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kuva tuotteesta on linkki tuotesivulle: Alexandros and I Am Spartacus!
Alexandros and I Am Spartacus!

"Alexandros and I Am Spartacus!" features not one but two great ancient wargames designed by Mike Markowitz that originally appeared in Command magazine in 1991 and 1992, garnering numerous Charles S. Roberts Award nominations and awards — Alexandros and I Am Spartacus. This expanded edition features both games along with their multiple expansions, three in total, to round out this impressive, DELUXE package with two full-size game maps and updated graphics throughout. Alexandros: Conquest & Empire This Mike Markowitz design originally appeared in issue 10 of Command magazine in 1991 to immediate acclaim. It earned a final nominee spot for the Charles S. Roberts Award for “Best Graphics,” and won the award for “Best Pre-World War II Game.” It covers all of Alexander’s campaigns from 334 to 323 BC. One player commands the Macedonians and the other the Persians. It’s easily adaptable for solitaire play. The area map is based on the province boundaries of those times, and game turns are quarterly. Combat can be fought tactically, using a separate battlefield display with units assigned to various sectors of the engagement. There are also special rules for besieging cities. Play lasts a variable numbers of turns, depending on the course of the larger war. There are several ways to win, including the killing of enemy leaders and conquering a large mass of territory, which can end the game at any time. Otherwise, play continues to the summer of 323, when Alexander actually died historically. An optional rule allows play to go to 318. BONUS MATERIAL: Also included, are two expansions that were published in later editions of Command Magazine. These are Successors: Clash of Generals, 323-301 BC and Xenophon: March of the Ten-Thousand, 401-400 BC. I Am Spartacus: The Slave Rebellion Against Rome, 73-71 BC This second featured game design by Mike Markowitz originally appeared in issue 15 of Command magazine in 1992. The game earned a finalist spot for the Charles S. Roberts Award for “Best Pre-World War II Game.” This is a two-player (solitaire adaptable) simulation of the Third Servile War, the slave revolt that shook the Roman Republic from 73-71 BC. Barring the capture of Rome by the Rebel player, or the capture of Spartacus by the Roman player, both of which are sudden death victories, the game is won on points for territorial control and other issues. At the end of 17 turns, the player with the most points wins. BONUS MATERIAL: Also included is yet another expansion from a later issue of Command Magazine entitled Pyrrhic Victory: Legion vs Phalanx, 280-275 BC, and several historical and informational articles on the period. Complexity: Low to Medium Solitaire Suitability: Medium Time Scale: Alexandros is Seasonal – I Am Spartacus - Monthly Map Scale: Both are area strategic Unit Scale: Legions Players: Two 2 PlayersPlay Time: 180–240 MinAge: 12+

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107.50 €
kuva tuotteesta on linkki tuotesivulle: American Tank Ace 1944 - 1945
American Tank Ace 1944 - 1945

The Second World War has dragged on for 5 years. D-Day marks the Allies’ promise kept to the Soviet Union in opening a second front. American armor fared reasonably well in North Africa against second line German and Italian tanks, but in Normandy they faced Panthers for the first time and received quite the shock. The German tanks were severely outnumbered but exacted a terrible toll on the mostly Sherman tanks of the U.S. Army. Fortunately, the “Arsenal of Democracy” had been hard at work continuously improving and upgrading the Sherman tanks, and improved versions were delivered to the frontline units as the war continued. Sherman tank commanders, however, start just after the Normandy Invasion and are out-gunned and out-armored as they fight to end the Nazi threat to humanity. American Tank Ace: 1944-45 is a solitaire, tactical level game that places you in command of a U.S. tank during World War II in the European Theater of Operations. You will make the tactical decisions a tank commander faced and control the actions of your crew, while trying to survive. You will be assigned missions to attack, defend, or conduct movement to contact depending on the current tactical situation. As time progresses and players survive, they may use the experience gained to improve their odds of success by purchasing skills. As their prestige increases, they may request improved versions of the Sherman tank when they suffer the loss of their previous tank. Awards and promotions help to narrate the player’s eventual goal – to survive the war and help defeat Nazi Germany. Players will find it extremely challenging to survive an entire tour from June 1944 to April 1945, at which time the game ends. You will start with one of the tank models available to the Army the start of the game, but as your fame and prestige rise, more advanced tanks will be available to choose from. The system is packed with rich technical detail based on the actual tanks used by U.S. forces. The five double-sided Tank Display Mats (10 different tanks) provided correspond to each tank type available to the player. This mat helps track the status of your tank and systems, including available weapons and ammunition at your disposal. The available tanks are: * M4 Sherman * M4A1 * M4A1 (76), M4A1 (76) W, M4A1 (76) W (with HVSS) * M4A3E2 “Jumbo” (both 75 and 76 versions) * M4A3E8 “Easy Eight” * M26 “Pershing” Game play moves quickly, following a set sequence of events that are repeated until the end of the game. Once you have your initial tank and commander, play proceeds by rolling for a mission and conducting it. Sometimes you’ll be assigned to attack, defend, conduct a movement to contact, assault a prepared enemy, or even sit out while waiting for supplies. Enemy forces range from Penal units all the way up to SS and Fallschirmjaeger and are randomly generated, ensuring no two careers will ever be the same. Combat is swift and sometimes deadly, as almost all of the German tanks, SPGs, and AT guns can penetrate you. Terrain and weather also have an impact on operations, as well as smoke. Players must pay attention to hull down status, the orientation of their hull and turret, and decide when it is prudent to “button up.” Artillery and mortar fire can sometimes support either side, and random events will add to the uncertainty of combat. When each mission is completed, assuming you have survived, you will ascertain if any awards have been earned or experience points gained. Promotion is also possible, which has the advantage of allowing for artillery and mortar support. You may also upgrade your tank if you have sufficient Prestige to get a better model, otherwise, you continue to fight in your starting tank until it is knocked out. This game has some similarities to the old classic “Patton’s Best” but the combat system is completely different and lends itself to faster, more streamlined play. A typical mission can be performed in 10 minutes or less, allowing for quick set up and take down when short gaming sessions are all that are available to you. While Amercan Tank Ace is designed as a solitaire gaming experience, additional options for play are provided for both multi-player cooperative and competitive gaming sessions. American Tank Ace: 1944-45 is meant to be a highly playable and interesting solitaire game covering the actions a tank commander would have to deal with in Europe. Product Information: * Complexity: Medium * Time Scale: 3-4 days per turn * Map Scale: abstract * Unit Scale: individual tank, weapon systems, crew members, ammo rounds * Players: 1 (with option for 2 or more) * Solitaire: High * Playing Time: 2-3 hours Components: * 1 Countersheet of 9/16″ unit-counters * 10 Tank Display Mats (double-sided, 5 total) * 4 Player Aid Cards * 2 Crew Status Displays (double-sided, 1 total) * 1 Battle board (Operations Display Mat) 11″ x 17″ * 1 Mission logsheet (double-sided) * 1 Rulebook Game Credits: * Designer: Gregory M. Smith * Project Director: John Kranz

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89.70 €
kuva tuotteesta on linkki tuotesivulle: Barbarians at the Gates: The Decline and Fall of the Western Roman Empire 337 - 476
Barbarians at the Gates: The Decline and Fall of the Western Roman Empire 337 - 476

Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 - 476, is a card-driven game for two players set during the final century of the Western Roman Empire. The Roman player commands the Roman legions loyal to the failing central authority and those Germanic peoples who have settled peacefully inside the Roman Empire, while the Barbarian player leads Usurper Emperors, and controls the migrations of the savage Germanic peoples, who are the Barbarians at the Gates. The game is played on a point-to-point map of the Western Roman Empire, divided into 11 diocese (administrative districts) such as Gallia Belgica, Caledonia or Italia Suburbicaria, each composed of spaces such as Roma, Massilia or Nova Carthago. These spaces are connected to each other through the network of Roman roads, rougher connections (mostly in uncivilized territory) or river connections (mostly the Donau and the Rhine). Players take turns playing cards in order to activate Generals (Loyalist Roman generals such as Aetius, Usurper Emperors like Magnentius, and Barbarian leaders such as Atilla or Alaric) for movement and/or sieges, bring new Barbarian invasions into play, recruit new Legions, lead barbarian bands in raids across the border into the Roman interior, settle formerly hostile tribes on Roman soil, or even successfully usurp the Imperial Throne from its previous occupant! As leaders move, they will encounter enemy armies and battle, earning eternal glory or an unrecognized grave. Barbarian tribes will probe the fortified border for weaknesses, while the outnumbered Legions have to use interior lines (and the excellent Roman road network) to face each threat to the unfortified Italian, Iberian and Gallic diocese. From the days of Valentinian I and the first Vandal and Frankish migrations through Theodosius I and the Gothic invasions to Attila and the Huns, Barbarians at the Gates will allow players to vie for the future of Western Europe. Will enough of Roman civilization remain to eventually spark a Renaissance, or will Europe remain forever in the Dark Ages? 2 PlayersPlay Time: 120–300 MinAge: ––

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121.10 €
kuva tuotteesta on linkki tuotesivulle: Brothers at War: 1862
Brothers at War: 1862

Brothers at War: 1862 is a quick-playing, tactical wargame exploring civil war brigade command. Units are regiments, batteries and companies of skirmishers. This is a quadrigame or set of four games, each featuring a full-size, 22×34″ game map and covering battles from 1862: Antietam, South Mountain, Mill Springs, and Bloody Valverde. Here Come the Rebels! It is a crisis year for the nation, as Invading armies march into Maryland, West Virginia and New Mexico. Command rules are simple and abstracted. There are no combat results tables. Combat and all checks are resolved using six-sided dice, in which results of 5-6 mark success, and 1-4 failure. Brigades activate via chit pull, with their constituent units moving and fighting individually. Stacking is limited to two units per hex. Massive 1.5” hexes allow two 3/4” units to fit side by side… no information is obscured! Distinctions are made between formed and unformed infantry, deployed and limbered artillery, mounted and dismounted cavalry. Unit facing is not an element of play. Instead, unit deployment in adjacent hexes can trigger pass-through fire, which simulates flanking fire, or fire on compressed lines (both dangerous situations for civil war units). Battle Cards introduce an element of uncertainty and excitement to play. Unique off-map displays track every brigade’s reserves and casualties. Once a unit’s reserves are used up, it becomes exhausted and liable to break. Four battles explore how the system can accommodate a variety of civil war battlefields: The meat-grinder of Antietam’s cornfield, in which brigades collide one after another in a brutally confined area, the mountainous terrain of Fox’s Gap, where a Union corps attempts to break through a handful of southern brigades; the sodden fields of Mill Springs, Kentucky, in which green rebels with old-style muskets battle freezing rain as well as their northern enemy; and an all-cavalry Texan brigade confronting union regulars and green New Mexican volunteers at Valverde in the distant western territories. The four battles covered, each with its own full size map, include: THE CORNFIELD * The Battle of Antietam 5am-9am, September 17th, 1862 * Four scenarios covering the Union’s morning attack at Miller’s Cornfield: • Union Right Hook • Hood Counterattacks • XII Corps Advances • Stemming the Blue Tide (Campaign Game FOX’S GAP * The Battle of South Mountain, 9am-6pm, September 14th, 1862 * Two scenarios covering the flanking attack by Reno’s IX Corps at Fox’s Gap MILL SPRINGS * The Invasion of Kentucky, 7am-12pm, January 17th, 1862 * Two scenarios covering the climax of CSA General Zollicoffer’s ill-fated winter campaign BLOODY VALVERDE * War in the Territories, 10am-5pm, February 21st, 1862 * Two scenarios covering the opening batle in Confederate General Sibley’s invasion of New Mexico Complexity: Medium-High Time Scale: 1 Turn = 20 Minutes Map Scale:100 yards/hex Unit Scale: Regiments and Batteries Components: * Four 22″ x 34″ maps (one for each game) * 520 3/4″ counters * 114 5/8″ counters * 9 Player Aid Cards * Rulebook * Four 6-sided dice Game Credits: Designer: Christopher Moeller Artist: Christopher Moeller 1–2 Players 60–240 Min

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128.70 €
kuva tuotteesta on linkki tuotesivulle: Burning Banners
Burning Banners

In the aftermath of the Worldwound, the kingdoms of Kalar struggle to rebuild, while a dark force quietly prepares for a return to power. Welcome to the immersive world of Burning Banners: Rage of the Witch Queen, a tabletop fantasy board game for 2-6 players that’s ready to transport you to the heart of Kalar and put your strategic skills to the ultimate test! Take command, forge alliances, and shape the destiny of six unique kingdoms as you explore a stunningly detailed world across four hand-drawn boards. Designed and illustrated by acclaimed fantasy artist, Christopher Moeller, Burning Banners brings the rich tapestry of Kalar to life with a breathtaking fusion of immersive artwork and engaging gameplay that grows with your group. With a staggering 29 scenarios, you can experience the tactical thrill of a single battle in an evening, or dive deep into an epic conflict spanning more than a decade. Will you lead the stalwart Oathborn, the cunning Shashka, the relentless Army of Night, the mighty Eastern Empire, or the fierce warriors of Fjordland? Choose your kingdom wisely, for each holds a pivotal role in the conflicts to come. Unleash your strategic prowess as you navigate a world brimming with legends and mythical creatures! Customize your army from the start with a diverse array of units at your beck and call, from utility miners who gather gold far from the action and deep beneath the earth, to weapon-specialist warriors and elite fighting forces, and all the way to the mythical wilds of feral rat hordes and towering frost giants. When the time comes to level up your challenge, prepare to unleash the might of heroes, command monstrous creatures, harness ancient magic, and vie for control over powerful artifacts in the Advanced Game. Whether you join forces as the Invaders or stand as the Resistance, every decision you make will shape the fate of Kheros. Will you answer the call? The fate of Kalar awaits. Components: 240 1” Hand-Drawn Rounded Counters 162 ⅝” Rounded Counters 65 Coin Counters 4 17”x22” Hand-Drawn Mounted Maps (with HUGE 1 ½” hexes) 192 Playing Cards 1 Rule Book 1 Campaign Book 1 Lore Booklet 6 Dual-Layered Kingdom Playmats 3 Identical Sets of 4 Player Aids (printed on 11″x17″ cardstock) 2 Mounted Displays 12 Light Six-Sided Dice 8 Dark Eight-Sided Dice

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154.70 €
kuva tuotteesta on linkki tuotesivulle: Colonialism
Colonialism

Colonialism is the policy whereby a nation seeks to gain authority over other peoples or territories. The subjugated people are generally exploited for the economic benefit of the colonizing country. Colonialism is played in game turns. The heart of the game turns are the Action Rounds. In each Action Round a player either draws 3 cards, moves a ship, withdraws influence discs, explores a region or plays an influence card from his hand. Influence cards are either Action or Policy cards. Action cards are played and immediately resolved in an affected region on the board. Policy cards are placed in the player´s colonial policy area and are not resolved until the end of the next colonization phase. As these cards are normally placed face down, there is a fair amount of bluffing and suspense. There is hardly any downtime in Colonialism. Individual player turns are short and swift. The game is very elegant without a lot of “rules overhead”. It also scales well – any player numbers from 2 to 4 are fine. Thanks to the art of the always amazing Harald Lieske Colonialism is a “serious” look into this chapter of recent history in game form. So what is new in this edition? The main items in this new edition are the 6 new cards, five of them being Upgrade cards. This edition therefore adds a new action to the game: Purchase an Upgrade card. Game Play: Colonialism is a game of 19th and early 20th century imperialism. Each of the 2 to 4 players assumes the role of a nondescript colonial power. Players will try to gain influence in the unindustrialized regions of the game board and to obtain as many resources as possible. Although the colonial powers are anonymous in the game, Colonialism aims to be a serious, though abstract, look at this dark chapter in recent world history. What makes Colonialism special? In the game, each player has their own deck of 24 influence cards. The decks of all players are identical. 7 of the 24 cards are action cards that are played and immediately resolved. The other 17 cards are policy cards that are played face down to one of the six regions of the game board. All policy cards are only resolved in the colonialism phase of a game turn. These cards increase or decrease a player’s influence. This innovative mechanic is exciting, suspenseful and reduces downtime. The Reality of Colonialism: Throughout history, colonizing powers would often justify their actions under the guise of improving the colonized people’s health, economic, religious, or social wellbeing. Euphemistically, this systemic process of exploitation was referred to as “modernizing.” Modern colonialism began in the 15th century. By the outbreak of World War I, Spain, Portugal, Britain, France, the Netherlands, Germany and other European countries had gained control of 84% of the globe. Typically, the European Powers followed a policy of mercantilism, to strengthen the home economy at the expense of rivals. The colonies were allowed to trade only with the mother country. Raw materials would flow freely from the colonized areas to the homeland, while the colonizing power could take advantage of their total monopoly and use their colonies as an export market for their overpriced good and wares. Components: * 1 Mounted game board * 4 Player mats/boards * 63 colored wooden resource cubes * 153 colored wooden influence disks * 12 colored wooden ships * 96 influence cards * 12 economic influence cards * 6 region order tiles * 18 region limit tiles * 2 wooden game turn tokens * 4 custom dice * 1 material bag * 1 rules booklet * 4 player aids * 1 box and lid set. Details: * Complexity: 4 out of 10 * Players: 2 to 4 * Playing Time: About 2-3 hours * Solitaire Suitability: Low

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81.70 €
kuva tuotteesta on linkki tuotesivulle: Combat! Volume 1 2nd Printing
Combat! Volume 1 2nd Printing

Combat! is a solitaire game on man to man combat in the 20th century. The player will control Friendly forces and attempt to complete a scenario against enemy forces that are controlled by the game system. At the start of each turn the player will play 1 card from their hand to the Initiative track. This card will determine the initiative values for each of the player’s friendly teams and may have other effects depending on the card. After this the player will assign orders to each character on his side. This will determine the actions that the character can take this turn. Once all of the friendly characters have orders assigned to them the player will draw an Enemy AI Card for each enemy team with alerted characters on the board. These cards will determine the Initiative value for each enemy character and the Order that they will receive. The Order determines the actions that an Enemy Character will take that turn. The game turn is then played through in 4 Impulses. From the lowest initiative value to the highest each Character (Friendly and Enemy) each Character will perform the action specified on their Order counter. All Characters will act on Impulse 1 before moving to Impulse 2, then Impulse 3 and finally Impulse 4. At the end of the turn all Orders are removed and the played cards returned to the respective decks. With multiple maps and nearly a 800 counters Combat! will keep you entertained for years to come. There was a counter printing problem in the first copies, but that was corrected with replacements long ago; any copy you buy should have correct countersheets. 1 PlayersPlay Time: 120–360 MinAge: 14+

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189.20 €
kuva tuotteesta on linkki tuotesivulle: Conquistadors
Conquistadors

In the half-century after Columbus, small bands of daring Spanish adventurers conquered Central and South America, destroying the huge armies of long-established native empires in the process. Some won great fortunes in gold, while many others only died an early death. These men were The Conquistadors. In this partly card-driven, partly procedural game —a brand-new design from Jon Southard — one to five players each control a group of conquistadors, trying to discover and loot the civilizations of the Americas and end up with the most gold and power. A game of The Conquistadors begins with the outline of Central and South America as known in 1520. Your first task will be to seek out and discover the great Indian cities and empires — which may appear in their historical locations, or in quite different places. Once you discover where the cities and empires are, it is time to gather gold. You might battle and plunder the Indians, or your best plan may be to attempt diplomacy and enlist them as allies — especially if you have an Indian interpreter in your expedition. Like Francisco Pizarro, you might try a Sudden Shock Attack to capture a native king and extort a fat ransom. Always you must be sure to keep the Governor happy, or he may issue a warrant for your arrest. Beware of native uprisings, painted warriors, and poisoned darts around the next corner, and watch out for defection in your own ranks. If you fall behind in the race for gold, you might try to descend the Amazon or discover the Fountain of Youth. And when you are really in a tight place, perhaps you can appeal to Mano de Dios (the Hand of God) to bail you out. The Conquistadors is playable by from 1 to 5 players, with an introductory Basic Game, a more involved Standard Game, and some optional rules. While the normal game system requires 2 or more players, solitaire play is enabled by a special solitaire module. Product Information: * Complexity: Low to Medium 3/4/5 out of 10 (Basic/Standard/plus Optional Rules) * Solitaire Suitability: High (solitaire scenario), Low (other scenarios) * Time Scale: variable, one turn = 3 to 18 months * Map Scale: abstract, point-to-point area map covers Mexico, Central America, Colombia, Ecuador, and Peru * Unit Scale: Individual leaders, 3 to 25 Spanish troops, up to several thousand Indian troops * Players: one or two * Playing Time: three hours (Basic Game), four to six hours (Standard Game) Components: * Two Maps – each approximately 28 x 20″ * Two Countersheets (5/8” size) * Deck of 130 Strategy/Conquistador Cards * Deck of 26 Asset Cards * Rules booklet * Four Player Aid Cards * One Logsheet 8.5” x 11” * Two 6-sided dice * Box and Lid Designer: Jon Southard

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115.70 €
kuva tuotteesta on linkki tuotesivulle: Cradle of Civilization
Cradle of Civilization

Cradle of Civilization is a pair of games in one pack that allows one to six players determine the fate of the ancient near east. In one game civilizations rise, while in the second, players battle over whether the great Persian Empire will survive or perish. Both games use simple mechanics to make them quick-playing and to portray a period feel to the players.. Sumeria to Persia is about the Bronze and Iron Age, when civilization was born and city states evolved into kingdoms and finally to large empires, culminating in the Persian Empire founded by Cyrus the Great. Players of History of the World will recognize the base mechanics whereby players randomly select civilizations from cards, although the player in last place has more power to decide which civilization they will play. Sumeria to Persia does is for two to six players and offers more options than previous games on the subject. Civilizations that survive can continue to expand in future turns. Random events create possibilities that defy history but were in the realm of possibility. The Minoans may have a brilliant military commander and the Egyptians could become a seafaring empire. There are also rules for constructing wonders, the placement of cities, and the general effects of the Bronze Age collapse. Lastly, the Persian Empire does appear, although any player choosing them must hand out victory points to their opponents. Alexander vs. Darius: The Fall of the Persian Empire is a two-player game that simulates Alexander III’s conquest of the great Persian Empire. Sometimes portrayed as a foregone conclusion, this game argues that Persia certainly had a chance to win if they had used different strategies or had some luck on the battlefield. Darius III need not have been Persia’s last king. The heart of Alexander vs. Darius is a war weariness track, which moves down steadily for Alexander’s army. Historically, it did not reach zero until after his invasion of India, but a Persian battlefield victory could have changed that. The game also allows players to explore Memnon’s strategy of using Persian naval supremacy to raid Alexander’s rear as well as exploring the possibilities of the Spartan rebellion. Lastly, the Persians themselves must worry about legitimacy, and therefore must be active in resisting Alexander, or risk losing their grip on the throne. Product Information: * Complexity: 2 out of 10 (Sumeria to Persia), 4 out of 10 (Alexander vs. Darius) * Solitaire Suitability: 1 out of 10 (Sumeria to Persia), 7 out of 10 (Alexander vs. Darius) * Players: one to six * Playing Time: 3 hours Components: * One mounted map (22 X 34 inches) * Nine full sheets of large 0.65” counters * Two rules booklet * Six player reference cards * Forty-Eight Nation/City/Epoch tiles * Twelve 6-sided dice * One box and lid set Game Credits: Designers: Sean and Daniel Chick Artists: Bill Morgal and Shane Hebert

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115.70 €
kuva tuotteesta on linkki tuotesivulle: Dawn of Empire
Dawn of Empire

Dawn of Empire is an uncomplicated game centered on the naval aspects of the Spanish-American War of 1898 in the Atlantic Ocean. The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms. The intent of the game is to provide a broad overview of the historical events while being fun to play. It all really started in February of 1895 when Spain unilaterally suspended constitutional guarantees to Cuba and its population. This lead to open revolt on the island and serious retaliatory measures by the Spanish administration of Captain General Weyler, including concentration camps for non-combatants. This was too much for the American press, and as a result, the American public, and eventually U.S. pressure led to Weyler’s removal, but not to a decrease in tensions between the US and Spain. And then, the Maine happened. On 15 February, 1898, well into the darkness of the night, the USS Maine, anchored in Havana Harbour to visible enforcement of U.S. interests on the island, blew up. 268 U,S. naval personnel were killed, about 2/3rd of the crew of the vessel. The American press exploded also. Headlines shouted “Spanish Treachery” and William Randolph Hearts newspapers stirred the pot of American anger vigorously. By late March a Naval Court Of Inquiry set down a judgment that the Maine was destroyed by an external explosion, pointing the finger by implication at the Spanish. Before the end of the following month, the United States would declare war on Spain. The object of the game for the United States player is to control the sea areas around the US Atlantic coast and Caribbean Sea to prevent Spanish combatants from supporting their island holdings and to destroy the naval forces of Spain. The object of the game for the Spanish player is to disrupt United States sea control, retain sea control around the Spanish coastline for as long as possible, and destroy United States naval forces. Both players must deploy their naval resources into the sea areas on the map to earn victory points at the end of each turn for areas under their control, blockaded, and for opposing units destroyed. Product information * Complexity: 4 out of 10 * Solitaire Suitability: 4 out of 10 * Time Scale: 11 days per turn * Map Scale: variable (area movement maps) * Unit Scale: individual warships * Players: 1-2 * Playing Time: 2-3 hours * Designer: Stephen Newberg Components * Map of the Atlantic Ocean and Caribbean Sea * Battle Board * One countersheet of 176 large 5/8” counters * Player Aid Cards * One rulebook * Dice * One box and lid set

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71.50 €
kuva tuotteesta on linkki tuotesivulle: Death in the Trenches: World War 1 1914-1918
Death in the Trenches: World War 1 1914-1918

Death in the Trenches is a strategic-level World War I game covering the entire war, from the opening shots in Serbia and Belgium to the final defeat (or victory!) of Germany and its allies in 1918. The map, executed by Jonathan Carnehl, is designed to give you a feel for 1914 by using textures and colors featured in atlases of the time. It stretches from the Pyrenees to Moscow, and from Norway to the Sudan, covering every square inch of territory in Europe and the Near East which saw combat from 1914 to 1918, in a manageable 34×22″ format. Colonial battles around the world take place on an additional 8½x11″ map showing Germany’s empire. The game also features 456 beautifully-illustrated counters depicting all the national armies that fought in the war – from the Germans, French, British and Russians all the way down to the Persians, Montenegrins, Armenians, South Africans, and a host of specialized units (French Foreign Legion, Gurkhas, Italian “Arditi”, Cossacks, Tyrolean Kaiserjäger, Zionists, Bavarians, “Dunsterforce”... even China may send a small expeditionary force). For the World War I buff, the game’s simple off-map system of Allocation markers fills your world with historical detail: Tanks, Alpenkorps, artillery barrages, flamethrowers, poison gas, Krupp guns, Mustapha Kemal, the Royal Air Force, French elan, Rommel’s mountain tactics and Galliéni’s taxicabs... while the great wartime leaders all leave their mark (good or bad!) on history: Bruchmuller, Haig, Hoffmann, Mackensen, Hindenburg and Ludendorff, Rennenkampf and Samsonov, Sarrail, Von Francois, Foch, Brusilov, Nivelle, Plehve, Putnik and Yudenich. All this detail is added without forcing you to remember special rules. What other WWI games make ruthlessly complex, Death in the Trenches simulates with elegant simplicity. Face-up units are entrenched; face-down units aren’t! Simple as that. Emphasis is on the fun stuff rather than the boring stuff; there is no bean counting of production points, supply rules and strategic redeployment are easy, and in combat there are no complicated terrain modifiers to memorize – those are baked right into the combat die roll. Death in the Trenches includes a deceptively simple, short rulebook (with several additional pages of random events) detailing the game’s unique combat system (no CRT!) which portrays the grinding nature of World War I combat in a realistic way that still gives players plenty of options to pursue. The map shows your army-level units, with their divisional components represented off map to prevent map clogging. The production and assignment of divisions has been simplified in this new Second Edition. The game’s unique combat system lets you choose how many dice you want to throw, and the risk you’re willing to take: you’ll agonize over every choice of “just enough but not too much”. If you “overroll” your target number, it means you just sent your men “over the top” to get mown down. What did you expect? This is World War I! Battles feature a grinding ‘arms race’ where you throw in more and more dice, and more and more Allocations, in classic World War I fashion where you know that just “one more big push” will give you the victory that has so often eluded you. Endless replayability flows from over 500 painstakingly researched random events, which plunge you into the fiery world of World War I in ways you’ve ever seen before in a game, while helping keep play simple and straightforward. Lenin, the Senussi revolt, intrigue in the Roumanian court, the Cruise of the Emden, the Armenian Massacre, the Sinai Pipeline, the Ukrainian Reactionary Hetmanate, Rasputin, Mata Hari, the Russian shell shortage, the murder of Edith Cavell, Lawrence of Arabia (and his German counterpart, Wilhelm Wassmuss), the Nestorian resistance, Pancho Villa, the Grand Duke Nicholas, Thomas Masaryk, the Red Baron, Czech Legion, Irish Rising, Berber Revolt, air raids, typhus, influenza… they’re all here in ways that actually teach you about the history of World War I. Players command the armed forces of nearly 40 nations, in a game that still manages to be small enough to fit on your table! It sounds like a massive game, but it isn’t. Death in the Trenches is designed to be played – easy to play, hard to master. You’ll learn things about World War I you never knew before, and you’ll have to face the same crises the leaders of the Entente and Central Powers did. Think you can do better than Douglas Haig and Robert Nivelle? Now it’s your turn. Product Information * Complexity: Medium (about 6 out of 10) * Playing Time: 10+ hours * Solitaire Suitability: Excellent * Time Scale: 1 turn = 3 months * Map Scale: 1 hex = approximately 80 miles * Unit Scale: Army and Corps * Designers: R. Ben Madison and Wes Erni * Artist: Jonathan Carnehl Components: * 1 34×22″ map covering Europe and the Near East – Mounted * 3+ countersheets (9/16″) of military unit counters, markers and chits – total 400 (double sided) * 1 rules booklet (Game System and Random Events included) * 6 8½ x11″ color player aid and display sheets * 10 six sided dice * 1 full-color box and lid set

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102.70 €
kuva tuotteesta on linkki tuotesivulle: Defending America: Intercepting the Amerika Bombers, 1947-48
Defending America: Intercepting the Amerika Bombers, 1947-48

Defending America is a solitaire, tactical level game which places you in command of an actual or experimental interceptor aircraft during a frightening look at what might have been in World War II. Each turn consists of one sortie, during which the player will fly a mission to intercept Amerika Bombers which are en route to bomb the mainland of the United States. As the player progresses, he may choose to upgrade to even more advanced interceptors in this alternate history game. It builds a strong narrative around the pilot as you look to earn skills, rise in rank through promotion, receive awards and survive a dangerous year above the Atlantic Ocean and America. The objective of the game is to conduct numerous sorties in the role of a interceptor pilot and rack up as many bomber kills as possible, with a special emphasis on preparing to stop atomic attacks. Pilots may use the experience gained to improve their odds of success by purchasing skills. Awards and technological advances via use of the technology track help to narrate the player's eventual goal – to become the “Scourge of the Amerika Bombers” and end the threat to the United States from the air. Game play moves quickly, following a set sequence of events that are repeated until the end of the game. Once you have your initial pilot along with your assignment, play proceeds by taking off when the enemy bomber force nears, then checking to intercept them before they get a chance to bomb a multitude of targets on the mainland United States. Combat consists of interception from your U.S. carrier or land-based aircraft, depending on where the player is currently located, then intercepting one of six historically modelled (albeit hypothetical) Amerika Bombers. After interception, landing operations occur, with the weather playing a factor again as part of the landing procedure. When the mission is completed, you will ascertain if any awards have been earned or Experience points gained prior to you next sortie. Here you can also spend Experience points if desired to gain skills and may request a new interceptor type if one is available. You will repeat this process by going to your next sortie until shot down and killed, or until the end of March 1948, should you make it through unscathed. While Defending Amerika is designed as a solitaire gaming experience, additional options for play are provided for both multi-player cooperative and competitive gaming sessions, and an option to link the game with Amerika Bomber: Evil Queen of the Skies Scale: Complexity: 4 out of 10 Solitaire Suitability: 10 out of 10 Time Scale: Weekly turns (individual sorties, 4 per month) Map Scale: Abstract Unit Scale: Individual aircraft, weapon systems, specific crew members, and ammo rounds Players: One (with option for two or more) Playing Time: 60-90 minutes Components: One Counter Sheet of 9/16" unit-counters Eight Aircraft Display Mats Nine Player Aid Cards One Combat Display Mat One Pilot Awards Display Mat One Air Operations Mat Rules Booklet One Logsheet Two 6-sided, and one 10-sided die Box and Lid 1 PlayersPlay Time: 90–120 MinAge: 10+

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93.90 €

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