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18 India
18 India

India's railroad history began in 1837 when The Red Hill Railway used the country's first steam-powered locomotive to carry stone for road work to Madras, modern day Chennai. In 1845, India's first railway was incorporated, the Madras Railway. Sixteen years later, on a warm April day in 1853, a 14-carriage train carrying 400 passengers was hauled 21 miles by three steam locomotives - the Sahib, Sindh, and Sultan - and passenger railway service was thus initiated in India. From there, as they say, the rest is history, and India today has the world's fourth largest railway network.

18 India is an operational railroad game for 2 to 5 people that plays in about 3 hours. The game is inspired by 1829 Mainline by Francis Tresham, and while the venerable Mr. Tresham created some novel mechanics for that game, many of them are not ideal for players that eschew in-game randomness. In 18 India, those random elements are transformed into an amazing level of pre-game variability, which gives each session of the game a different character. Critically, 18 India causes players to think differently about 18XX standards such as train management and investments.

The mechanics in 18 India include: track gauge changes, "Guarantee Companies", competition for commodity contracts, shares with exclusive rights to purchase, train trade-ins, a unique IPO display, and all track upgrades being available from the beginning of the game. By the way, trains do not rust, but there is certainly still a "train rush"!

18 India offers excellent game play variability. Each session features a different mix of companies that are in play leading to variations in route development, company creation, and investment strategies.

At game's end, each player's net worth - the value of their stock portfolio, factoring in the book value of the companies, and their cash - is their final score. The player with the most wealth wins.

GAME PLAY
18 India is easy to learn for those new to 18XX, but rich and complex enough to challenge experienced players.

What do you mean trains don’t rust?
In most 18XX games, older trains become obsolete - or “rust”, and leave the game - as newer and better trains become available. In 18 India , trains do not rust. Instead, older trains may be traded in on newer and better trains. Additionally, companies can purchase these used, traded in models, and continue to operate them. Of course, if your railroad companies are not competitive in purchasing the better trains, they will be out-earned and you will have a difficult time winning the game. It is a different type of train rush. Instead of trying to avoid getting caught without a train, companies must find a way to get one of the best trains as quickly as possible.

Commodity Contracts
Railroads can earn extra revenue by delivering commodity goods from the interior of India to its port cities. In 18 India , there is fierce competition to be the first to complete these commodity routes!

Guarantee Companies
To encourage railroad investment and construction, the British Parliament actually guaranteed some of its railways to help entice investors and to incentivize construction. We incorporated this historical tidbit into 18 India by having three Guarantee Companies in play in every game. As an investor, you are guaranteed a 5% dividend payment - even if the railroad does not make any money. What could be better than that?

Exclusive Stock Options
At the beginning of a game of 18 India , players will draft a hand of share certificates. These certificates are stock options that the player may choose to invest in during play. In addition to buying certificates from the IPO and from the Bank Pool during Stock Rounds, players may also choose to purchase the certificates they hold in their hand. Until purchased, the certificates held in your hand are not in play. When purchased, the cost of the share is paid to the corresponding company’s treasury - providing it with operating capital. Of course, there are sometimes reasons to not make all of the possible investments you initially drafted.

Unique Initial Public Offering (IPO) Display
One unique aspect of 18 India is how timing of play is affected by IPO share manipulation. During game setup, three rows of shuffled share certificates are placed in the IPO. During a Stock Round, players may use their turn to purchase up to two consecutive shares from any one row. During Operating Rounds, railroad companies may purchase one share from any row.

For a player to be successful, they must draft a coherent and flexible hand of stock options; stand up their first company(ies) quickly and with sufficient capital; then balance dividend payouts (necessary for acquiring more shares in the Stock Rounds) with strategic withholdings (necessary to climb the train roster and maximize route yields). Starting additional “second wave” companies can provide additional flexibility and support for a player’s “premier” company(ies), or be used as a harrying force to complicate other player’s route networks.

18 India has been extensively play-tested, iterated, and refined using feedback from a wide variety of players including some first-time 18XX players, and many long-time veterans. The finely-tuned and unique combination of pre-game variability, stock speculation, commodities, train roster, and intriguing mechanics creates a fresh and engaging game experience with every play.

COMPONENT LIST
* 1 22" x 34" Mounted Map
* 210 Track Tiles
* 125 Wooden Tokens
* 253 Cards
* 20 Company Charters
* 1 20-page Rulebook

Game Designers: Michael Carter, Tony Fryer, and Nick Neylon
Game Developer: Ken Kuhn

2–5 Players
150–240 Min

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114.40 €
1846: The Race for the Midwest 1846-1935
1846: The Race for the Midwest 1846-1935

In 1846, 3-5 tycoons compete to earn money and build the best stock portfolio by investing in and operating railroads within the midwestern United States.

Five competing railroads, in search of Midwestern grain and markets, crossed the Appalachian mountains in the early 1850s: the New York Central, Erie, Pennsylvania, Baltimore & Ohio, and, via Canada, the Grand Trunk, backed by Boston merchants.

In front of them were literally hundreds of failed local railroads, most existing only on paper, but a few had laid bits of track and acquired locomotives, before running out of capital and being sold to Eastern interests in 1846.

Can you knit together these private companies and Eastern railroads to form the most profitable rail network in the Midwest, stretching to Chicago and St. Louis and connecting East and West?

Game Play
Players begin by investing $400 apiece in drafting private companies and launching corporations. WIth fewer than five players, some companies and corporations are randomly removed, making each game different.

Play consists of alternating stock rounds with pairs of operating rounds. During stock rounds, players buy and sell shares, possibly launching new corporations. During operations, each railroad -- with its majority stock holder (President) making all its decisions -- lays track and stations, runs routes, declares dividends, and possibly buys bigger and better trains.

As new train types appear, older trains go obsolete, representing technological progress. A corporation without a train must buy one -- with its President having to make up the difference out of pocket if the corporation doesn't have enough cash!

The game ends once the bank runs out of money. The player with the best stock portfolio and most cash on hand -- not including any money in corporations -- wins!

1846 is an '18xx' game, one of many games by different designers inspired by Francis Tresham's 1829. 1846 has several unique features, such as its opening draft, variable setup, and (comparatively - 18xx games tend to be longer-playing, but this is one of the shorter ones) shorter game length, which are good for players new to 18xx.

1846 features a nice balance between portfolio management and board play (track and station lays and building profitable routes). It is highly rated on BGG but has been previously available only by small press publication. GMT is proud to offer this new version of 1846, with enhanced components, as our first 18xx game.

Note to existing 18xx players: Andy Lewis, an avid 18xx player himself, says you are going to want to know the following two things about our version:

1. We're not changing anything in terms of game play. This will still be the 1846 game you love, just with better components.

2. Regarding the components, besides putting the map on a mounted game board, we'll be using half-size playing cards for the Stock Certificates and trains, and the Corporation mats, stations tokens, and track tiles will be on the high-quality counter stock like what you'll find in our more recent versions of the Deluxe Edition of Twilight Struggle.

Components:
* 17 x 22" mounted game board
* 1 available corporation/stock mat
* 7 corporate mats
* 63 corporate stock certificates
* 56 station/stock tokens
* 27 train cards
* 10 private company certificates
* 5 blank player cards
* 2 independent railroad train cards
* 1 Priority Deal card
* 117 track tiles
* Play money
* 12 page rules folder

Game design by Tom Lehmann
For 3-5 players (best with four)
Playing Time: 2-4 hours

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99.30 €
1848 Australia
1848 Australia

Australia's first railway company, the Sydney Railway Company, was founded in 1848. It proved ruinous for its founders. Shortly before the opening of the first line, it was taken over by the New South Wales Government Railways. In 1852 eight privately financed railways were planned in Victoria. Three of them were established but only one of them was a success -- The Melbourne and Hobson's Railway Company which was opened in September 1854.

Many types of railways, which during the next 150 years came into being over the whole country, supported industries such as mining, sugar plantations, logging, metal works, and cement factories. For the most part, they were owned by the industrial companies themselves and were therefore called "Private Railways" in order to distinguish them from the main railways owned by the States.

1848: Australia is a semi-historical railroad game for 3 to 6 people. It is based on the game 1829 by Francis Tresham. Historical constraints have, as far as is possible, been taken into account. In other areas, history will be written anew. 1848 features the inclusion of The Bank Of England as a public company that extends loans and administers railroads that are in receivership, dealing with the different track gauges between states, and 'The Ghan' special train.

1848 has simple mechanisms at its base. The yellow, green, brown and grey tiles are placed on the map to form a network of routes, connecting stations together. The trains (train cards) make notional journeys from station to station, thereby earning money. The (imaginary) travellers pay for their journeys. The more and the more important the stations a train visits, the more money it earns for the company and its shareholders.

In the game, you and your fellow players will own 6 Private Companies, shares in 8 Public Companies, as well as shares in the Bank of England. The Public Companies belong to their shareholders. The player with the most shares in a company is its Director and decides what the company will do. You will operate your companies, invest in others, buy better trains, and compete for routes. At game-end, players computer the value of their shares and add that value to their operating profits to determine their total wealth. The player with the most wealth wins.

Components:
* 1 Mounted mapboard
* 5 sheets with 100 tiles
* 9 Corporate mats
* 82 Stock Certificates
* 6 Private Company Certificates
* 30 Train cards
* 1 Priority Deal card
* 1 Pack of Play Money
* 1 Rule book

3–6 Players
200–240 Min

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97.50 €
Ancient Civilizations of the Middle East
Ancient Civilizations of the Middle East

If you liked Ancient Civilizations of the Inner Sea, you are going to love Ancient Civilizations of the Middle East!

Ancient Civilizations of the Middle East (ACME) is brought to you by the same team that created Ancient Civilizations of the Inner Sea —designers Christopher Vorder Bruegge and Mark McLaughlin with developer Fred Schachter. ACME is not a sequel nor an expansion but a stand alone game using the same multiplayer and solitaire systems as its predecessor with many new and exciting features to intrigue its players, including:

* Deities. Instead of building The Wonders of the World, here you get to establish the Deities of the Biblical era (including “you-know-who,” the one who demanded, “Let my people go!”)!
* An all-new deck of 110 cards, many of which allow you to inflict disasters and defeats of, well, BIBLICAL PROPORTIONS upon your opponents! One civilization can even capture the Deity of another and take its statue back to its capital to demonstrate its military and theological superiority.
* Rugged Mountain Areas (with blocks to signify strongholds)
* Fertile River Valleys (where even cities or a single disk/camp could grow population)
* Vast Deserts (where stacking is severely limited and growth prohibited)
* And, of course, the rolling plains and churning seas found in Ancient Civilizations of the Inner Sea

ACME is a game of the chaos-inducing wrath of gods & men—a chaos each player does their utmost to manage, survive, and guide their civilization through to triumphant victory. Spanning the ancient world from the Hellespont to the Indus, from the Caspian to the Red Sea, and from the early Bronze Age to the Hellenic Age, Ancient Civilizations of the Middle East allows you to command not just 10 but 16, SIXTEEN CIVILIZATIONS!

Here are the civilizations you can command:
* Akkadian
* Assyrian
* Babylonian
* Chaldean
* Cimmerians
* Dravidians
* Egyptians
* Elamite
* Greeks
* Hittite
* Israelite
*Medes & Persians
* Mittani
* Scythians
* Sea Peoples (yes, they're back!)
* Sumerian

Each civilization has its own unique characteristics, from taking captives (new!) rather than loot from a captured city to supremacy in siege warfare—and much, much more in between.

Ancient Civilizations of the Middle East is an exciting, easy-to-learn, easy-to-play-but-challenging-to-master abstract game in which players guide these renowned and legendary civilizations of the Biblical era that rose and fell—and were buried, only to rise again.

A Game for 1-6 Players
ACME is not just one game but many games. 1-6 players will take the role of one, two, or even three civilizations as they compete across up to four Epochs on land and sea, seeking to survive a host of potential natural disasters while making their indelible mark on history. Each civilization will fight to become the dominant power of its age through conquest and the building of cities, along with establishing the supremacy of its powerful Deity.

Extensive Solitaire Rules allow any scenario, including the basic game, to be played by a single player against one or more Non-Player Civilizations (NPCs). The NPC may be peaceful or hostile and may change its attitude depending on the actions of the player. Historical War Game Scenarios offer particularly aggressive Solitaire system-controlled opponents for those who want to fight to expand or defend their civilization.

A War Game Only If And When You Want It To Be
If you want a War Game, you got it. If you want a friendly game, this is it too! As in Ancient Civilizations of the Inner Sea, Ancient Civilizations of the Middle East can be all about war, but it doesn't have to be. It can be a friendly game of exploration, city building, trade, and faith. Players (solitaire, a group of up to six, or even a mix of live players with a system-driven civilization of two or more) can make of ACME what they wish or imagine. Competition can be martial or cultural, warlike or friendly, or a combination of both—how the game unfolds depends entirely on how the players want it to play. The duration of the game is also up to the players: from a multi-hour odyssey of all four Epochs to a pre-arranged shorter contest of an hour or two or to an agreed Sudden Death Victory Point threshold.

For Those Who Want A War Game, There Is Plenty Of War To Be Gamed
Historical War Game Scenarios are just that—fun and entertaining scenarios that recreate wars from the dawn of civilization to the conquests of Alexander the Great (and more!). Take on the role of Agamemnon as he sacks Troy, Solomon as he builds the Temple, or Ramses as he leads his chariots on the plains of Kadesh. Become the great law-giver, Hammurabi, the inspiring Persian empire-builder, Cyrus, or the legendary hero, Rostam (and more!). There are even double-sized (twice the usual number of disks) civilization options for those who want to conquer the world of Ancient Civilizations of the Middle East and become—as Assyrian kings Akkad and Sumer claimed—the king of the four corners of the world.

Ancient Civilizations of the Middle East is suitable for players of all ages, offers great family fun, and is easily and quickly teachable. It can serve as a kind of gateway to the more complex games our wonderful hobby has to offer.

Inside the Ancient Civilizations of the Middle East box, gamers will find:
* a 34” x 22” mounted game board
* 416 round wooden playing disks (Disks) with 52 each of 8 colors. Two extra disks of each color are provided as replacement for any lost. During play, each color is game limited to 50 disks in supply
* 8 small, square (¾ inch square) wooden blocks with 8 stickers for "Deities."
* 6 larger (1 inch square) wooden blocks (matching the six disk colors for the active civilization's Home Areas)
* 5 large white cylinders or pawns with a star imprinted on one of its sides to designate the Epoch, Turn, and location of an upcoming Competition and/or Areas which require special Competition-related consideration
* 15 cubes: 12 grey to represent Mountain Strongholds and for special cards, 1 yellow to indicate a mountain area with a Gold Mine, 1 green for a desert area’s Oasis, and 1 blue to represent a sea area’s Fishing Grounds
* 6 Player Aid Sheets (with the End of Epoch Event Table on the reverse)
* 1 Solitaire Player Aid Sheet (two-sided)
* 1 Civilizations' Special Abilities Summary card with Deity Attribute Summary (two-sided)
* 1 Optional Rule Cultural Development Tracks card with Bonus Summary (two-sided) for ACME & ACIS
* 16 Civilization Display Cards
* 110 Playing Cards
* Rulebook
* Playbook: Solitaire Rules, Suggested Set-Ups for games for 1 to 6 players, Historical Scenarios, Design Background, Examples of Play, and Optional Rules

Game Design: Christopher Vorder Bruegge and Mark McLaughlin
Development: Fred Schachter

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117.00 €
Apocalypse Road
Apocalypse Road

In the bleak future, after the collapse of our modern technological world, most of the structures we hold dearly today are no longer effective. The things that brought us comfort and ease have fallen into disrepair and disuse. Central governments have given way to localized strongmen. In some places the world is nothing but a vast wasteland and in other locals mankind thrives by calling back to its pre-modern lifestyle.

Through it all men still choose to compete and challenge each other in the various arenas. Auto racing is one of these sports that will not die. But the rules no longer apply. The racing circuits are no longer about speed and guile. Now they resemble high speed demolition derbies. The most famous organized racing competition of them all, the Apocalypse Road, is run by callous thugs and monsters who encourage drivers to arm their cars and literally destroy their opponents. It is the Roman Coliseum reincarnated.

Over time, new rules and organizational structures have taken hold. Ten teams now complete across the Thunderverse in a season-long show of firepower and twisted metal. Drivers work as part of a team struggling to complete laps under machine gun and even missile fire. The tracks, falling into decades of disrepair, are a jumbled mess of jumps, joker lanes and dirt. Much like the gladiators of old, in a time of intense anguish, the chance to be a hero, even for a day, calls drivers out to risk life and limb for wealth and food. The arena beckons, will you take the wheel?

Apocalypse Road is a race game using the Thunder Alley/Grand Prix engine. Players attempt to score points by crossing the finish line (somewhat like roller derby) and by eliminating opposing cars. The first team to 15 points wins the event and gets a double portion of foodstuffs as a reward.

Objectives and Scoring
In Apocalypse Road, a race is played to the accumulation of 15 skins for a team. A Skin may be scored in two ways.

* Each time a car crosses the Finish Line is worth 1 Skin.
* Each opposing car that is eliminated during your activation is worth 1 Skin.
* There is no leading and there is no tracking of lapped cars.

Teams
Each team consists of 5 cars and 3 alternates. Each time a car is eliminated it is removed from play. On the next turn players that have lost cars may replace cars with alternates out of “The Chute.”

Competing Strategies
In Apocalypse Road players must choose between three strategies. Do you:

* Destroy opposing cars and score incidental finish line skins in the process.
* Employ the race strategy and go for the finish line.
* Race and shoot opportunistically trying to maximize both aspects.

Tracks
Although you can play Apocalypse Road on those shiny tracks from Thunder Alley and Grand Prix, the game really shines on the four included tracks. Highlights from the tracks:

* Dirt & Rough stretches. No lane changing allowed.
* Jumps
* Joker Lanes creating short cuts.
* Figure 8 (you do not want to end an activation in the intersection!)

Racing Cards
You will find familiar cards in Solo, Line, Lead and Pursuit Movement. Apocalypse Road adds:

* Diagonal Lead Movement: All the diagonal movement you can handle.
* Ram Movement: Movement into the back of another car stops movement but allows you to attack that car.
* Lead Ram Movement: Bring other cars along with you as you ram the opposition.

Events
There is no specific events phase in Apocalypse Road. Instead players control their risk and rewards. When a player attempts to damage another car, a Combat Results card is drawn to resolve that combat. If a player uses one of the most effective Race Cards, they require a draw from the Movement Event deck. These events could be good or bad and are often situational, depending on the car’s position on the track and the type of terrain it is passing through.

Speed
Cars no longer are completely dependent on the draw of the card to determine speed. Of course it is a factor, but each car is rated for weight with the lighter, less-armed cars having higher base speeds while the heavier armored vehicles have a low base speed. Base speeds are modified by the cards played to give cars their total speed for the activation.

Weaponry
Cars in Apocalypse Road are all equipped with some degree of weapons, armor and electronics. These include: Machine Guns, Missile Launchers, Auto-Cannons, EMP Guns, Armor, Turrets, Mounts and Targeting Computers. There may some secret technologies not listed here that may make it into the final game. Each race/battle has a combination of these items to bring a unique profile to each play of the game. The weapons each have their own profile for types of damage and amount of destruction they inflict.

No Pits
Damage is not a hindrance in Apocalypse Road. You are either functional or you are not, so having 2 damage is no less debilitating than 5 damage on a car. Taking 6 damage renders a car into a pile of twisted, smoking metal. Anything less and you are good to go.

COMPONENTS
* 4 Race Tracks on two double-sided boards
* 80 Car Tokens
* 1 sheet of Tokens
* 96 Race Cards
* 56 Movement Event Cards
* 48 Combat Event Cards
* 10 Team Mats
* 1 Rule Book

DESIGNER: Carla and Jeff Horger
DEVELOPERS: Carla and Jeff Horger
RACE TRACK AND BOX ART: Kurt Miller
TOKEN ART: Nicole Balsley
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Mark Simonitch, Andy Lewis, Tony Curtis, Rodger MacGowan, & Gene Billingsley

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86.40 €
Banish the Snakes
Banish the Snakes

A Solitaire/Cooperative Game of St. Patrick in Ireland

“If I have any worth, it is to live my life for God so as to teach these peoples.” - St. Patrick

Legend has it that St. Patrick drove the snakes out of Ireland. True, there are no snakes anywhere on the island- but there have been none since before the last Ice Age! The legend is actually an allegory about his successes in converting Ireland to Christianity.

Banish the Snakes is a solitaire and/or cooperative game that simulates Ireland in the 5th century, while the Roman Empire was collapsing in the west and Ireland was turning to the Christian religion. Players represent Saints- Patrick and others (up to six of you) who set out to convert the pagans on the island. You must work as a team to convert the people of Ireland before the barbarians completely overwhelm Britain- if you fail, the Irish will not be able to save Civilization in the following centuries!

The game board shows a map of Ireland in the 5th century, with four Provinces-the same as today- but no counties yet. Wooden tiles represent the People, Druids, Chiefs, and Kings, and of course the High King at Tara. It is your job to break into the interrelated influences between these groups of people and get your new ideas accepted.

Each turn a card is drawn, throwing new challenges at your team. The severity of the event is determined by the previous card, and so no two games can ever play the same. The cards introduce events and ideas of the time, new saints, and historic figures- like Neil of the Nine Hostages.

There is a diagram of Great Britain to keep track of the steady decline of Roman civilization in Great Britain. As different parts of Britain succumb to the barbarians, more and more difficult challenges are added to the deck, until finally Britain is completely overwhelmed, cutting off Ireland from the continent and ending the game.

If you succeed in your endeavor, Christianity will thrive in Ireland, while paganism overruns Western Europe. The arts, writing, literature and history will flourish on the Emerald Isle! Soon, Irish missionaries will bring these civilizing attributes back to Great Britain and mainland Europe- as Thomas Cahill says in his book, the Irish will save Civilization. But if you fail…

COMPONENTS:
* 22 x 25.5" Mounted Mapboard
* 100+ Wooden Blocks
* 91 Playing Cards
* 2 Label Sheets
* 8 Player Aid Cards/Play Mats
* Six-sided die
* Rules Booklet
*Play Booklet

PLAYERS: 1-6
TIME: 90-120 minutes
AGE: 14+

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76.70 €
Barracks Emperors
Barracks Emperors

The Barracks Emperors is a strategy card game set against the backdrop of the Roman Crisis of the Third Century, during which at least 45 different men made a claim to the throne of the Roman Empire.

In this game, 1-4 players represent prominent political factions attempting to gain control over the men who would be Emperors of Rome. Players deploy the influence available to them (represented by the cards in their hands) to claim imperial reigns (represented by the historical Emperor cards arrayed on the board.) But they must be very careful, because politics is a complex game, and sometimes attempting to exert your influence necessitates aiding someone else in their own plots. Play your cards cleverly to capture Emperors and score the most points to win.

At its heart, The Barracks Emperors is a trick-taking game, but not one like you’ve ever seen before. In this innovative design, all 13 tricks are available for play simultaneously, in an interlocking grid that forces you to balance the value of every card you play against the value that same card may have for another player on a different trick. Plus, every card grants you an additional special ability that you might be able to use to spring a surprise on your unwitting opponents.

If you are a fan of Battle Line, which gave you a new way to appreciate Three-Card Poker, you will love The Barracks Emperors for taking games like Spades or Bridge to the next level, with a historical conflict flair.

Features:
* Historical emperors, co-emperors, pretenders, and even Gallic Emperors who broke away from Rome during the Crisis of the Third Century are all represented as individual cards in the game, each with interesting facts about the rise and demise of the man depicted.
* For fans of Time of Crisis and The Age of Iron and Rust, you will find some of the concepts and flavor from that deck-building wargame, adapted in this all new standalone game. You don’t need Time of Crisis to play The Barracks Emperors, but you’ll recognize Influence Cards such as Praetorian Guard, Foederati, and Pretender, now used in an entirely new way.
* An innovative card drafting mechanic adds an extra layer of strategy to how you play your cards while also mitigating the luck that would come with being dealt a full hand of cards at the start of each round.
* This game is designed for 4 players, but also includes options for 2 or 3 players, plus an easy-to-play solitaire adaptation for the solo player.

COMPONENTS:
* Rulebook
* Game board
* 45 Emperor cards
* 42 Influence cards
* 18 Barbarian cards
* 4 Player Aid Cards
* 7 cards for solo variant
* 6 counters

DESIGN and DEVELOPMENT Brad Johnson and Wray Ferrell
GRAPHIC ART Blackwell Hird and Mark Simonitch

TIME SCALE The 3rd Century
PLAYING TIME 1-2 hours
UNIT SCALE Emperors!
NUMBER OF PLAYERS 1 - 4

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63.70 €
Battle Line: Alexander the Great
Battle Line: Alexander the Great

Ancient Battles were fought in organized formations. The leaders of both sides directed their forces along the battle line to gain tactical advantage in order to overwhelm their opponent in the center, breakthrough one of his flanks, or hold their position until the time came for a decisive move. How will you muster your battle line? Your objective is to create powerful formations on your side of the nine Flags, in order to beat the formations on your opponent's side of the respective Flags. The first player to win three adjacent Flags (a Breakthrough) or any five Flags (an Envelopment) achieves victory. Based on Reiner Knizia's original design published in Germany as Schotten-Totten, Battle Line enhances and expands the game system to give players more tactical options and fun.

Game Components
CARDS 60 full-color Troop cards and 10 Tactics cards
* 9 Flags (plastic pieces)
* 4-page Rule Book

Game Features
Battle Line is a two-player card game built around the theme of warfare during the age of Alexander the Great. Battle Line features 60 full-color Rodger MacGowan/Mark Simonitch cards depicting the prominent formations of the period (War Elephants, Heavy Cavalry, Phalanx, etc.) and 10 full-color tactics "wildcards" that give players extra flexibility and choices and help make each new battle wildly different from the last.

Battle Line takes about 30 minutes to play. To win, you must create powerful formations along your side of the line of battle that are superior to those of your enemy. Victory goes to the player who wins 5 of the 9 battle flags (an envelopment) or three adjacent flags (a breakthrough). Based on Reiner Knizia's original design published in Germany as Shotten-Totten, Battle Line enhances and expands that game system to give players even more tactical options and gut-wrenching decisions.

How will you muster your battle line? Will you use your elephants to trample a hole in the enemy front, or send Alexander to the front to win a critical flag? Maybe you'll dispatch the Companion cavalry to lead or reinforce a crucial point in the line, or perhaps you"ll rely on your spies to determine the enemy"s strengths and weaknesses before committing your best forces. You'll always have plenty of choices. With every card play, you'll determine the strength and direction of your attack while plotting to fend off your enemy's advances.

In Battle Line, you and your opponent lead the combined arms of the greatest u

2 Players
30 Min
Age: 12+

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28.60 €
Battle Line: Medieval
Battle Line: Medieval

Now in it's 8th GMT Printing, designer Reiner Knizia's Battle Line is our #2 All-time best-selling game! This new re-themed version of Battle Line is a two-player strategy card game built around the theme of Medieval warfare. This re-themed version of Battle Line features 60 beautiful new cards by illustrator Roland MacDonald, as well as 10 full-color tactics "wildcards" that give players extra flexibility and choices and help make each new battle wildly different from the last.

Battle Line takes about 30 minutes to play. To win, you must create powerful formations along your side of the line of battle that are superior to those of your enemy. Victory goes to the player who wins 5 of the 9 battle flags (an envelopment) or three adjacent flags (a breakthrough). Based on Reiner Knizia's original design published in Germany as Shotten-Totten, Battle Line enhances and expands that game system to give players even more tactical options and gut-wrenching decisions.

Battle Line places you in command of your army's strategies. How will you muster your formations? Will you use your powerful KingsGuard to vanquish your enemy, or perhaps send the King of England or France to the front to win a critical flag? Or perhaps you"ll rely on your spies to determine the enemy"s strengths and weaknesses before committing your best forces. You'll always have plenty of choices. With every card play, you'll determine the strength and direction of your attack while plotting to fend off your enemy's advances.

In Battle Line, you and your opponent lead the combined arms of the greatest units of the era. Will you, like the great Kings of yore, reign supreme? Play Battle Line, and find out.

Designer: Reiner Knizia

2 Players
30 Min
Age: 12+

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31.20 €
Border Reivers: Anglo-Scottish Border Raids, 1513-1603
Border Reivers: Anglo-Scottish Border Raids, 1513-1603

BACKGROUND: For two hundred years, war waged back and forth across the border between England and Scotland. From Stirling Bridge to Bannockburn, the battles are famous, as are the protagonists: William Wallace, Robert the Bruce, and Edward I, Hammer of the Scots. By 1482, the unfortunate town of Berwick-upon-Tweed, once the richest port town in Scotland, had changed hands thirteen times. By the time Henry VIII ascended the throne of England in 1509, the fifty-mile-wide stretch of rolling hills and stunning vistas that straddle the border had seen decades of hardship and atrocity.

Yet still the hardy families living on these frontier lands persevered. Unable to count on crops surviving until the harvest, they subsisted primarily on the livestock they could shepherd in the fields near their homesteads. When supplies ran low, raiding to steal what they needed from their neighbors was often the answer. Perhaps no Border story is more famous than the wife who served her husband his spurs on a plate: a clear sign that it was time for him to go raiding if he wanted to see his supper.

Raids were often carefully planned operations with several border families uniting to steal livestock from a common foe in the dead of night. Cattle and sheep were the likely targets, often with hundreds of these creatures being stolen in a single raid. The reiver’s goal was to herd their quarry to safety before the retaliatory “hot trod” pursuit could catch up and force an engagement.

To combat this constant hostility, England and Scotland established the system of March Law. Each nation divided its border lands into an East, Middle, and West March with each of these six territories administered by a Warden responsible for keeping the peace. The Wardens were drawn from the most powerful families on the Borders, clans of great renown that could put upwards of a thousand men in the saddle in times of need. The March Law would have succeeded too, but for the fact that these same great families were usually the ones best equipped and most inclined to raid their neighbors. And thus the cycle of looting, raiding, and feuding among these families would continue for another century, throughout the reigns of both Henry VIII and his daughter the Virgin Queen Elizabeth.

THE GAME: In Border Reivers, each player rules over one of the Marches as leader of one of the six major riding families of the border: Grey, Fenwick, Dacre, Maxwell, Kerr, or Hume. Your goal is to increase the wealth and fame of your clan throughout the reigns of Henry and Elizabeth to end the century as the most famous Border Reiver of all time. Players gain VPs from successful combats, amassing large herds of livestock, and by elevating their Notoriety above the other players in the regions of the map.

Here are some quick facts about the game:

Number of Players: The game plays best with 4 or 6 players, though 2 and 3-player versions are also supported (where each player leads both an English and a Scottish family).

Playing Time: 2 to 3 hours. The shorter 2-hour time applies to the 2 or 4-player games where two of the Marches are out of play. No matter the number of players, most game activities are performed simultaneously to ensure a minimum of down time.

The Map: The 22 x 34” game map depicts each of the six historical Marches and the no man’s land sandwiched between the two nations known as “The Debateable Land.” Each March is home to a major town (with Gaol for captured reivers), a player’s Family Castle, and four Farm Regions where that player can raise sheep (to represent their wealth in livestock).

Basic Flow: A game of Border Reivers is divided into three turns, each representing a progressively more deadly segment of 16th Century Border history. Each turn is sub-divided into seasonal segments.

In Summer, players build their strength through a card-drafting system that lets you strengthen your March for the winter raids that follow. Players build fortified peel defense towers, garrison old castles, and build walls around their farmhouses (creating “bastles”) to guard against enemy raids. At the same time, you recruit famous reivers and wardens to your cause and ally with the most notorious clans of the time (including the infamous Elliotts, Scotts, Johnstones, and Armstrongs). And don’t forget to buy the favor of the most powerful office holders, whether it be the Bishop of Carlisle, the Keeper of Liddesdale, or the mighty Lord Warden of the Marches.

As the air cools and Fall arrives, players commit their defensive assets to the map to prepare for the raids and feuds that are soon to follow. At this time a set of events drawn from the history of the region are chosen, presenting the players with short-term opportunities that may gain them an advantage. Events include the battles of Flodden Field and Solway Moss, Henry VIII’s Rough Wooing to try and force a marriage alliance, Mary Queen of Scots’ tour of the Scottish borders, and the Catholic Rising of the North.

To initiate Winter combats, players select one of their Target cards to secretly designate their intended combat activity. Options include launching a Raid to steal precious livestock, joining their national army as light cavalry forces in one of the historical Battles, or representing their family against a specific target player with whom you have a Feud or Gaolbreak attempt that needs to be prosecuted. Careful play of cards that were drafted during the Summer can help these combats break favorably for your clan.

At last, Spring arrives and the raiding ceases. It’s time to count points and sing of the heroic exploits just witnessed. And on the final turn, that’s exactly what happens—players cash in one or more of the Border Ballad cards for extra VP, especially if the ballad aligns with the strategic path they have followed throughout the game. Which ballad will commemorate your deeds on the Border? May you fare better than Johnny Armstrong, the subject of the famous ballad “Armstrong’s Goodnight,” that captures the spirit of the Reivers:

Said John, Fight on, my merry men all
I am a little wounded, but am not slain;
I will lay me down and bleed awhile,
Then I’ll rise and fight again.

COMPONENTS:
* 22 x 34" Mounted Map
* 136 Main Deck Cards
* 60 Mini-Deck Cards
* 90 Wooden Cubes
* 60 Wooden Sheep Meeples
* 42 Wooden Horse Meeples
* 2 Countersheets
* Multi-Player Rulebook
* Solo Rulebook
* Book of Historical Notes
* 6 Family Sheets (8½"×11")
* 6 Reference Charts (8½"×5.5")
* 1 Card Decks Display (8½"×11")
* 1 Victory Point Track (8½"×11")
* 20 six-sided dice

DESIGNER Ed Beach
DEVELOPER Mark Greenwood
MAP, CARD, & COUNTER ART Christopher Moeller
LAYOUT ARTIST Charlie Kibler

TIME SCALE: 3 turns covering 1513 to 1603 CE
MAP SCALE: Scottish Borders during 16th century
PLAY TIME: 2-4 hours
NUMBER OF PLAYERS: 1, 2, 3, 4, or 6

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115.70 €
CDG Solo System 1
CDG Solo System 1

Introduction
Some of the best things in life come from those who are willing to ask the hard questions…

“Is there a more meaningful, entertaining and mentally healthy way of playing these games solo than the “dunce cap tango”? Is there a way to play CDGs in solitaire mode where the player will experience the story developing as they play along, while occasionally being surprised by unexpected events and forced to react to developing and changing situations, all while being unaware of all of the other side’s cards whenever playing one side? This is what the CDG Solo Method is all about.” - Stuka Joe, The Madness Behind a CDG Solo Method, Inside GMT, 2016

The CDG Solo System is a revised GMT Edition of Stuka Joe's CDG solo method, which streamlines two-handed solitaire gameplay by decreasing turn to turn overhead and maintenance. This method of play increases narrative immersion as the great battles of history unfold on your tabletop. The GMT edition of the CDG Solo System includes professionally printed components, a custom screen-printed die, an official ruleset, and Playsheets for seven of GMT’s most popular Card Driven Games.

Gameplay Overview
The CDG Solo System plays alongside your favorite CDG and is designed to enhance your solitaire experience by reintroducing many of the best parts of wargaming that fall apart in standard two-handed play, namely, as Stuka Joe mentioned above, the narrative flow and the fog of war. 

The CDG Solo System includes two Card Displays that are used to manage each side’s hand of strategy cards. At the beginning of each Side's turn, you will roll a Fate Die to determine which of the cards in one or more of the slots are available for play. Typically 2 or 3 cards are available at a time, but the final decision is ultimately yours. After a card is played, the marker on the Cards Remaining track slides one spot to the left, and then it’s time to roll the die for the other side’s turn.

Because the turn to turn maintenance level is so low, the rhythm of play quickly becomes second nature and allows for the game to shine. The combination play between the roll of the Fate Die and the layout of the Card Displays provides many great benefits for Solitaire CDG players. First, the singular die roll provides a nearly instantaneous result that limits the player’s options so a decision can be made quickly for each side. 

Second, because cards are only turned face-up when their lettered slot is rolled, the player doesn’t know all of the cards that will be available for each side. This combined with the Fate Die dictating which slots are available each turn effectively reinstates a reasonable degree of uncertainty and allows the player to focus on the options for the active side, instead of falling victim to the mental strain of trying to take every card into consideration while also pretending to not know what the other side is planning to do. 

Finally, the system allows for an element of surprise. Every once in a while, the perfect strategy hangs in the balance as the die rolls. Whether things look grim (until the die roll flips the perfect card) or everything feels like it's falling perfectly in line (until the card slot you need isn't rolled), the CDG Solo System reintroduces the fog of war to solitaire CDG wargaming. The moments that don't go as planned make for the best stories.

Playsheet Support
Along with a Rules Summary and the components we’ve talked about above, the system will launch with official Playsheet support for seven GMT games:

Caesar: Rome vs Gaul
Commands & Colors: Ancients
Commands & Colors: Samurai Battles
For The People
Illusions of Glory
Paths of Glory
Washington’s War

Playsheets are single sheets of rules, front and back, that contain all of the game-specific rules needed to use the system. These include a diagram of set-up, a listing of die result rulings, and modifications to the system that are necessary to meet the demands of unique game rules.

For those who are familiar with Stuka Joe’s original solo method, the Playsheets are based on the original “Tweak Sheets” and provide the same ease, simplicity, and clarity while aiding in the play experience. While the CDG Solo System is launching with support for the above-mentioned titles, the development team will continue to build more official Playsheets to support old and new CDGs in the GMT catalog.

Finally, we recognize that the CDG Solo System was a community effort and want to give back to the community that developed this system. So, GMT will make the rulebook, playsheets, and all needed files available as a free Print-and-Play download when the system is sent to the printer.

COMPONENTS:
* 2 Card Displays
* 1 Six-Sided Custom Die
* 4 Markers for the Cards Remaining Track 
* 1 Rules Summary
* 7 Playsheets (Caesar: Rome vs Gaul, Commands & Colors: Ancients, Commands & Colors: Samurai Battles, For The People, Illusions of Glory, Paths of Glory, Washington’s War)

Original Solo Method Design: Stuka Joe
Solo System Design: Ken Kuhn 
Developer: Ken Kuhn

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26.00 €
CDG Solo System 2
CDG Solo System 2

Introduction
Some of the best things in life come from those who are willing to ask the hard questions...

“Is there a more meaningful, entertaining and mentally healthy way of playing these games solo than the “dunce cap tango”? Is there a way to play CDGs in solitaire mode where the player will experience the story developing as they play along, while occasionally being surprised by unexpected events and forced to react to developing and changing situations, all while being unaware of all of the other side’s cards whenever playing one side? This is what the CDG Solo Method is all about.”
- Stuka Joe, The Madness Behind a CDG Solo Method, Inside GMT, 2016

The CDG Solo System is a revised GMT Edition of Stuka Joe's CDG solo method, which streamlines two-handed solitaire gameplay by decreasing turn to turn overhead and maintenance. This method of play increases narrative immersion as the great battles of history unfold on your tabletop. The GMT edition of the CDG Solo System includes professionally printed components, a custom screen-printed die, an official ruleset, and Playsheets for seven of GMT’s most popular Card Driven Games.

AND WE’RE BACK! It is our goal to keep making Playsheets for GMT’s CDGs and so we are back with nine new Playsheets, two new Card Displays in Red and Yellow, and a Black Fate Die.

Gameplay Overview
The CDG Solo System plays alongside your favorite CDG and is designed to enhance your solitaire experience by reintroducing many of the best parts of wargaming that fall apart in standard two-handed play, namely, as Stuka Joe mentioned above, the narrative flow and the fog of war.

The CDG Solo System includes two Card Displays that are used to manage each side’s hand of strategy cards. At the beginning of each Side's turn, you will roll a Fate Die to determine which of the cards in one or more of the slots are available for play. Typically 2 or 3 cards are available at a time, but the final decision is ultimately yours. After a card is played, the marker on the Cards Remaining track slides one spot to the left, and then it’s time to roll the die for the other side’s turn.

Because the turn to turn maintenance level is so low, the rhythm of play quickly becomes second nature and allows for the game to shine. The combination play between the roll of the Fate Die and the layout of the Card Displays provides many great benefits for Solitaire CDG players. First, the singular die roll provides a nearly instantaneous result that limits the player’s options so a decision can be made quickly for each side.

Second, because cards are only turned face-up when their lettered slot is rolled, the player doesn’t know all of the cards that will be available for each side. This combined with the Fate Die dictating which slots are available each turn effectively reinstates a reasonable degree of uncertainty and allows the player to focus on the options for the active side, instead of falling victim to the mental strain of trying to take every card into consideration while also pretending to not know what the other side is planning to do.

Finally, the system allows for an element of surprise. Every once in a while, the perfect strategy hangs in the balance of the die roll. Whether things look grim (until the die roll flips the perfect card) or everything feels like it's falling perfectly in line (until the card slot you need isn't rolled), the CDG Solo System reintroduces the fog of war to solitaire CDG wargaming. The moments that don't go as planned make for the best stories.

Playsheet Support
Pack 2 adds official Playsheet support for nine GMT games:

* 1960: The Making of The President

* Commands & Colors: Ancients Epic Battles

* Commands & Colors: Napoleonics

* Commands & Colors: Napoleonics Epic Battles

* Commands & Colors: Medieval

* WW2: Barbarossa to Berlin

* Pursuit of Glory

* Empire of the Sun

* Wilderness War

Playsheets are single sheets of rules, front and back, that contain all of the game-specific rules needed to use the system. These include a diagram of set-up, a listing of die result rulings, and modifications to the system that are necessary to meet the demands of unique game rules.

For those who are familiar with Stuka Joe’s original solo method, the Playsheets are based on the original “Tweak Sheets” and provide the same ease, simplicity, and clarity while aiding in the play experience. While the CDG Solo System is launching with support for the above-mentioned titles, the development team will continue to build more official Playsheets to support old and new CDGs in the GMT catalog.

Finally, we continue to recognize that the CDG Solo System was a community effort and want to give back to the community that developed this system. So, we've already made the rulebook, playsheets, and all needed files available as a free Print-and-Play

Why Might I Want Another Set of Card Displays?

*Aside from the simple convenience of being able to store a copy in the box of each of your most played CDGs, one of the key reasons you may want to consider a different colored set of Card Displays is for playing multi-player CDGs with up to four factions. We’ve already started exploring higher player-count GMT CDGs with the upcoming release of Clash of Sovereigns. Clash of Sovereigns features four factions and will ship with a CDG Solo Playsheet in the box. We’ve also got a couple of other higher player-count CDGs on the development docket, so having a couple of extra Card Displays will be a must!

COMPONENTS:

* 2 Card Displays

* 1 Six-Sided Custom Die

* 4 Markers for the Cards Remaining Track

* 1 Rules Summary

* 9 Playsheets (1960: The Making of the President, Commands & Colors: Napoleonics, Commands & Colors: Napoleonics Epic Battles, Commands & Colors: Ancients Epic Battles, Commands & Colors: Medieval, WWII: Barbarossa to Berlin, Pursuit of Glory, Empire of the Sun, and Wilderness War)

Original Solo Method Design: Stuka Joe

Solo System Design: Ken Kuhn

Developer: Ken Kuhn

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26.00 €
Charioteer
Charioteer

The ground trembles under a thousand angry hoofbeats. Wheels creak and reins pull as racers drive their horses forward in a panic.

You are a charioteer in the Circus Maximus, the greatest raceway in the ancient world.

A crescendo of noise builds with each lap. Chariots collide, whips crack. The crowd cheers for a surprising breakaway, rumbles as a favorite is damaged and falls behind. From the imperial box, the emperor laughs and shouts. Clouds of dust obscure the bright banners of the four factions.

Three hundred thousand fans are on their feet as you turn the final corner. This is not the finish they expected. You lead by a length, and only one rival remains; each throws the last of their energy into one final sprint. Many thousands are despondent, other thousands exultant and joyous. Their shouts become a roar, a long scream, as you surge for the finish line. Another hundred yards will make you a hero.

Charioteer is a new game from Sekigahara author Matt Calkins. Like Matt's previous games, Charioteer features simple rules, quick play, and novel mechanisms.

Charioteer is a strategic racing game that plays in one hour. Each player controls a chariot in the Circus Maximus of ancient Rome. There's lots of action, and it happens quickly, with simultaneous move selection.

Movement is determined by melding sets from a hand of cards. Every card does more than one thing, and it takes multiple matching cards to make a move. Choosing to use a card in one set means deciding not to use it in another. Timing when to make a critical move is as important as knowing what move to make.

Moves come in four colors, and each has a special advantage. Play a red move to attack your opponents, yellow to recover from disruption, black to turn a sharp corner, and green to sprint.

Each racer begins the game with different abilities, and they improve their skills as the race progresses, leading to big bonuses in their favorite types of moves. Show the emperor the kind of move he prefers, and a racer's skills will increase even faster.

Players deploy tokens to give their moves a special bonus. More tokens can be earned by impressing the crowd with large matching card plays. Players may choose to delay using their best sets until they're big enough to qualify for a fan token.

Some races will be violent and others calm, depending upon whether the players and emperor behave disruptively. Attacks cause damage, which reduces movement speed. Players who specialize in recovery moves may overcome damage quickly. Others may need to carefully deploy their shields on turns when violence is expected.

It's not always clear who's winning the race. Being in front of the pack may not be as important as developing a critical skill, collecting powerful tokens, or keeping damage low. Whip icons allow those who have fallen behind to surge back into competition.

Charioteer is easy to learn. It can be played by bright kids as well as adults. Despite its accessibility, it is a game of skill.

Components:
* Two 17" x 22" Mounted Mapboards
* 6 Player Chariot Pieces (wood)
* 147 Card Charioteer Decks
* 24 Card Skills Deck
* 6 Player Boards (thick card stock)
* 30 Player Tokens, 5 per player (screen printed wooden blocks) 
* 60 Fan Tokens (screen printed wooden blocks)
* 24 Skill Markers in 6 colors, 4 markers per player (wooden hex blocks)
* 40 Damage Cubes
* One wooden Round Tracker
* One Draw Bag
* One D6 Custom die

GAME DESIGN: Matt Calkins

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110.50 €
Dominant Species
Dominant Species

90,000 B.C. — A great Ice Age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.

Dominant Species is a game for 2 to 6 players that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an Ice Age and what that entails for the living creatures trying to adapt to the slowly-changing Earth.

Each player will assume the role of one of six major Animal groups—Mammal, Reptile, Bird, Amphibian, Arachnid or Insect. Each begins the game in a state of natural balance with regards to one another. But that won’t last: It is indeed “survival of the fittest.”

Through wily Action Pawn placement, players will strive to become Dominant on as many different Terrain tiles as possible in order to draw beneficial Dominance Cards. Players will also want to propagate their individual Species in order to earn Victory Points for his particular Animal. Players will be aided in these endeavors via Growth, Migration and Domination actions, among others.

All of this eventually leads to the end game – the final ascent of the Ice Age – where the player with the most Victory Points will have his Animal crowned the Dominant Species.

But somebody better become dominant quickly, because it’s getting mighty cold...

Game Play:
Throughout a game of Dominant Species large hexagonal tiles are placed on the board to create an ever-expanding interpretation of Earth as it might have appeared a thousand centuries ago. These tiles represent the various terrain such as desert, mountain, forest and sea. The smaller Tundra tiles will be placed atop these larger tiles – converting them into Tundra in the process – as the Ice Age encroaches.

The cylindrical Action Pawns (or “AP”s) drive the game. Each AP will allow a player to perform the various actions that can be taken—actions such as growth, environmental change, migration, competition or glaciation. During each turn’s opening Planning Phase players will take turns placing their Available APs onto the Action Display, indicating a specific action that player wishes to perform that turn. During the following Execution Phase these APs will be removed in a prescribed order and their indicated action executed.

Generally, players will be trying to enhance their own Animals’ survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring victory point gains.

Throughout the game Species – represented by colored wooden cubes – will be added to, moved about in, and removed from the terrain tiles in play (the “Earth”). Element markers will be added to and removed from both Animals (“need”) and Earth (“supply”).

When the “Ice Age” card triggers the end of the game, players will conduct a final scoring of each tile—after which the player controlling the Animal with the highest VP total wins the game.

Players: 2-6
Play Time: 2-4 hours
Game Design by Chad Jensen
Game Development by Kai Jensen

Components:
* a 16-page full-color rulebook
* one 22” x 34” mounted game board
* six Animal Displays
* 27 cards
* 35 large and 14 small hexagonal tiles used to create “Earth”
* 270 wooden cubes in six colors representing the Species belonging to the six Animal groups
* 60 wooden cylinders used for the Animals’ Action Pawns
* 60 wooden cones used as the Animals’ Domination markers
* 108 round markers representing the Earth’s resources, called “Elements”
* 12 square markers used to show each Animal’s “Initiative” (turn order)
* one cloth bag

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102.70 €
Dominant Species: Marine
Dominant Species: Marine

Sixty-Something Millions of Years Ago — A great ice age has ended. With massive warming altering the globe, another titanic struggle for supremacy has unwittingly commenced between the varying animal species.

Dominant Species: Marine is a game that abstractly recreates a small portion of ancient history: the ending of an onerous ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.

Each player will assume the role of one of four major aquatic-based animal classes—dinosaur, fish, cephalopod or crustacean. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest.”

Through wily action pawn placement, you will attempt to thrive in as many different habitats as possible in order to claim powerful card effects. You will also want to propagate your individual species in order to earn victory points for your animal. You will be aided in these endeavors via speciation, migration and adaptation actions, among others.

All of this eventually leads to the end game – the final ascent of a vast tropical ocean and its shorelines – where the player having accumulated the most victory points will have their animal crowned the Dominant Species.

But somebody better become dominant quickly, because there’s a large asteroid heading this way...

Game Play
The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of the main ocean on earth as it might have appeared tens of millions of years ago. The smaller Hydrothermal Vent tiles will be placed atop some of the larger tiles throughout play, converting them into Vents in the process.

The action pawns drive the game. Each pawn allows a player to perform the various actions that can be taken—such as speciation, environmental change, migration or evolution. When placed on the action display, a pawn will immediately trigger that particular action for its owning player.

Dominant Species: Marine includes new “special” pawns that can be acquired during the course of play. These special pawns have enhanced placement capabilities over the “basic” pawns that each player begins the game with.

Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities, ongoing benefits, or an opportunity for recurring VP gains.

Throughout the game, species cubes will be added to, moved about on, and removed from the tiles in play (“earth”). Element disks will be added to and removed from both animals and earth.

When the game ends, players will conduct a final scoring of each tile and score their controlled special pawns—after which the player controlling the animal with the highest VP total wins the game.

Dominant Species Veterans
For players of the original Dominant Species, this iteration introduces several key evolutions to the system (pun definitely intended):

* Actions are taken immediately whenever a pawn is placed instead of waiting to execute actions after all pawns are on the board. This gives players a bit more flexibility in their strategy, doesn’t increase game time when more pawns are acquired by players, and lessens the brain-burn quite a bit since it alleviates the burden of having to plan out an entire turn in advance.

* Domination is no longer on a per-tile basis, and is no longer ‘competitive’ with other players. In this game you check dominance for each element type over the entire earth, and whether or not you dominate an element type is independent of whether one or more opponents also dominate it. Domination of an element is how you acquire – and try to maintain – control of the special pawns.

* Animals no longer have default special abilities. Now, players are dealt 3 Trait cards during setup, choosing one to keep and putting the others back in the box. The chosen Trait gives their animal one of eighteen unique abilities spread amongst the Trait cards.

* Acquiring special pawns through domination gives a player great flexibility in planning and executing a strategy. Special pawns can ‘bump’ an opponent’s basic pawn in order to take an action that would otherwise be blocked. They can be placed anywhere on the action display (where basic pawns must be placed in top-to-bottom order only). There are powerful action spaces where only a special pawn can be placed. And at the end of the game, each special pawn awards its owner VPs according to its highest achieved dominance value.

To explore these and other refinements between the two games in greater detail, check out the (playtest) version of the full rulebook online using this link: https://indd.adobe.com/view/d626ba9d-1f81-41d1-8bc0-c0a03e6c8639

COMPONENTS:
* Rulebook
* Game board
* 4 animal displays
* 54 cards
* 7 sheets of die-cut tiles
* 140 wood cubes in four player colors
* 32 wood cylinders in four player colors
* 6 white wood cylinders
* 2 cloth bags
* 1 sheet of die-cut stickers

For 2-4 players (best with four)
Playing time of 90-150 minutes

DESIGNER: Chad Jensen
DEVELOPER: Kai Jensen
CARD and GAMEBOARD ART: Chechu Nieto
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Mark Simonitch, Tony Curtis, Andy Lewis, Rodger MacGowan, Gene Billingsley

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110.50 €
Gandhi: The Decolonization of British India, 1917-1947
Gandhi: The Decolonization of British India, 1917-1947

In 1917, a minor figure in Indian politics thrust himself onto the world stage and soon became the inspirational leader of the most successful nonviolent movement in world history. Mohandas Gandhi waged a decades-long campaign of civil resistance against the mightiest empire the world had known and won independence for the people of India. Their struggle would become the model for people across the globe, from the Civil Rights Movement in the United States, to Solidarity in Eastern Europe and the People Power Movement in the Philippines. But the story of India in the waning years of the Empire does not belong to Gandhi alone.

India had always been defined by its diversity, home to a wide array of cultures, languages, religions, ethnicities, and polities. Gandhi’s movement was one of many that evolved in those decades. The image of Gandhi in the popular imagination—Gandhi the saintly figure, the father of free India—oversimplifies the past and overlooks the important contributions of others. These ever present fault lines threatened to split India apart. The Muslim League increasingly agitated for Muslim autonomy and was willing to compromise with the British to achieve it. Across India, revolutionary groups formed and challenged Gandhi's nonviolent approach by waging armed struggle against the British. Periodic eruptions of terror and assassination were met by mass arrests and British reprisals. These may have restored order for a time, but such repression only fueled the next uprising. British power in India was always a balancing act, an act that became increasingly difficult to maintain as resistance across India grew. In the end, was it Gandhi’s nonviolent movement that ultimately toppled the Raj? Or was it the accumulation of years of unrest of all types that ultimately led to the decolonization of the largest dominion of Imperial Britain?

Gandhi: The Decolonization of British India, 1917–1947 is Volume IX in GMT’s acclaimed COIN Series. Exploring one of the world’s most prominent experiments with nonviolent resistance, Gandhi takes us to the subcontinent of India, the jewel in the crown of the British Empire, for a detailed look at the final decades of the British Raj. 1 to 4 players compete to determine the future of India; will the transition to home rule be a peaceful one, will India be split apart by partition or civil war, or will it remain firmly in the grip of empire?

Gandhi offers a fresh perspective on the history of insurgency with the addition of a new type of faction to the COIN Series, the Nonviolent (NV) faction, while retaining the multi-faction, asymmetrical, card-assisted system of earlier titles in the COIN Series. COIN veterans will be able to jump right in.

Other features include:
* Gandhi as the game’s sole leader piece.
* Nonviolent operations and special activities: Demonstrate, Civil Disobedience, Non-Cooperation, Negotiate, and Persuade.
* Nonviolent activists that are immune from Raj actions until engaged in Protest.
* Protests that build Opposition but leave Activists vulnerable to arrest by Raj forces.
* A Unity track that measures tensions between Hindu and Muslim communities.
* A Restraint track that measures the severity of the conflict in India, affecting the cost of Raj Operations, and the Nonviolent Protests and Revolutionaries Unrest.
* British Viceroys who come and go with each passing campaign and give the Raj faction a unique capability.
* A Jail box which holds Nonviolent forces arrested during Raj Assault Operations.
* Independent Princely States that are never controlled by any Faction, yet offer a haven for violent and nonviolent insurgents alike.
* Muslim States that are placed during the game by the Muslim League, creating protected areas possibly to become the future nation of Pakistan.
* Main and Short scenarios that allow for the study of different periods of the struggle against British rule in India.
* A new, card-based bot system called 'Arjuna' which supports solitaire, 2-player, and 3-player games.

Each of the four factions in Gandhi bring their own capabilities and challenges:
* As Gandhi and the Indian National Congress, you have a host of nonviolent tools to break the British grip on India, but how will you achieve your goals while keeping the vast subcontinent united? You need to convince the people of India to shed their reliance on the British and reclaim their independence as a free nation. You need the support of the Muslim League but how will you keep the Muslims from splintering to form their own state? While you have rejected violence as the means to achieve independence, the Revolutionaries have not. How will you restrain their activities while avoiding being swept into British jails during raids?
* As the Muslim League, you have also adopted nonviolence as your tool for achieving independence, but seek a different goal than Gandhi’s Indian National Congress. Concerned for the fate of Muslims in a future India dominated by Hindus, you fight for the establishment of a free Muslim India—the promised nation of Pakistan. But how will you foster support for a separate Pakistan without allowing India to slip into a bloody civil war between Muslims and Hindus?
* As the Revolutionaries, you seek the immediate end to British Rule in India. You are willing to use the traditional tools of violent rebellion—unrest and assassination—to achieve your ends. India is vast and its cities and provinces offer many hiding spots from which to plot your next strike. But each move risks violent British reprisals and the ire of the nonviolent factions. How do you keep the British off balance while not playing into the hands of Congress or the Muslim League?
* As the British Raj, you face the difficult task of governing the large and populous colony of India. Can you maintain order and support for the colonial government in the face of determined resistance? You have the resources of a great imperial power, but India is vast and the insurgency against British rule is widespread. How can you maintain both control over the colony and the continued support of its people?

In Gandhi, players will face a range of difficult and interesting strategic choices. Following in the innovative footsteps of previous COIN titles, Gandhi weaves together historical, political, and cultural threads and offers an opportunity to study nonviolent and violent resistance in one of the most significant colonial possessions from the age of European imperialism. Civil disobedience and non-cooperation, protests and unrest, imperialism and constructive programme, negotiation, assassination, persuasion, martial law, and many other options await.

COMPONENTS_
* One 22” by 34” mounted mapboard
* One deck of 79 Event and Campaign cards
* One deck of 24 Arjuna cards
* 125 red, white, orange, green, and black wooden playing pieces, many embossed
* 12 small pawns
* One full-color countersheet
* Rules Booklet
* Play Booklet
* 4 Faction Player Aid sheets
* 1 Non-Player Aid sheet
* 1 Sequence of Play sheet
* 4 six-sided dice

GAME FEATURES:
* Number of Players: 1 – 4 (full solitaire system)
* Map: Area movement
* Time scale: Approximately 7 years per 12 card Campaign

DESIGNER: Bruce Mansfield
DEVELOPER: Jason Carr
SERIES CREATOR: Volko Ruhnke

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105.30 €
Mr. President: The American Presidency, 2001-2020
Mr. President: The American Presidency, 2001-2020

Mr. President is a solitaire game about governing as the President of the United States in the early 21st century. It's not an election game. It begins after you've been elected. It's about sitting in The Chair and trying to advance your agenda while navigating ongoing crises, political enemies, public opinion, your relations with Congress and the press, and keeping your country secure in a world of rival nations and agendas that just seems to keep blowing up around you. Mr. President is a resource management game where you never have enough resources to achieve your entire agenda and the path you take through an always unpredictable storyline rests on the choices you make. Depending on the results of those choices, and on the unfolding of a "different every game" story, you'll either be thinking "POTUS? Piece of Cake!" or "Why was it that I WANTED this job?" many times in each game.

Like the actual Presidents during this period, you'll have an array of allies and resources to help you as you navigate both the corridors of power in the nation's capital and the uncertainties of international relations. These allies and resources will vary from game to game, but you'll always be able to rely on your Secretary of State and Secretary of Defense to help you with foreign policy and the use of the combat power of the U.S. military, where you deem necessary. You'll also have your Vice President, Chief of Staff, and a bevy of domestic advisors and friends in Congress to help you navigate the many challenges in Congress, politics, and domestic life. And you'll always have access to at least one truly exceptional talent (this, too, will vary from game to game), someone who excels in their particular job and is a "force multiplier" for you in their own unique way. How you lead and utilize this mix of talents and experience at your disposal will go a long way toward determining your success or failure during your shot at being Mr. President.

Gameplay
The Map. The game map allows you to see and track the domestic and world situation that the game creates. It is divided into sections:

* 1. Congress. This is where you track the progress of legislation and the level of Bipartisanship in Congress, as well as Congressional close Friends and strong Opponents.
* 2. The White House, Advisors, and Priorities.
* 3. Rogue State Nuke Development Tracks and Strategic Competition Section.
* 4. Tracks for World Opinion of the US, Relations with Congress, Media Relations, Homeland Security, and the State of the US Economy.
* 5. The World portion of the map (about half of the map) is divided into eight world regions with additional sections for Russia and China (your key Peer Competitors in the game). The regional displays are designed so that it's easy to glance at a region and be able to quickly determine what areas might need your attention.
* 6. The map also contains a detailed Turn Sequence Track that details the anatomy and progress of each game year.

There are also two 8.5" x 11" off-map Player Aids. One is the War Progress Track that keeps track of the current status of all of the world's major conflicts. The second is a card full of holding boxes to hold all of your various Terror Groups, Rogue States, Sanctions, and Tensions counters until you need them on the game map.

Crisis Cards. At the heart of Mr. President are the 180 Crisis Cards that help create the storyline for each game. These cards (see the 12 sample cards on this page) are a mix of cards representing Domestic or World Crises, Terrorism Events, Unexpected Benefits, and Opportunities. The Crisis Cards help drive (but do not completely control) the storyline in each game.

Here's how it works:
Each game of Mr. President is divided into four one-year turns. There are a variety of ways that you can "auto-lose" the game, but if you survive to the end of your four-year term, your level of victory (including whether you were re-elected) will be compared to the great Presidents in U.S. history.

At the start of each turn, you get to perform assessment and planning actions during the Special Activations Phase. This is where you get to lay out your rough plan, re-examine strategy, and re-evaluate the threats and opportunities that were presenting as the previous turn ended (or at game start). So there is definitely a proactive strategy piece to the game. Unfortunately, though, your plans are not often going to survive intact once the turn gets going. The world stage is a dynamic platform.

Once you have your plans made (and the Mr. President gods laugh at you!), you perform the core Turn Sequence, which is made up of four quarterly Activity Phases. During each phase, you will choose your actions, which are intermingled unpredictably with chit pulls for the game's "opponent" actions to challenge you in unexpected ways. Many of the challenges will come from the game's Crisis Cards, which represent the main world or domestic events that happen (these are usually bad from your point of view, but occasionally they are events or resources that help you) during that quarter. The events on the Crisis Cards (usually) present you with an urgent problem that may immediately alter the board state. They can also introduce lingering or cascading issues that may cause you pain down the road.

You are in control of the actions you can choose, and to some degree when you can choose them, during each round. Actions allow you to make progress on your legislative agenda, attempt to address any new crises presented by the round's actions cards, deal with any lingering world or domestic issues, fight terrorism, perform diplomacy, and attempt to better your situation in the world or in the eyes of the American people.

Once you finish each Activation Phase, that quarter is finished, and you move on to the next Activation Phase, repeating this process until all four Activation Phases for the year are finished. Then you perform the Final Activations Phase, wherein you update and evaluate the board state, calculate potential auto-Victory or Loss, and perform mid-term elections (after Turn 2). At that point, the turn is complete.

Seeded within the "enemy" activations during the Activation Phases, there are chit selections for Russian and Chinese Actions, Terror Actions, War Progress, Chaos!, and a variety of Crisis cards. You know that each of these chits (enemy actions) will likely show up sometime during each turn, but you don't know when. The variable timing of these chit draws each turn adds uncertainty and spice to the game, while ensuring that major players in the game present challenges for you every single turn. Russia and China offer deeper challenges, with two possible postures (aggression levels) each, Relationship with the US tracks, and a country-specific Action Booklet. Postures may shift in-game in response to your actions or to storyline events, making dealing effectively with each Peer nation an evolving challenge.

Please note that Mr. President is NOT a "beer and pretzels," surface-level game. This game is intended to be deep and immersive, one that will both frustrate and delight the solitaire player. Play time is 8-12 hours (depending on your experience level) to play an entire 4-year term. I've tried to pack as much fun as possible into each yearly turn so that even if you only have time to play one turn on a weeknight (or even a couple of quarters worth of Activity Phases), you'll be engaged, frustrated, challenged, and immersed throughout. That said, I hope you're going to find it difficult to stop playing after each sitting. I've designed Mr. President to be an experience that will wrap you up in each new game's story and beckon you back to the game table after each round, turn, or completed game.

Mr. President is also great fun to play with friends. There are no cooperative rules per se, but the game lends itself very well to 2-4 players playing together to forge your way in the world. You can break up your roles to handle different aspects of the game or just play together for the shared experience and additional ease of play (it cuts down on the "look-up and die-rolling time" to have multiple people involved).

I designed this game to provide massive replayability. With 180 Crisis cards in the mix and multiple subsystems representing the US Economy, Congress, Homeland Security, the Press, Presidential Prestige, Russia, China, Hostile Rogue States, and staunch Allies, no two games of Mr. President will ever play remotely alike. If you think you're ready for that challenge, go ahead. Raise your right hand and swear the oath. Then settle in behind the Resolute Desk in the Oval Office, and let your imagination run wild!

Our current Scenario mix looks like this:
* September 2001: After your stirring joint-congressional speech, a united America stands tall to bring justice to those who have brought death and destruction to our shores. Let’s roll!
* January 2005: You were going to tackle the “third rail,” social security, and then…stuck in a quagmire. A hurricane named Katrina hit the coast, a new President of Iran would increase tensions, Russia would begin to coerce its sphere of interest economically, and to top it off, you would end your Administration with the Great Recession. Good Luck.
* January 2009 - Hope and Change: Deal with the Great Recession, check. Deal with the Healthcare crisis, check. Deal with Bin Laden, check. Will you lead on the world stage from the front or take a step back?
* January 2013: The PRC is making islands out of thin air, just one too many colored revolutions in Russia’s sphere of interest for them to stand, and in the Middle East, the JV team is about to hit the court! So much for that comment you made about “the 80s called; they want their foreign policy back.” Oh it’s back, with its target: the Liberal World Order!
* January 2017: A country divided. Not even out of the gate and the mark of scandal has stained your administration. Your party is wary, the Media is suspect, and Foreign Powers are causing mischief around the globe. Commentators are speaking of a new Era of Great Power Competition. You didn't think it would be easy, did you?
* Sandbox - 20??: You start with a world and domestic situation created to present a challenge at beginner, intermediate, and advanced levels of play.

COMPONENTS:
* One 5" deep Game Box
* One 22" x 34" mounted game board
* One 22" x 17" mounted game board
* 180 Cards
* 500+ counters and markers
* One "How to Play" rulebook
* One "How to Play a Turn" FlipBook
* One Scenario Book
* One World Chart Book
* One Domestic Chart Book
* Two Peer Competitor Action Books for Russia and China
* Six Player Aid cards
* One 10-sided die
* One 6-sided die

DESIGNER: Gene Billingsley
SCENARIO DESIGN: Tom Switajewski
DEVELOPER: Mike Bertucelli
MAP, CARD, & COUNTER ART: Donal Hegarty
BOX ART: Terry Leeds

Play Time: 8-12 hours
Map scale: World
Unit scale: Varies
Players: 1+

      ei vielä ilmestynyt odotettavissa 2023
128.70 €
Pendragon: The Fall of Roman Britain
Pendragon: The Fall of Roman Britain

"At that time all members of the assembly, along with the proud tyrant, are blinded; such is the protection they find for their country (it was, in fact, its destruction) that those wild Saxons, of accursed name, hated by God and men, should be admitted into the island, like wolves into the folds, in order to repel the northern nations. Nothing more hurtful, certainly, nothing more bitter, happened to the island than this [...]"
-Gildas (De Excidio Britanniae, Part I.23)

So wrote the 6th Century AD British monk Gildas in his pamphlet De Excidio Britanniae (“On the Ruin of Britain”) about what had befallen the Romano-British lands. This crucial period in history saw the end of the Roman Empire in Britain and the seeds of the modern nations of England, Wales, Scotland, Ireland, and Brittany. Most of us know next to nothing about this period, but we know of its legends – from King Arthur and his knights, through Merlin, Vortigern and Hengest, Badon Hill and the Isle of Avalon, to St. Patrick and Niall of the Nine Hostages…

“For the fire of righteous vengeance, caused by former crimes, blazed from sea to sea, heaped up by the eastern band of impious men; and as it devastated all the neighboring cities and lands, did not cease after it had been kindled, until it burnt nearly the whole surface of the island, and licked the western ocean with its red and savage tongue. […]”
-Gildas (De Excidio Britanniae, Part I.24)

Volume VIII in GMT’s COIN Series transports us into the 4th and 5th Centuries A.D. and to the embattled Isle of Britannia. Pendragon – The Fall of Roman Britain covers a century of history from the first large-scale raids of Irish, Pict, and Saxon raiders, to the establishment of successor kingdoms, both Celtic and Germanic. This sumptuous volume adapts the celebrated asymmetrical COIN engine to depict the political, military, religious, and economic struggles of Dark Ages Britain.

Shrouded in mists of myth and legend, this story so foundational to many national groups has been subject to many different narratives and interpretations. The traditional Victorian vision of brutal and violent conquest of Roman and Celtic Britain by Anglo-Saxon raiders and invaders now collides with modern historical views ranging from continuity of tribal rivalries to quasi-peaceful cohabitation and acculturation.

Pendragon leverages the tremendous flexibility of the COIN system, from dual events to dissimilar approaches and victory conditions, to capture the complexity of the period and let the players explore alternative narratives. Unlike earlier volumes, Pendragon is not about counterinsurgency per se, but focuses on the asymmetrical clashes between and among Romano-British authorities and Barbarian powers gnashing over the carcass of the Roman Empire, including:

* Barbarian Raiders plundering the land and trying to surprise unwary towns and hillforts, then melting into hills or fens.
* Expansion or decline of the Saxon Shore naval defense system to counter sea-borne raiders.
* Authentic Late-Roman military doctrine—mighty but hard-to-replace cavalry tracking down raiding parties before they can return their booty home.
* Accessible, powerful but fickle Foederati: barbarian warbands in Briton employ.
* Nuanced battle system representing troop qualities and tactics.
* Fortified strongholds that must be assaulted, besieged, or rebuilt to gain regional political control.
* Civil wars, coups, religious shifts, and cultural assimilation.
* Population movements over the generations, due to good administration, barbarian ravages, or climatic changes.
* Epochal Events ranging from Roman usurpations on the continent to massive reprisals against barbarian homelands.
* Evolution of rules and victory conditions throughout the game, as the still vivacious Roman Empire may or may not end with Britain fragmented among competing semi-barbarian proto-kingdoms.
* A deck of 83 cards with gorgeous commissioned original art.
* Short, medium, and full-length scenarios
* Support for solitaire, 2-player, 3-player and 4-player experiences.

“They, moved, as far as was possible for human nature, by the tale of such a tragedy, make speed, like the flight of eagles, unexpected in quick movements of cavalry on land and of mariners by sea; before long they plunge their terrible swords in the necks of the enemies; the massacre they inflict is to be compared to the fall of leaves at the fixed time, just like a mountain torrent, swollen by numerous streams after storms, sweeps over its bed in its noisy course; […]”
-Gildas (De Excidio Britanniae, Part I.17)

Each faction in Pendragon brings specific capabilities and challenges:

The Dux represent the original Roman Army in Britannia: with the most powerful units in the game and a network of strong fortresses ringing the island and tied by efficient roads, you must strive to preserve the stability and prosperity of the provinces and punish any interloper daring to challenge the peace. If you can build up your prestige and maintain order, you may be able to keep the island in the Empire, or at least united in a new post-Roman power. You can rely on the civilian militia to assist you, but—as your peerless cavalry dwindles—you must resort to the traditional Roman offer to barbarians of land for service in your forces as Foederati. As the decay of institutions conspires with the scheming of feckless civilians and the marauding of restless barbarians, you may find that the dream of Empire is dead. If so, with your once proud Army little more than another group of warlords, you still can strive to carve for yourself the most powerful kingdom alongside your new rivals.

The Civitates represent the Romanized aristocracy ruling the ancient Celtic tribes from lavish villas and prosperous Roman towns, chafing under the distant authority (and taxes) of Rome, mistrusting the uncultured and semi-Barbarian army, and yearning to settle century-old accounts with their neighbors. When the Barbarian storm comes down upon your island, you may find yourself woefully unprepared to cope—materially or culturally—and presented with a fundamental choice: strive to protect your lands, wealth, and way of life via the despised Army and untrustworthy Foederati, or sacrifice Roman comforts to face down the Barbarian challenge militarily and culturally through a return to Celtic traditions.

The Saxons represent various Germanic groups including Angles, Jutes, Frisians, and Franks who harried, settled, and eventually took over swaths of Britain. As outsiders, you face a steep challenge just to come ashore against the might of the Roman army and navy. You will chip away at the Saxon Shore system, ravage the provincial economy to weaken the Britons’ capability to wage war, and see some of your best warriors serve as Foederati (often against yourself), but recognize that the more Saxons living on the island—whoever their paymaster—the more opportunities for advancing your nation. Eventually, you must secure footholds, perhaps in the marshy fens of the eastern seaboard that so resemble your homelands, in order to wield your considerable military potential and challenge the old masters of these rich lands to create England.

The Scotti, named for the marauding groups of Irish raiders, also represent those Celts native to the island of Britain who differed from the romanized Civitates by remaining true (or reverting back) to the old ways. Often, the boundary between the two groups was porous... The biggest such group eventually formed the northern nation of the Picts, forebears of modern Scotland. As the Scotti, you see the disintegration of Roman Britain as an opportunity not so much to expand as to seize riches and renown to assert yourself at home. Raid ceaselessly, surprise and plunder poorly protected communities, kidnap for ransom, and show your military prowess against your unfortunate neighbors across the Irish Sea and Forth-Clyde isthmus… Then establish bases strategically along the enemy shores and entreat local hill tribes to reject post-Roman authority. But beware that your very advances will help give rise and limit your ability to grapple new powerhouses on the island!

"Kings were anointed, not in the name of God, but such as surpassed others in cruelty, and shortly afterwards were put to death by the men who anointed them, without any enquiry as to truth, because others more cruel had been elected. If, however, any one among them appeared to be of a milder disposition, and to some extent more attached to truth, against him were turned without respect the hatred and darts of all, as if he were the subverter of Britain;[...]"
-Gildas (De Excidio Britanniae, Part I.21)

So as Britain, the Island of the Mighty, is engulfed in the din of swords and spears and the acrid smoke of burning thatch, will you join the packs of wolves who feast on the once proud Empire, or will you rally the Dragon standards of the Pen Ddraig, the Chief Dragon, lord of battles of the Britons, to try to preserve your people’s lands and wealth?

Components:
* A 22” x 34” mounted game board
* A deck of 83 playing cards
* Over 300 red, dark blue, light blue, black, green, and gold wooden playing pieces
* 6 gray and 6 white wooden pawns
* 4 foldout Faction player aid sheets
* 2 foldout Non-player faction aid sheets
* 2 Sequence of Play and Battle aid sheets
* A sheet of markers
* Rulebook
* Playbook
* 4 6-sided dice and 3 4-sided dice

Players: 1-4 (includes full solitaire system)
Map: Area Movement
Timescale: about 15 years per campaign between Epoch cards

Designer: Marc Gouyon-Rety
Developer and Series Creator: Volko Ruhnke

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123.50 €
Plum Island Horror
Plum Island Horror

On October 24th of an unspecified year—which we are only legally allowed to disclose as “from the recent past”—“Super Storm Nancy” plowed into the East Coast of the United States. Thousands of miles of coastline were devastated, but for Plum Island, a large albeit vulnerable atoll smack dab in the middle of the storm’s path of destruction, it was a horrifying gray-green, apocalyptic nightmare.

Plum Island is a sprawling isle off the Carolina coast and is home to the vibrant seaside town of Greenport. While the heart of the island’s daily hustle and bustle lies in its commerce and tourism, the predominant employer and revenue generator for the island was housed in a huge complex of nondescript buildings located on the north end of the island. This mega-corporation was known locally as “The Pearl,” or more precisely, the Plum Island Research Laboratory (P.I.R.L.). It was an enormous facility run by scientists who conducted government-sponsored biological research and experimentation. All legal and ethical practices of course—or so we were told.

After the hurricane’s catastrophic cascade of water and wind abated, the island was crippled: all power was lost, there was much structural damage throughout, and the path to the mainland via the Great South Bay suspension bridge was rendered impassable. Due to a perfect confluence of unpredictable factors, the lab’s super-secret and highly experimental cylinders ruptured. The entire facility was inundated with a horrific lethal mixture of chemicals resulting in the deaths and disfigurement of hundreds of personnel who were taking shelter from the storm within the main containment facilities.

But the true horror was yet to come—these “deaths” were only temporary incapacitations. The poor souls who succumbed to the toxins were somehow revived by the bizarre mixture of chemicals, returning to “life” as monstrously altered mutations. In retrospect, we refer to these reanimated creatures as “Horrors” because—well honestly, what else could we possibly call them? The Horrors almost instantaneously evolved into vicious killing abominations that overwhelmed the survivors located in and near the main P.I.R.L. complex. After “The Pearl” was subsumed, there was only one place left to go to sate the voracious appetites of these re-born killers…a “human buffet” known as Greenport.

The Plum Island Horror is a 1 to 4 player game featuring cooperative play that combines tactical-level unit management with a tower-defense style survival mechanic. Each player will control one of six unique factions which represent the various groups that populate Plum Island. Each of these Factions has its own strengths and weaknesses, and the system encourages you to optimize for the group’s strengths and marginalize its weaknesses. Players must coordinate with one another, and the resulting synergy will hopefully be enough to successfully evacuate a city under siege and contain the horrific outbreak that threatens to spread beyond the island itself. If the players can succeed, they will win together, and the world will most likely be none the wiser to the averted crisis. If not, they will lose together and share the blame equally for failing humankind.

1–4 Players
60–180 Min

      ei vielä ilmestynyt odotettavissa toukokuu 2024
124.80 €
Space Empires: Close Encounters Expansion
Space Empires: Close Encounters Expansion

Space Empires: Close Encounters is the first expansion to Space Empires: 4X. Alien races meet up close as they encounter each other for the first time in ship boarding engagements and planetary invasions with different types of ground troops. The strengths and weaknesses of each alien empire are brought out with roughly 20 unique racial abilities. The expansion takes advantage of the streamlined nature of the game system to add more technology and cool sci-fi things in very simple ways. While it is designed to be used as a whole, the expansion is modular and players can choose to use only the parts that they like.

Also included in the expansion is an experience system so that your ship groups become more proficient over time. There is a big benefit if you can keep ships alive! The game gives more counters of each ship type to accommodate groups at different experience levels. Military academies in your empire can give your new groups a head start in accumulating experience.

Titans, super large ships beyond dreadnaught, make their appearance and can both carry fighters and destroy planets, but have liabilities too. As requested, fleet counters and a fleet display are in the box. In addition to racial advantages, there are also unique Technological Advantages. There are more technologies and some more money is added into the game because of the larger tech tree.

New scenarios are added for both 3 and 4 players. A new alien empire solitaire scenario is included as well as another solitaire scenario where a player can attempt to fight off an invading mass of Space Amoebas.

The system is exactly the same, but more awesomeness is added!

Components:
• 3 Counter Sheets
• ~20 Racial Advantage Cards
• ~20 Tech Advantage Cards
• One cardstock fleet display
• 4 player aids
• Production pad
• Combined Rule & Scenario Book

Ownership of Space Empires: 4X is required to play.

Players and Playing Time:
1-4 Players
1-4 hours to play depending on the scenario

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70.80 €
SpaceCorp 2025-2300 AD
SpaceCorp 2025-2300 AD

SpaceCorp: 2025-2300 AD is a fast-playing board game in which one to four players explore and develop outer space over three eras. Each player controls an Earth-based enterprise seeking profit by driving the expansion of humanity into the Solar System and beyond.

In SpaceCorp you can:
* Assemble a spaceport at a Lagrange Point.
* Launch an exploration mission to Mars.
* Mine the asteroids.
* Earn profit from exotic resources discovered on the Jovian moons.
* Discover microbial life in the subsurface oceans of Charon.
* Decode exo-DNA to develop radiation resistant human pioneers.
* Undertake a mission to Alpha Centauri in a generation ship.
* Break through technological barriers to achieve faster than light travel.
* Establish a colony in the Tau Ceti star system.

Each of the three eras is played on a different board:
* The first era, Mariners, covers exploration and development out to Mars.
* In Planeteers, players settle the outer solar system.
* In Starfarers, players send missions to nearby star systems and establish interstellar colonies.

Course of Play
Players can choose to play a short game, covering just one era, or can play the full game covering all three eras and representing three hundred years of human expansion into the cosmos. Rules and systems for a complete solitaire game covering all three eras are included.

Players take turns playing cards to conduct actions with their teams and bases. Your turn consists of playing one or more cards of a single action type, with the option to augment the play with infrastructure, a time card or the attributes of a base.

For example, playing Move cards with a total value of 5 allows you to move a team from Earth to a Solar Lagrange Point. Other card plays allow a team on an asteroid or moon to explore there, or to build a base such as a spaceport, a refinery or a bio lab. You can also play cards to conduct research (draw new cards), production (gain profit from a site with resources), genetics (advance toward gaining genetic advantages for your teams), revelations (advance toward gaining technological breakthroughs), as well as special actions such as deep space probes and prototypes.

Some cards can be played as infrastructure, giving you permanent bonuses when conducting future actions.

How to Win
During the game you earn profit from exploration discoveries, by conducting production at resource sites, and by completing contracts. For example, a contract in the Mariners era rewards the first player to build a base on Mars. The player with the most profit at the end of the game wins but there are many ways to get there. Will you focus on...

being the first to explore new horizons beyond known space?
developing genetics and tech breakthroughs for spacefaring humans?
exploiting the resources of space?
beating other players to contract awards?
or will you go rogue, striking from your secure pirate bases?

COMPONENTS:
* Rulebook
* Solo Rulebook
* 2 mounted double-sided 17"x17" game boards
* 3 counter sheets
* 4 (identical) double-sided reference sheets
* 1 double-sided Solo Player Aid
* 1 Business Display
* 4 BASIC Headquarters Displays
* 4 PLANETEERS/STARFARERS Headquarters Displays
* 3 card decks: 188 Action Cards, 18 Adaptation Cards, 14 Breakthrough Cards (220 cards total)
* 24 cubes and 7 orange discs

DESIGNER John Butterfield
DEVELOPERS Chad Jensen and Kai Jensen
CARD ILLUSTRATIONS Kurt Miller and Shrox GRAPHIC DESIGN Mark Simonitch and Chad Jensen
PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch

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106.60 €
SpaceCorp: Ventures
SpaceCorp: Ventures

SpaceCorp: Ventures is the first module for SpaceCorp, the game of exploring and developing the Solar System and beyond. SpaceCorp: Ventures introduces unique enterprises via fourteen HQ mats, each putting a player in control of a different corporation, agency, or institution with its own capabilities and missions. Each HQ assigns specific start cards, Infra, advantages, and limitations for all three eras. These advantages and limitations evolve in Planeteers and Starfarers, and each HQ has a special, alternate final profit option at game end.

In SpaceCorp: Ventures, each player selects an HQ from:
* Allied Transit: leaders in deep space transportation networks
* InfraMaxx: more infrastructure to use and share
* Nova Capital: speculating on the success of others
* GravTech: driven by alternate anti-gravity technologies
* Next Generation: adapting and evolving into a new star-born species
* D.P.Roberts Ltd: operating outside the law to intercept and seize
* New Nomads: always moving on to the next paradise
* Stellar Security: protecting the galaxy for a price
* ...and six more!

In addition, at the start of each era, one player selects an eighth contract to be fulfilled, adding an additional way to gain profit and complete the era. SpaceCorp: Ventures offers players new ways to win by supporting alternate styles of play and multiple routes to success. A variety of unique abilities, new contracts, and alternate scoring options means that no two games of SpaceCorp: Ventures will play the same!

Solitaire SpaceCorp: Ventures. Ten of the fourteen HQ mats can be flipped over to play the SpaceCorp solitaire game with an enhanced HQ against the competition AI. But beware...the competition will have advanced attributes, tuned to each player HQ. Updates to the AI include some general enhancements making the AI more difficult to beat. These general updates can also be applied to solitaire play in the base game.

COMPONENTS:
* 14 double-sided HQ Boards
* 27 cards
* One contract disc
* One updated solitaire player aid
* One rulebook
* 1 1/2" box

DESIGNER John Butterfield
DEVELOPER Jason Carr
BOX and CARD ART Kurt Miller
PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch

      heti saatavilla
58.10 €
Thunder Alley
Thunder Alley

Thunder Alley is a stock car racing game for 2-7 players with the feel and flexibility of a card-driven simulation. Players controls not one car, but a team of 3-6 cars. Each race is not only a run for the checkered flag but an effort to maximize the score for every car on your team. Winning is important but if you race one car to the finish line, your team might end up outside of the winner’s circle looking in.

Turns are fast, each play is important and the track situation is fluid. Movement in Thunder Alley allows for many cars to move with one play of the card. If you position yourself incorrectly, you might get left out of the draft and all alone. There are four different types of movement in the game and each has its place and time for use. Solo movement allows you to break away from the pack. Draft and pursuit movement are best used for keeping your team of cars together. Lead movement can create a pack of cars that move toward the front. But the wrong movement in the wrong situation can be disastrous. Experienced players will be able to identify the best type of movement for the current situation.

Cars will suffer wear over the course of a race and eventually pit stops will be necessary. Tire wear, suspension difficulties, fuel issues, and major engine and transmission problems are all modeled in the game. If you feel lucky you might try to hold it together just a little bit longer in hopes that a yellow flag will come out and cause a mass rush into the pits. Waiting on a yellow that never comes can be maddening as the rest of the pack moves by your worn-out car.

An events deck can make your strategy pay off or punish you for your failure to take precautions. Accidents, Yellow Flags, worsening track situations and deteriorating cars are all part of the game. Will a yellow flag save you or cut your momentum? Could all of your perfect strategy be derailed by those incoming rain clouds?

Included in the game will be two very different race tracks, a tri-oval super speedway for wide-open free-wheeling racing and a short track for a tight wheel to wheel bumper car duel. Each track uses the same deck of racing cards but the cards that work best on one may be useless in the other.

Drafting, teamwork, accidents, yellow flags, pit strategy, working to lead laps, and sprints to the finish are all included and bring the feel of racing to the game.

Most racing games call for a large number of players to play the game at its best. An unusual bonus for Thunder Alley is the very playable and exciting two-player version with six cars on a side.

COMPONENTS:
* 2 Mounted, Double-sided 22"x34" Game Boards
* 7 Playing Mats (Team Cards)
* 26 Event Cards
* 84 Racing Cards
* 2 countersheets - 178 counters
* 16 Page Rules Booklet

TIME SCALE: 60 to 90 minutes
AGES: 14+
NUMBER OF PLAYERS: 2 - 7

  !   tilattava tuote
83.20 €

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