good
* Time Scale: 1 turn = 3 months
* Map Scale: 1 hex = 100-120 miles/hex
* Unit Scale: Fleets and Task-Forces; Air: Wings; Land: Divisions, Corps and Army
* Players: two
* Playing Time: 50 hours for full campaign (1.5 hours and up for scenarios)

Components:
* 2 maps
* 8 full sheets of 5/8” counters
* approx. 28 full color 8.5″ x 11″ cards with various displays, tracks, reminders, tables, charts, worksheets, etc.
* rules booklet
* scenario booklet
* Charts/tables/worksheet booklet
* deck of variant cards
* 2 dice
* full color box and lid – the big 3” deep box

Game Credits:
Designer: Ernie Copley
Developer: Joe Pilkus
Artist: Mark Mahaffey

  !   tilattava tuote
227.50 €

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