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 Deluxe Hell Unleashed
1914 Deluxe Hell Unleashed

1914 Deluxe is an operational level hex-and-counter wargame that covers the first few months of the First World War when the German Army began its offensive into neighboring France. The German player must decide how best to perform the initial invasion. Should it be a direct assault across the French border, or should the assault follow the “Schlieffen Plan” of a march through a more lightly defended Belgium? Several factors outside of the players’ control add challenges, frustration, and a high level of replayability. Will the players be able to define their own invasion plans or will their respective “High Commands” dictate a pre-determined setup? Will treaties be signed with neighboring states that might impact the availability of additional forces? And what of the looming threat of action on the Eastern Front? All these provide a variable, but accurate simulation of the First World War’s opening moves. The game includes a huge 34” by 44” map that covers the western border of France from Belgium and the North Sea to Switzerland in the south at roughly ten miles per hex. Combat units are mostly corps, with a smattering of divisions and brigades, representing infantry, cavalry, and artillery. These pieces represent the forces of not only Germany and France, but also Great Britain, Belgium, The Netherlands, and even a couple of Italians. The terrain depicted on the map is a challenge to navigate, with forces depending upon the use of rail lines to more quickly advance and provide the supply needed to fight. The basis for 1914 Deluxe is the original 1914 game published by The Avalon Hill Game Company in March of 1968. The project began as an effort to create an updated version of the original game’s ugly “painted” map that is difficult to decipher in many respects. Once completed, it was not that much of an effort to also create a new, colorful set of counters (including new informational markers) that simplifies play. It was then a short, additional step to rewrite the rules in a manner that incorporates some of the “advanced” rules, some new rules, and known errata to create a new, cohesive rules set of under twelve pages. This updated version takes what was originally a difficult game to play, more due to its components than its rules, and provides a relatively simple, exciting, and highly replayable gaming experience. For those who prefer the original game (warts and all), they are welcome to simply use the new map with or without the new counters for a more colorful experience. Now, YOU can refight the opening months of the First World War! 2 PlayersAge: 12+

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88.40 €
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: 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: 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: Death Valley: Battles for the Shenandoah Expansion
Death Valley: Battles for the Shenandoah Expansion

Battles for the Shenandoah: A Death Valley Expansion is a Great Battles of the American Civil War (GBACW) series expansion for Death Valley, published by GMT Games. Four full battles are included. McDowell, May 8, 1862 McDowell is considered the first battle of Stonewall Jackson’s 1862 Valley Campaign. After his loss at Kernstown, Confederate General Thomas J. “Stonewall” Jackson retreated up the Shenandoah Valley, finally stopping at Swift Run Gap to rebuild his army. By May of 1862, the threat from the north had diminished when two of the three Union divisions under General Nathaniel Banks were redeployed to support the Union advance on Richmond. However, there was another Union force, led by Brigadier General Robert H. Milroy, approaching the critical town of Staunton from the west. Jackson planned to drive the Union from the Shenandoah Valley and help relieve the pressure on Richmond by consolidating several scattered Confederate forces and defeating the two Union armies in detail. The first step was to move his army to join Brigadier General Edward “Alleghany” Johnson’s Army of the Northwest and defeat Milroy. The Confederate armies were consolidated on May 6 and begun advancing on Milroy’s Union force. Milroy retreated before them until May 8th, when he was reinforced with a brigade under Brigadier General Robert C. Schenck. That afternoon, the aggressive Milroy turned to attack the Confederate forces arriving on the heights overlooking the hamlet of McDowell. 2nd Winchester, June 13, 14, and 15, 1863 2nd Winchester is the battle that cleared the way for Robert E. Lee’s Gettysburg Campaign. In June of 1863, General Robert E. Lee finalized his plans for his second invasion of the north. The supply line was to be routed through the lower Shenandoah Valley, then primarily occupied by a Union garrison at Winchester with smaller garrisons at Berryville and Martinsburg. Lee assigned the task of clearing the Valley to Lieutenant General Richard S. Ewell, now in command of II Corps after Jackson’s death at Chancellorsville in May. The Union garrison at Winchester consisted of the 8500 men of the 2nd Division, VIII Corps, commanded by Major General Robert H. Milroy. Milroy had made extensive improvements to the fortifications around Winchester and was confident that he could hold the position against anything the Confederates could throw at him. He was so confident that he ignored orders to abandon Winchester. On June 13, he discovered that Ewell had arrived. Piedmont, June 5, 1864 Piedmont was the first Union victory in the Valley since Kernstown in 1862. The Confederate loss compelled Lee to send Lieutenant General Jubal Early’s II Corps to retake the Shenandoah Valley, effectively ending any hope Lee may have had for offensive operations around Richmond. After New Market, Union Major General Franz Sigel was replaced with the more aggressive Major General David Hunter, who made another move up the Valley with a larger and better organized army of 12,000 men. Hunter’s move caught the Confederates by surprise. Initially, the only opposition was a brigade of Confederate cavalry led by Brigadier General John D. Imboden. Every able-bodied man in the area was called to the Confederate colors, including miners and militia reservists. Two brigades of infantry under Brigadier General William E. “Grumble” Jones and a cavalry brigade led by Brigadier General John C. Vaughn were rushed by rail from the Trans-Allegheny Department. The combined Confederate force, commanded by Grumble Jones, numbered about 5000 men. On June 5th, the Confederate cavalry skirmished with the leading Union cavalry, delaying the Union advance long enough so that Grumble Jones could deploy his newly arrived troops and begin fortifying a new position near the hamlet of Piedmont. Hunter’s infantry arrived at this new line around noon. Cool Spring, July 18, 1864 Cool Spring is a battle from Jubal Early’s 1864 Valley Campaign. During his retreat from the drive on Washington, Early moved into the Shenandoah Valley through Snicker’s Gap and crossed the Shenandoah River at Castleman’s Ferry. His Union pursuers, formations from VI Corps, XIX Corps, and the Army of West Virginia led by Major General Horatio G. Wright, were close behind. Brevet Major General George Crook, at the head of Wright’s column, was ordered to “cross if practicable and attack” with his Army of West Virginia. When a cavalry probe of Castleman’s Ferry was easily repulsed, it was decided to move downstream, cross the Shenandoah River at Island Ford, and then turn south to catch the Confederate defenders of Castleman’s Ferry in flank. Crook’s 1st Division, led by Colonel Joseph Thoburn, began the crossing in the middle of the afternoon after waiting for the lead division of VI Corps to arrive in support. The fords appeared to be lightly defended by the Confederates, but a captured skirmisher revealed that the divisions of Brigadier General Gabriel Wharton and Major General Robert Rodes were nearby. The lateness of the Union move surprised Early, but he had issued orders the night before to contest any Union crossing, and Wharton and Rodes were both moving within the hour. The Great Battles of the American Civil War Series: This series is one of the hobby’s longest-lived design concepts, springing from the legendary regimental level Gettysburg game – Terrible Swift Sword (SPI) – designed by Richard Berg in 1976. Under GMT Games, the rules system has remained stable but has shown remarkable flexibility to allow each game to smoothly incorporate additional rules to reflect the historical battles. The series relies on interactive chit-pull mechanics to simulate the oftentimes-chaotic nature of the 19th Century battlefield at the regimental level. The Game: Battles for the Shenandoah: A Death Valley Expansion contains four battle games with multiple scenarios. Experienced players will be able to play many of the scenarios in one sitting. The game reflects the development of the cavalry and the changes in infantry and artillery organization and tactics from 1862 through 1864. COMPONENTS: * 560 counters * Two 17” x 22” double-sided maps * One 11” x 17” double-sided map * One 8 1/2” x 11” map * One Battle booklet * Eight Activation and Turn Record charts * One Terrain Effects Chart * One Range Effects Chart The remaining components necessary for play can be found in GMT’s Death Valley: Battles for the Shenandoah. These include the Player Aid Cards, the 2nd Disorder Chart, the game markers, four maps, and a ten-sided die. The GBACW Series Rules can be found on the GMT website. TIME SCALE: Each Turn = 1 Hour MAP SCALE: 145 Yards Per Hex with 25-Foot or 50-Foot Elevations UNIT SCALE: 50 Men or 1 Cannon per Strength Point

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45.50 €

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