Fantasiapelit - tuotehaku

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kuva on linkki tuotesivulle: Jäinen kuolema: Suomen talvisota / Freezing Death: Finnish Winter War
Jäinen kuolema: Suomen talvisota / Freezing Death: Finnish Winter War

Pelin viimeisimmät suomenkieliset säännöt valmistajan sivuilta. Jäinen kuolema: Suomen talvisota on kahden pelaajan sotapeli Suomen ja Neuvostoliiton välisestä talvisodasta vuosina 1939–1940 ja tiestä tuohon konfliktiin. Pelin lautana on kartta, johon on kuvattu kolme rintamaa, joilla pääasialliset taistelut tapahtuivat ja missä Neuvostoliiton pelaaja yrittää edetä joukkoineen kun Suomen pelaajan yksiköt, heikommin varusteltuina, mutta paremmin sopeutuneina jäätäviin lämpötiloihin yrittivät epätoivoisesti pysäyttää näitä. Länsivaltojen alkaessa harkita interventiota, alkoi hiekka molempien osapuolten tiimalasissa käydä vähiin. Kestäisikö suomalaisten puolustus yhä raivokkaammat hyökkäykset ja toisaalta olisiko Stalin valmis maksamaan poliittisen hinnan taistelusta, joka vastoin hänen oletuksiaan ei osoittautunutkaan paraatimarssiksi Helsinkiin. Peli on korttivetoinen ja pelimekaniikan sydämen muodostavat yli 50 toimintakorttia (joista jokaisessa on kuva konfliktin ajalta). Kortteja voi käyttää joko tapahtumina tai toimintapisteinä. Tapahtumiin kuuluvat niin vodka-annoksen rohkaisemat neuvostojoukot, maailman ensimmäisen naisdiplomaatin madame Kollontain diplomaattiset manööverit, kuin Suomen USA:ssa ennen sotaa hankkima sympatia ainoana maana, joka maksoi velkansa. Peli on täysin kaksikielinen (suomi ja englanti), ja siinä on toimintakortit kummallekin kielelle. Sisältö: * Pelilauta * 74 pelinappulaa * 55 korttia englanniksi ja 55 korttia suomeksi * Sääntökirja englanniksi ja suomeksi * Tohtori Olli Kleemolan laatima 6 sivuinen historiallinen johdatus sotaan suomeksi ja englanniksi * Kahdeksan kuusisivuista noppaa Freezing death: Finnish Winter War is a two player wargame of the Winter War fought between Finland and Soviet Union 1939-1940 as well as preparations that lead to the conflict. Map shows three fronts where main battles took place and where soviet player tries to advance his troops to while Finnish players units, underequipped but more accustomed to freezing conditions, try desperately stop them. While the Western Powers deliberated intervention, time was running out on both belligerents. Can the Finnish defenses endure the ever-fiercer attacks? Is Stalin ready to pay the political price of a battle that, contrary to his scheme, was not about to become a parading march to Helsinki? Game is card-driven and more than 50 action cards (each with unique picture of the era) are at the heart of the game. Cards can be used either as action points or events. Events include Russian troops encouraged by vodka-rations, diplomatic efforts of worlds first female diplomat madame Kollontai as well as sympathy Finland has built is US on prewar years by being only nations not to default its debts. Game is fully bi-lingual (English and Finnish) including two decks of action cards. So if you wish to familiarize yourself to wargaming lingo in Finnish this is a perfect opportunity. 2 Players 60–90 Min Age: 12+

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49.00 €
kuva on linkki tuotesivulle: 1914 Germany at War
1914 Germany at War

On 28 June 1914, Archduke Franz Ferdinand of Austria and his wife were shot dead in Sarajevo, by Gavrilo Princip, member of the Black Hand, a political organization seeking for a merging of the Balkan area into a Greater Serbia or a Yugoslavia. Austria-Hungary subsequently issued an ultimatum against Serbia. As the ultimatum was rejected, Austria-Hungary then declared war, marking the outbreak of the war. While France and Russia immediately sided with Serbia, Germany joined the Austria-Hungary and started a surprise offensive in the west with the objective of quickly defeating the French, to then turn east and knock the Tzarist Russia out of the war. 1914 is a game of World War I conflict simulation at the strategic level. It recalls the most decisive battles fought by Germany on the Western Front in 1914. Although based on historical events and battles, the players in command of the two factions can modify the evolution of World War I. The game is recommended for two or three players, but has a good solitaire suitability. Developed with a system of wooden blocks and cubes and played out over a 64x86 cm multicolor mapboard, with more than 200 wooden components painted "A buratto", a technique usually adopted for painting car parts and accessories. The rules are divided into two major sections which can be learned one at a time: - The Game Rules introduce the basic concepts and enable players to start playing the game without too many rules to remember. - The Optional Rules are for those who want to get the most out of the game, with rules for Surprise Attack, Retreat, Marne Offensive, British Fusiliers and more. In 1914, 1 cm is approximately 27 km, a turn is 1 month long, and a full-strength counter represents a major military formation, normally corps size with some divisions. The game must be played with "Fog of War" on (with the faces of wooden blocks hidden from the opponent). 2–3 PlayersPlay Time: 60–200 MinAge: 14+

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100.30 €
kuva on linkki tuotesivulle: 1918: Veli veljeä vastaan / Brother Against Brother
1918: Veli veljeä vastaan / Brother Against Brother

Pelaajien valinta 2018 voittaja: harrastajapelit Pelin viimeisimmät suomenkieliset säännöt valmistajan sivuilta. Also, the latest english rules from the manufacturer's site. 1918 – Veli Veljeä Vastaan on Suomen sisällissotaan sijoittuva korttivetoinen sotapeli kahdelle pelaajalle. Toinen pelaaja vastaa senaatin johtamien valkoisten joukkojen taistelusta toisen koittaessa johdattaa kansanvaltuuskunnan johtamat punaiset vallankumoukselliset voittoon. Pelissä on yli viisikymmentä historiallista tapahtumaa kuvaavaa korttia. Jokaisessa kortissa on paitsi peliin liittyvä kuvaus myös lyhyt historiallinen teksti ja siihen liittyvä kuva. Pelilautana on Suomen kartta vuodelta 1918, johon on merkitty kaupungit ja niitä yhdistävät maa- ja rautatiet. Valkoisen pelaajan tavoitteena on vallata punaisten hallussa olevat strategiset kaupungit punaisen pelaajan koittaessa joko valloittaa valkoisten pääkaupunki Vaasa tai pitää omat alueensa pelin loppuun. Peli on kaksikielinen, kaikki pelin materiaali on sekä suomeksi että englanniksi. Sisältö: * Pelilauta * 6 pelinappulaa * 55 korttia englanniksi ja 55 korttia suomeksi * Sääntökirja englanniksi ja suomeksi * Taulukko joukkojen sijoituksesta pelin alkaessa * Historiallinen variantti * Tohtori Olli Kleemolan lyhyt johdatus Suomen sisällissotaan 1918 * Kaksi kuusisivuista noppaa Long before the Iron Curtain divided Europe, decades before the Cuban missile crisis, and even longer before Vietnam and the domino theory, there was one battleground where red banners were raised outside of the birth of the Communist Revolution: Finland The first export of proletarian revolution, the Finnish Civil War marked the bold new step that the forces of international class warfare would take. This war had it all: foreign interventions, prison camps, both rural and urban fighting, as well as fierce ideological confrontation - even within the ranks of each side. The people of Finland, as well as their leaders had tough choices to make. The war made enemies out friends, and ravaged the soul of a nation. It was 1918, and it was Brother Against Brother. Brother against Brother is a two-player wargame of the Civil war in Finland during early 1918. One player takes the role of the Whites (i.e. the government troops) and other the Reds (socialist revolutionaries). In that bloody struggle future of the nation that has just declared its` independence is decided, and whether General C.G.E. Mannerheim of White forces or Comrade Kullervo Manner emerges triumphant is up to the players. Map is point-to-point representation of the Finland from 1918 featuring both railways and roads of the time, both of which also effect the gameplay. Game is card-driven and more than 50 action cards (each with unique picture of the era) are at the heart of the game. Cards can be used either as action points or events. Events include German intervention, Swedish occupation of Åland islands, grain trains from Soviet Russia as well as drunk Red commander… Units represent mainly company/battalion level and include both Civil Guards and Red Guards, as well as special units; armoured trains for Reds and Jaeger units and German intervention forces for Whites. Reds can either try to occupy the White capital of Vaasa (preferably before Germans appear) or to defend their area until the end of the game. Balancing with actions and events is crucial for both parties. Game is fully bi-lingual (English and Finnish) including two decks of action cards. So if you wish to familiarize yourself to wargaming lingo in Finnish this is a perfect opportunity. The game contains 55 uniquely illustrated cards, each with a genuine photograph taken during the war. Our aim was to present the events that transpired in the clearest way possible, while still providing the feeling of observing and influencing the conflict as if in the field. Brother against Brother has a fully mounted gameboard depicting the map of Finland from 1918, as well as 196 playing pieces and the necessary dice and reference materials. All the components are of high quality, both visually and physically. The game is fully bilingual, in English and Finnish. 1918: Brother Against Brother draws its inspiration from such classics as Paths of Glory, Hannibal: Rome vs. Carthage and Hammer of the Scots. It can be played in about two hours. We have put a lot of effort in the research of background information for the game. Several museums and archives have provided support for the project. The photographs have been selected by a renowned scholar of political history, Dr. Olli Kleemola from the University of Turku. Dr. Kleemola has also provided assistance for the historical research necessary to be true to the conditions and accurate depiction of this short yet immensely consequential war. Components: * Game map * 206 counters * 55 cards in English and 55 cards in Finnish * Rules booklets in English and Finnish * Setup table * Historical variant * Short introduction to Finnish Civil War of 1918 by Dr. Olli Kleemola * Two 6-sided dice 2 Players 120–180 Min Age: 12+

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49.00 €
kuva on linkki tuotesivulle: 414 BC: Siege of Syracuse
414 BC: Siege of Syracuse

414 BC: The Siege of Syracuse is the second in Worthington Publishings Great Sieges game series. These games are designed for easy setup, quick game play, and can be finished in under an hour. Game marker placement is shown on the game board. Command orders and cards are used to shorten the rules. Developed for solitaire play, this game requires you to make great decisions based on good strategy, keeping your wits about you when orders do not turn out well, and pressing on to victory. Game play is centered around using Field Commands to issue orders by the Athenian and Syracusan commanders to defeat each other. Either side can be defeated by their morale falling too low. The game allows you to play either side against a solitaire opponent that has 3 levels of difficulty. Pick the side you want to be, Athenian or Syracusan, and then shuffle the solitaire card deck for your opponent. The card mix used by the solitaire opponent differs from game to game so no two games play alike. Each commander (solitaire or player) can issue one order per game turn from their Commands available. Your order is carried out based on your strategy and current situation faced. Your choice can cause multiple actions and reactions with results that cause troop eliminations, morale reductions, and events to occur. HOW TO WIN THE GAME Any time one side's morale reaches zero during a turn, the other side wins the game. Each game includes: Box Hard Mounted Game Board 2 sets of troop markers (one set per army) 2 sets of solitaire cards (one set per army)*Only 1 set of solitaire cards in 414BC Syracuse Command Decision Cards 2 Field Order Books (one per army) Rule Book Custom plastic storage tray Dice Complexity: 3 of 10 Solitaire Suitability: 10 of 10 Playing Time: 30 to 60 minutes Players: 1-2

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75.00 €
kuva on linkki tuotesivulle: All Bridges Burning: Red Revolt and White Guard in Finland, 1917-1918
All Bridges Burning: Red Revolt and White Guard in Finland, 1917-1918

The year is 1917. Russia’s Tsar Nicholas II has abdicated and Russia slides toward an ever deepening internal crisis. On the western edge of the vast Russian Empire, the uncertainty in Russia is giving rise to a power vacuum in the semi-autonomous Grand Duchy of Finland. For many across the Finnish political spectrum, the turmoil in Russia looks like an opportunity to fulfill the dream of Finnish national independence. Yet the competing factions are unable to agree on a common political vision for the country. By January 1918, a bloody civil war will have broken out in Finland. All Bridges Burning recreates the political and military affairs of the Finnish civil war in a new COIN System volume for three players. The Reds seek to stage a working class revolt and then hold on to their gains, while the White Senate forces seek to reassert control. A third, non-violent Social Democratic faction fights for the survival of moderate leftism and political reform. All three factions must keep the national sentiment conciliatory enough for a post-conflict settlement and national independence. In addition, the non-player powers of Germany and Russia offer military assistance to the Senate and the Reds, respectively. Excessive foreign involvement, however, could quash the dream of Finnish independence and prompt a collective loss of all three player factions. Historical events, asymmetrical action menus, as well as extensive historical design notes familiarize the players with the historical period. A unique sequence of play for three factions poses players – whether veteran or new to the COIN Series – fresh challenges in selecting from the asymmetric commands and special activities. The Reds will find themselves needing to split time and resources between competing tasks of solidifying the Red revolt by creating working organs of civilian administration on the one hand, and fighting an increasingly desperate war against a far more powerful enemy on the other. The White Senate faction, in contrast, has a more traditional war to fight. The Senate will want to enhance their military performance by capabilities such as armored trains, cannons, as well as the Finnish, German-trained 27th Jaeger Battalion. Meanwhile the Social Democrats will be focused on building and maintaining underground networks of information, distributing news across the fronts, and advancing a stagnating political process while fending off retributions from the two warring factions. A simple but effective card-driven non-player system enables the game to be played solitaire as well as in a two-player mode. The structure of the sequence of play, the character of the commands and special activities in the game, the smaller number of players, and compact size combine to enable All Bridges Burning to play fast. The solitaire system has been designed to preserve that speed and fluidity of play. Game Components: * A 20" x 251/2" mounted game board * A deck of 47 Event cards * 17 Solitaire system cards * 88 wooden pieces - 20 red octagonal pieces, embossed - 20 white octagonal pieces, embossed - 6 blue octagonal pieces, embossed - 3 red discs - 2 blue discs - 6 gray cubes - 6 brown cubes - 3 red cubes - 3 white cubes - 2 red cylinders, embossed - 2 white cylinders, embossed - 2 blue cylinders, embossed - 1 gray cylinder, embossed - 6 tan and 6 green pawns (Note that some spare wooden pieces are included.) * A sheet of markers * The Rules of Play booklet * A Playbook booklet * Three 6-sided dice: 1 red, 1 white, 1 blue * 3 Faction player aid foldouts, each including the German Actions Flowchart * 1 Sequence of Play and Attack Procedure sheet * 1 Solitaire Play Aid Sheet Game Features: * Number of Players: 1 – 3 (includes full solitaire system) * Time scale: 6 to 9 months per campaign of 10 cards Designer: VPJ Arponen Developer: Örjan Ariander Series Creator: Volko Ruhnke

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91.50 €
kuva on linkki tuotesivulle: Band of Brothers: Old Breed South Pacific
Band of Brothers: Old Breed South Pacific

Band of Brothers: Old Breed South Pacific is a fast playing game of squad level combat in WWII. It covers the exploits of the U.S. First Marine Division in the battles for Guadalcanal. The rules are very simple (no combat charts are needed) with very few exceptions to remember and yet the game is meant to be all encompassing and will include infantry, tanks, and artillery. Based on years of research, the game system uses a unique suppression mechanic. There are no longer two unique states for a unit, but varying degrees of suppression. This allows suppression to accumulate from multiple fire sources and means that the unit will not take a morale check until it is asked to do something. You will never know for sure how your units will respond until they are needed. Although casualties can be caused by artillery and heavy weapons (which makes them prime battlefield targets), squads will never cause significant casualties shooting at range at dug in, first line troops. Their goal is to fire and maneuver. Sections of the enemy force must be pinned down and eliminated from up close. The system itself forces this realistic play. In a similar fashion, the system rewards you for spreading your troops out and other realistic game play. Another unique feature of the game is its use of Proficiency and Casualty ratings to differentiate squads in areas besides just morale. Old Breed South Pacific is a STAND ALONE GAME, but is also part of a growing series of tactical games. Band of Brothers: Screaming Eagles is the first in the series and follows the U.S. 101st Airborne Division. Band of Brothers: Ghost Panzer is the second in the series and follows the German 11th Panzer Division. Band of Brothers: Texas Arrows is a dependant expansion that follows the U.S. 36th Infantry Division. 2 PlayersPlay Time: 90 MinAge: 12+

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103.40 €
kuva on linkki tuotesivulle: Battle of White Plains: Twilight of the New York Campaign
Battle of White Plains: Twilight of the New York Campaign

Most authors relegate the Battle of White Plains to a short paragraph when recounting the New York Campaign of 1776. As the last field battle of that campaign, however, it deserves closer study. Volume 10 in GMT’s award-winning Battles of the American Revolution series by designer Mark Miklos provides such a much-needed analysis. History As it occurred, the Battle of White Plains could properly be called the Battle for Chatterton Hill. This relatively limited affair, fought on the American right flank on October 28, 1776, was the only set piece action between the two protagonists. Here some 4,000 British and Hessian troops attacked fewer than 2,000 Americans with the King’s forces ultimately prevailing. The main armies, however, were enormous for the period with 14,500 Americans confronting 13,000 British and Hessians who were eventually reinforced to 15,400, making this one of the largest concentrations of opposing troops during the war and the largest game in the Battles of the American Revolution series to-date. Yet despite this concentration of forces along a front barely three miles wide, the armies sat primarily idle after the fight for Chatterton Hill while the British probed at the flanks, and the Americans improved their defenses. Washington had chosen a strong position which he fortified with two concentric lines of fieldworks that bristled with forty guns. His flanks were anchored on high hills and further secured by the Bronx River to the west and swampy wilderness to the east. Secure in these positions, Washington welcomed the prospect of a frontal assault against his works. For his part, General Howe’s reluctance to launch a frontal attack was due in part to his having witnessed the Battle of Bunker Hill in June, 1775, the memory of that slaughter still fresh in his mind. The weather at White Plains was also a mitigating factor with cold autumn rains falling for much of the week during which the armies remained in contact. Finally, Howe’s own proclivity to hesitate when decisive victory was within his grasp further exacerbated any plans for a major British assault. Washington reacted to the loss of Chatterton Hill by initially refusing his right. Sensing the growing weight of the British host, he eventually swung on a hinge leaving his left where it began, on Hatfield Hill, while pulling the rest of the line back approximately two miles to even higher ground in the North Castle Heights where he dug new fieldworks. Like two heavyweights maneuvering to shorten the ring, each sought an opening—Howe to press the attack on favorable terms and Washington to receive the attack on fortified ground of his choosing. Ultimately reinforced by Lord Percy with six regiments plus some newly-arrived Hessians and having discovered no viable way around the flanks, General Howe determined to attack Washington frontally on the morning of October 31. He stood his men to arms at 5:00 am but driving morning rains cooled his ardor and the army was again ordered to stand down. There was more probing and some long range artillery fire against the American flanks on November 1 to no great consequence. Howe now believed he was facing only an American rear guard in the North Castle Heights lines and saw no value in attacking it, believing that Washington with his main force had already evaded him by marching further north. The armies, therefore, sat staring at one another until November 5-6 when General Howe elected to turn south to complete the conquest of Manhattan by capturing Fort Washington which he did successfully on November 16. As Howe turned south, Washington turned north. He divided his forces into three groups. Major General Lee was to screen the approaches to New England while Major General Heath was to guard the Hudson Highlands and points north. The commander-in-chief with the balance of the army crossed the Hudson River at Peekskill and marched south through New Jersey to stay between the British in New York and the American capitol at Philadelphia. Throughout the White Plains campaign, the prospect for a decisive victory was ever-present. The fact that it didn’t occur is a fascinating story. Research White Plains is among the least written-about battles of the American Revolution, an oddity when one considers the scale of forces engaged. Most secondary sources give it a passing mention in the larger discussion of the New York campaign while among the scant primary sources there is considerable disagreement as to key details. Source maps are scarce and often contradictory as well. To bring you Volume 10 in the Battles of the American Revolution series, exhaustive research was conducted in the sources and on the ground to bring to life the most accurate battlefield map possible. Likewise the order of battle was painstakingly reproduced from scraps of information: memoirs, General Orders, casualty lists, pension records, compilations of the Westchester County Historical Society, journal articles, Blogs, secondary-source histories, firsthand accounts, and a little intuition. As usual when studying the American Revolution, British records are more complete. American records less so. Where specific unit placements are known the corresponding units are placed accordingly. Where specific deployments are not known, deployments are notional but stand up to the litmus test of brigade and divisional integrity. The Game The game includes three scenarios: the historical fight for Chatterton Hill, an October 31 scenario that explores what might have occurred if Howe had pressed his grand assault that day as planned, and a full four-day campaign game spanning 42 game turns beginning with the arrival of the British army on the field on the morning of October 28 and culminating at 5:00 pm on October 31. Each player has 26 Opportunity Cards subdivided into three decks to enhance play and add elements of variability and historical flavor. As with previous games in the series, some special rules represent the unique circumstances of this battle. Among these are rules governing American sortie restrictions and tactical doctrine, rain game turns, restoring army morale, scorched earth, and additional handicaps for American militia, American fieldwork construction, and an off-board movement mechanism for Tarrytown on the Hudson River, seven miles away where British ships lay at anchor. Even Washington’s own combat prowess at this early stage of the war is randomized. In Volume 10 of the Battles of the American Revolution series, players command two titanic armies: Washington, desperate to salvage something from the otherwise disastrous defense of New York, and Howe seeking a coup de grâce against the “Old Fox.” You will have to manage your forces over the span of four days with lots of inclement weather to contend with. Can you, as General Howe, break through the American line to deliver a decisive blow and end the rebellion? Can you, as General Washington, hold your own on superior ground, hampered as you will be with some 6,700 militia of dubious quality—fully 46% of the total American force? COMPONENTS: * 2 hard-mounted maps featuring 1-inch hexes * 245 Unit counters & game markers (1.5 counter sheets), including 7 replacement counters for previous games in the series * 52 Opportunity Cards: 26 American & 26 British * 16 Tactics Cards: 8 American & 8 British * 2 Full color, four-page player aid cards: 1 American & 1 British * 1 Full-color exclusive rule book * 1 Full-color series rule book * 2 10-sided dice Game Scale: 1 hr. per turn Map: 200 yds per hex Units: Infantry Regiments, Battalions & Companies. Cavalry Troops. Artillery Batteries. Each Strength Point equals 100 men or 2 guns. Players: 1-2 GAME and SERIES DESIGNER: Mark Miklos DEVELOPER: Rob McCracken SITE RESEARCH: Phil Varker

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86.90 €
kuva on linkki tuotesivulle: Birth of a Legend
Birth of a Legend

Simulation of the Seven Days' Battles which started Robert E. Lee on the road to glory. The setting is the Union’s Peninsula Campaign in the spring of 1862. McClellan has formed and trained a large army, transported it by sea in an outflanking maneuver, marched it to the gates of the Confederate capital, and is poised to capture the city and probably bring an end to the rebellion. On the Confederate side Lee has taken over the Army after Johnston was wounded. Unlike Johnston, who was content to fight a largely defensive campaign, Lee gathered every unit he could get his hands on and launched his own offensive. The Union had placed its army in an awkward position, with one corps north of Chickahominy River and the rest south of it. Lee’s plan, and the position of the units when the game starts, was to crush the Union Corps and then drive the rest of McClellan’s army from the capital, destroying as much of it as he possible could. With that accomplished he would have a free hand to turn north. The system is a simplified version of two games, the last area-impulse Avalon Hill published, Breakout: Normandy, and MMP's Monty's Gamble: Market Garden. The game features leaders who are rated for initiative and combat effectiveness. Another mechanism in the game is the “advantage” marker which can be traded to the opponent to do things like rally, conduct a combined assault, declare a heroic defense that turns a success into a stalemate, or receive additional replacements. The victory conditions are based on territorial control. For the Union that was Richmond. For the Confederacy that was the Union supply heads – White House Landing and Harrison’s Landing – and Malvern Hill. A key decision for the Union player is when to shift his supply train from White House Landing to the more secure location at Harrison’s Landing. The unit scale is divisional including artillery and cavalry. There is the campaign game, and a few optional rules. Playing time should be under three hours between experienced players. 2 PlayersPlay Time: 180 Min

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39.80 €
kuva on linkki tuotesivulle: Castelnuovo 1539
Castelnuovo 1539

Come whenever you want! ¡Venid cuando queráis! On August 7, 1539 the last resistance of the Spanish garrison of the Albanian village of Castelnuovo (Novi for the Turks) ceased. After 22 days of open trench and more than a month of combats, skirmishes, assaults and bombardments, the last Spanish defenders fulfilled the destiny they promised themselves when they rejected the offers of surrender that, according to the rules of war, Jareidin Barbarossa, admiral of the Ottoman fleet and general in chief of the operation, had made to them. The city and its fortifications, rather meager and outdated, had been taken by the forces of the Holy League in October 1538, so as not to close the campaign with the bad taste of the naval defeat at Preveza. Fourteen companies of Spanish infantry under the command of D. Francisco Sarmiento de Mendoza y Manuel, some 3,500 soldiers, were garrisoned there for the winter. The following summer brought a tide of 54,000 Turks and a fleet of 200 sails before its walls. After Venice's defection from the League, there was no possibility of naval relief and the Spanish command authorized capitulation, however Sarmiento and his men decided to respond to Barbarossa's offer with the phrase “Come whenever you want”, which sealed their fate. In this game two sides face each other in a desperate battle: the town and its fortifications will eventually yield to Turkish power, but the question is, at what cost? In Castelnuovo we will manage our army with wooden pieces in vertical with sticker, where we will not be able to see the type of unit of the opponent. The board is divided into areas and we will have other types of units such as cannon batteries, walls, bastions, trenches, etc. The confrontations will be made by rolling 6-sided dice and a deck of cards for each side, allowing us to play them to give orders, improve the fighting, dig trenches and special events.

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66.00 €
kuva on linkki tuotesivulle: Clash of Sovereigns: The War of the Austrian Succession, 1740-48
Clash of Sovereigns: The War of the Austrian Succession, 1740-48

December 1740: Young King Frederick II leads the army of upstart Prussia in a surprise invasion of Austrian Silesia. He hopes for an easy conquest of the rich province at a time when the Austrian Empire appears vulnerable following the death of Charles VI, King of Austria and Holy Roman Emperor. But despite internal opposition to the ‘Pragmatic Sanction’ that allowed a woman to inherit the throne, Austria’s new Queen, Maria Theresa, is cowed neither by Frederick, nor by France’s scheme to place a Bavarian puppet candidate on the throne of the Holy Roman Empire, nor by Spanish designs on Austria’s holdings in Italy. Amid these conflicting dynastic ambitions, Frederick’s local territorial coup proves to be only the opening act in a major European war that none of the great powers had anticipated - but all wished to profit from. It would ultimately span eight years and half the globe. Clash of Sovereigns (COS), GMT’s 2-4 player card-driven game of the War of the Austrian Succession, has been 9 years in the making. It is a free-wheeling, faster-playing, stream-lined “nephew” of the widely-regarded Clash of Monarchs (COM). Features: * A 12-hour campaign game and three shorter scenarios covering 2-3 years apiece that can be played to completion in as little as three hours! * 2-4 players. * The French, Prussians/Spanish (“Pr/Span”), Austrians, and British/ Piedmontese (“Br/Pied”) each have their own separate card decks divided into Early, Middle, and Late war periods * Half a dozen minor powers add their own blood and diplomatic wrinkles to the tableau – and can sometimes reshape it utterly by switching sides. * Leaders are rated for Initiative, Offense and Defense modifiers, and Action Points. * Distinctive national tactics and troop quality factors are ‘captured’ by Army Battle Ratings (which evolve over time) and event and Battle Tactics cards. * A simple, but significant, naval sub-game simulates naval operations in the Mediterranean and Atlantic, including the annual Bourbon Treasure Fleet’s risky voyage home. * Colonial conflicts in Canada and India are simulated by event cards * Design-for-Effect economic factors are “baked into” the event and reinforcement cards and can therefore be resolved in only a small fraction of the time required by COM’s more complex economic model. The Bourbon (French, Spanish, Prussian) and Pragmatic (Austrian, British) alliances battle across central Europe from Paris to Konigsberg and Naples to London. Each year is divided into five ‘seasons’ (Late Winter, Spring, Summer, Fall, and Early Winter). Play moves quickly since major campaigning is restricted to the Summer and Fall, and each power will typically activate only 1-3 forces per season. Certain event cards allow limited campaigning in the Early and Late Winter seasons as well. Each card has a Campaign Point (CP) value, which may be expended to activate Leaders and the armies they command, to perform Administrative Marches, and to conduct raids with irregular Croat/Hussar light troops (Austrian player only). Each leader has an Activation Point (AP) rating, which allows him to move, fight battles, and conduct sieges. This system produces historically valid outcomes and a rich narrative while keeping the pace of play brisk. COS features asymmetrical armies with distinctive national characteristics and capabilities that have banded together in alliances that often struggle with conflicting goals. Both the Bourbons and Pragmatics will benefit – or suffer from – interactions among the various nations in their respective alliances. The French player controls the largest, best-led army on the continent but is constrained by its limited logistical reach, King Louis XV’s quirks and maladies, court intrigue, and periodic pressure from his Spanish ally. The French will welcome the Pr/Span player’s powerful Prussian army lancing into the Austrian heartland in early/mid game but chafe under Spanish demands for cooperation and campaigning in Italy – the only place the Spanish can hope to gain the VPs necessary for victory. The Pr/Span player is both blessed and cursed. In Prussia, he has a powerful army, Frederick’s excellent generalship, and clear objectives. Yet the politically naive Frederick can be “played” into neutrality - or out of the war completely – by wily Austrian diplomacy. Spain itself has an excellent but undersized army that so depends upon French support that the French player decides when Spanish forces will be activated for the Pr/Span player to campaign with! In order to win, the Pr/Span player needs either a Decisive Prussian victory (rare) or for both Prussia and Spain to achieve lesser levels of victory. Thus, the Prussian “frere” of 1740-1745 may become a great nuisance in 1745-1748! The Pragmatic allies must weather the early war storms of 1740-1742, get their feet under them, and somehow gain traction to push back their powerful French and Prussian foes. They are equal to the task. The Austrian army has solid leaders and its unique Croat/Hussar light troops, which devastated enemy supply lines throughout the war, leaving French and Prussian commanders bewildered and their armies starving. Maria Theresa’s army can prevail against the French and Prussians - if it’s robustly financed to achieve maximum strength. For this, the Austrian player must rely upon the good will and immense financial resources of the Br/Pied player. The Br/Pied player has the most subtle, difficult – and most important – role in the game. He has a high-quality British/allied army, but it is small, led by indifferent leaders, and can generally be augmented only by low-quality Dutch troops since Austria will have its hands full fighting elsewhere. Yet this mediocre, polyglot army is often the primary protector of the VP-rich Austrian Netherlands against the mighty French Marshal De Saxe! The British player must also selflessly prop up his allies by playing subsidy (reinforcement) cards, which are essential for Austria’s survival and ability to launch counteroffensives in the mid and late war periods. But the British player has a powerful fleet and, if he (literally) plays his cards right, can use it to cut off France from its overseas resources, starving it of reinforcements in the critical late war years. The British player also controls the Kingdom of Piedmont and can win the game only if it too achieves some level of victory. Piedmont occupies a central position in Northern Italy that sits astride the routes running to the VP-rich areas in Naples and southern France and is itself the chief region where the Pr/Span player can harvest VPs. The Austrians can accomplish little in Italy without the Pieds' help, and vice versa – though they both covet the same Victory Point objectives! So if the Austrian player wants all those subsidy cards played, he may have to help Piedmont achieve its VP objectives, send more Austrian troops to defend the Netherlands, and share late war opportunities to grab VP spaces on the French-Germany border with the British. COS’s replay value is high because the multiplicity of belligerents and theaters of operation ensure that the game will never play the same way twice. Vienna may fall to the Prussians or French; Paris and Naples may see Austrian white uniforms in their streets; and London may be beset by Bonnie Prince Charlie – or invading French troops. Will the French get Bavarian Charles VII onto the throne of the Holy Roman Empire? Will Marshal Traun and Austrian Croats take it back? Will Louis XV and George II clash in Flanders? And will anyone be able to stop De Saxe? -- Find out! Components: * One 22" x 34" mapsheet * 150 Strategy cards * 10 Day of Battle Cards * 350 10/16-inch counters * 120 1/2-inch markers * Four 8-1/2" x 11" Player Aid cards * Four 5-1/2" x 8-1/2" Power Mats * One 24-page Rule Book * One 20-page Play Book * Two six-sided dice Designer: Bob Kalinowksi Developer: Kevin Boylan

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89.70 €
kuva on linkki tuotesivulle: Close Quarter Battles: Waterloo Core Rules
Close Quarter Battles: Waterloo Core Rules

Step into the smoke-filled chaos of Napoleonic warfare with the Close Quarter Battles: Waterloo Core Rule Book—the essential foundation for recreating intense, small-unit engagements during one of history’s most iconic campaigns. Designed for the Close Quarter Battles system, this rulebook brings the drama of skirmish-level combat to life, placing players in command of individual squads, officers, and elite troops on the battlefield. Focusing on realism, tactical flexibility, and historically grounded gameplay, the Waterloo Core Rule Book features dynamic movement, morale mechanics, and streamlined combat resolution to simulate the split-second decisions and brutal action of close-quarter engagements. Whether leading a French voltigeur detachment, British riflemen, or Prussian fusiliers, players will experience the Waterloo campaign at the ground level—one volley, charge, and bayonet thrust at a time. This fully illustrated rulebook includes: - Core game mechanics tailored for skirmish-level play - Unit activation, command, and morale rules - Weapon statistics and period-specific tactics - Scenario-building tools and historical guidance for Waterloo-based battles The Close Quarter Battles: Waterloo Core Rule Book is your gateway to fast-paced, tactically rich Napoleonic skirmishes. Every decision counts—lead well, or history will remember your defeat.

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52.00 33.80 €
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kuva on linkki tuotesivulle: Combat Commander: Europe/Med. 20th Anniversary Edition
Combat Commander: Europe/Med. 20th Anniversary Edition

This format, with all six nations and the full Random Scenario Generator, is how Combat Commander was originally designed and tested. Adding in counters specific to the minor nations and updating the scenario pages with the images for their leaders and units has been on my list for years. I am delighted that GMT has presented this opportunity and believe Chad would be very happy to see the game back together after all these years. - Kai Jensen Combat Commander: Europe/Med. 20th Anniversary Edition includes all components of the original CC:E and CC:M plus additional minors counters and updated scenario pages where those minors appear. 6½ countersheets One 24-page Rulebook One 52-page Playbook Eight PAC Sheets (6 two-sided nationality cards, one Terrain chart, one misc. play aids chart) 439 Cards (6 decks of 72 cards each, 1 Fate card, 6 nationality reference cards) 24 Maps on 12 Double-sided 17" x 22" Sheets One 8½" x 22" Track Display Combat Commander: Europe Combat Commander: Europe is Chad Jensen's award-winning card-driven board game immersing players in tactical infantry combat in the European Theater of World War II. One player takes the role of Germany while another player commands either America or Russia. These two players will take turns playing one or more “Fate” cards from their hands in order to activate units on the mapboard for various military functions. There is no strict sequence of play to follow in Combat Commander each measure of game Time is divided into a variable number of player Turns, each of which may consist of one or more “Orders” conducted by the active player. “Actions” may generally be conducted by either player at any time. “Events”—both good and bad—will also occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan. Orders include: Fire, Move, Advance, Recover, Rout, and Artillery functions. Each nationality also has a varying number of Command Confusion Orders which act as duds while in hand. An example of some of the 20 different Actions are: Smoke – If a unit with boxed Movement is activated to Move, place Smoke in or adjacent to its hex. Hand Grenades – Add +2 when firing at an adjacent hex. Dig In – Place foxholes in a friendly hex. An example of some of the 35 different Events are: Walking Wounded – Select one eliminated unit. Return that unit to play in a random hex, broken. Hero – If not already in play, place your Hero in a friendly hex. Rally one broken unit there. Battle Harden – One unit becomes Veteran. Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge. Command & Control is extremely important in Combat Commander, being modeled via the “Command” number on Leader units. Command serves both to enhance the abilities of Squads and Teams stacked with the Leader, as well as allowing for multiple activations with a single Order. Combat Commander includes twelve historical scenarios as well as a “roll your own” scenario system that provides an almost unending variety of map configurations, combat situations, and historically-based force structures. Each scenario is played on one of twelve maps, each with a 10x15 hexgrid depicting various terrain at a scale of approximately 100 feet per hex. Replayability for Combat Commander is high. And with Chad's brilliant Random Scenario Generator, it provides unlimited possibilities as far as additional scenarios, maps, units, weapons, and gaming situations are concerned. Add to that a TON of additional content. Over the past decade, we have released sequels and expansions covering the British, French, Italians, the Pacific Theater, the Resistance, even a "what if" expansion on Operation Sea Lion. Because of all of this content and unlimited scenario creation options, Combat Commander is even more than a wonderfully immersive gaming experience. It is also one of those rare exceptional values in wargaming: one featuring so much content and diversity that it can be revisited time and time again, with each game holding a new tale to tell. Time scale: several minutes per turn Map scale: 30 meters per hex Unit scale: Squads, Fire Teams, and Leaders Number of players: 2 Combat Commander: Mediterranean Combat Commander: Volume II - Mediterranean (or "CC:M") is the sequel to Combat Commander: Volume I - Europe ("CC:E"). CC:M's main theme is the addition of three new "nationalities" to the Combat Commander family: Britain & the Commonwealth France & the Allied Minors Italy & the Axis Minors This second game in the Combat Commander series includes units, cards, and scenarios depicting the fighting forces of these nations. FATE CARDS: As for Germany, Russia, and America in CC:E, each of the new nationalities has its own 72-card Fate Deck highlighting its historical strengths and weaknesses (marksmanship for the British, giving them fewer shots but of higher quality; a higher likelihood of surrender for broken Italian units; quality Orders, Actions, and Events for the French but saddled with only a "1" discard capability; etc.). CC:M's Playbook will include the following: 12 new historical scenarios, each one including at least one of the three new nationalities. An updated Random Scenario Generator incorporating the new nationalities and the twelve new maps, as well as allowing for the early years of fighting in 1939 and 1940. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations. Replayability value for Combat Commander gets even better with this new addition to the family. A complete manifest of all 432 Fate Cards included in CC:E and CC:M. Number crunchers rejoice! Assigned Point Values for all units, weapons, radios and fortifications in CC:E and CC:M, allowing players to easily create their own scenarios and Orders of Battle. Additional designer's notes and play hints. And more... Combat Commander is one of those rare exceptional values in wargaming—one that can be revisited time and time again, each with a new tale to tell. Time scale: several minutes per turn Map scale: 30 meters per hex Unit scale: Squads, Fire Teams, and Leaders Number of players: 2

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183.80 €
kuva on linkki tuotesivulle: Coral Sea: Campaign Commander Series Vol. II
Coral Sea: Campaign Commander Series Vol. II

Coral Sea is a new volume in the Campaign Commander series and simulates the campaign in the South Seas of the Pacific between the spring of 1942 and the spring of 1943. The Japanese expansion reaches its limit in the archipelago of the Solomon Islands and New Guinea. The Japanese initial force, the Army of the South Seas, began to expand reducing the boundaries of the Australian defenses from its base in Rabaul, the logistic center of Japanese control in the zone. The naval-air battle of the Coral Sea was a hard blow for the Japanese force since the Soho, their light aircraft carrier, was sunk, and the amphibious invasion force destined to take Port Moresby had to return to Rabaul without fulfilling their mission. Afterwards the imperial forces tried to take Port Moresby by a ground assault, extending their way along the Solomon Islands creating air bases and observation stations throughout the archipelago. The Japanese forces were thus threatening naval communications between the United States and Australia. In response, the Allies reinforced Australia and the New Caledonia zone looking for an opportunity to counterattack and to stop the imperial tide extending through the region. The return to Australia of veteran units from the Middle East allowed the Allies to initiate an offensive in Papua/New Guinea that would last six bloody months and result in the Allied recovery of the enclaves of Buna and Gona on the North coast of New Guinea. In the Solomon Islands the North American counterattack began August 8th, 1942 and led to a lasting and bloody campaign through February 1943, with successive attacks and counterattacks of both sides resulting in Guadalcanal Island back in American hands. In addition to the ground forces, the region saw much use of air and naval operations. Both navies accomplished herculean tasks to support their respective ground forces and supply them. Their importance was noticeable, so air attacks on navies were numerous, and expensive in lives, planes and ships. The last of them in this period was the battle of the Sea of Bismarck, which resulted in Allied air supremacy in the region. The Japanese Imperial navy based on the island of Truk made several raids in the region to support the small naval forces in the South Seas. But eventually the Japanese had to yield the initiative to the allies in the region as they exhausted their resources, fighting on two fronts. The Allies exhausted the Japanese offensive, and they prepare to take their own offensive. The game is developed in an operational scale – area-based map with a scale 1:300,000. It is designed for two players with one running the JAPANESE forces and the other the ALLIED forces. The game lasts approximately 3-4 hours and uses a two sided system to handle the mechanics of play: cards and counters. The players will have to use their troops and their resources to obtain victory points while eliminating enemy forces and occupying cities in the map. It is not a card driven game as the cards are used to bring about events that influence battles, secure reinforcements, and provide resources with which to carry on the fight. In the beginning of the game the JAPANESE player will take the Initiative and will have to expand throughout the map to secure Victory Points. The ALLIED player is on the defensive, and will have to strength his forces as the game progresses. He will have to take advantage of every opportunity to inflict damage on the advancing Japanese forces. The island of Guadalcanal will be crucial as the game develops, as are the results of actions in Papua/New Guinea. The JAPANESE player must face the historical dilemma of concentrating on taking the Solomon Islands, Papua or both simultaneously. The ALLIED player will have to be patient and force his opponent to extend himself, by accumulating forces and to committing lethal offensives that put the forces of the Empire of the Rising Sun in check. Like all the games of this Series, the rules are simple and straight forward. Our objective was to create games that are very interactive, and offer players a pleasant creative experience. We aim for solid games for players who do not have the time or the space to leave a game setup and in place over a long period of play. 2 PlayersPlay Time: 180 MinAge: 10+

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58.00 €
kuva on linkki tuotesivulle: Cuba Libre
Cuba Libre

In December 1956, paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and—after a disastrous initial encounter with government forces—a total of just 12 men. Two years later, through masterful propaganda and factional maneuver, Castro, his brother Raúl, and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans’ deep opposition to their dictator Fulgencio Batista y Zaldívar. Castro’s takeover of the country became a model for Leftist insurgency. Castro’s Insurgency Following up on GMT Games’ Andean Abyss, the COIN Series next volume, Cuba Libre, takes 1 to 4 players into the Cuban Revolution. Castro’s Marxist “26 July Movement” must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile, anti-communist student groups, urban guerrillas, and ex-patriots try to de-stabilize the Batista regime from inside and out, while trying not to pave the way for a new dictatorship under Castro. Batista’s Government must maintain steam to counter the twin insurgency, while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil, Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive. COIN Series, Volume II Cuba Libre will be easy to learn for Andean Abyss players—both volumes share the same innovative COIN system. Like Volume I, Cuba Libre is equally playable solitaire or by multiple players up to 4—and with a shorter time to completion than Andean Abyss. But Cuba Libre’s situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life and includes... • The Twelve: The first wave’s escape to the Sierra Maestra—inspirational legend or harbinger of defeat? • El Che and Raúl: Brilliant in the field, or bungling hostage-takers? • Operation Fisherman: Can the Marxists pull off a second invasion? • General Strike: Urban disruption or rebel embarrassment? • Radio Rebelde: Are the masses tuning in, or just the Army direction finders? • Pact of Caracas: Can the rebels unite? • Armored Cars: Mobile striking power, but in whose hands? • Rolando Masferrer: Brutal pro-government tactics—will they help or hurt? • Fat Butcher: Can the Mob’s enforcer protect its casinos? • Sinatra: Frankie’s Havana show a boom or bust, and who collects? ...and much more. New twists match the COIN system to the situation in 1950s Cuba: • It’s the insurgents who build lasting capabilities, while the Government is limited to fleeting bursts of momentum. • The Syndicate’s bases are Casinos—expensive to build, but so important to Cuba no army will destroy them. • Syndicate special activities include calling in the “muscle” of Government troops and police to protect mob assets. • Stacks of Syndicate cash awaiting launder can fall in anyone’s hands—even the corrupt Government’s. • The Government has its own terror tactic—reprisals—and can skim a portion of Syndicate profits. • The eroding US Alliance with Batista overshadows all Government actions, not just through aid levels but also through the day-to-day ability of troops and police to operate. • Even if Batista flees, the struggle may not end—the counterrevolutionary government may even become stronger! Multiplayer, 2-Player, Solitaire Cuba Libre provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games, players can represent alliances of factions, or the game system can control non-player factions. Or a single player as the Cuban Revolutionaries can attempt to topple Batista and seize power for themselves. The non-player sides will fight one another as well as the players, but too much power in the hands of any one of them will mean player defeat. COIN Series Volume II Cuba Libre like its predecessor Andean Abyss presents a game system on modern insurgency readily adaptable to other conflicts, particularly those featuring the interaction of many sides (thus our COunterINsurgency series). A rich and under-represented history of 20th-Century guerrilla warfare beckons. Volume III is A Distant Plain—Insurgency in Afghanistan, and Volume IV is Fire in the Lake—Insurgency in Vietnam." Components: * A 17”x22” mounted game board * A deck of 52 cards * 79 dark and light blue, red, green, and yellow wooden forces pieces, some embossed. * 8 embossed cylinders * One sheet of markers * One background play book * One rule book * A Sequence of Play sheet * 4 Faction player aid foldouts * 2 Non-Player Aid foldouts * 3 6-sided dice Designers: Volko Ruhnke & Jeff Grossman

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93.60 €

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