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kuva tuotteesta on linkki tuotesivulle: Kiev '41 (kickstarter edition)
Kiev '41 (kickstarter edition)

Players take either the German or Soviet Union forces and use colourful wooden blocks to simulate the forces involved. Kiev '41 uses the same basic game engine of Moscow '41, with a few tweaks and changes to suit the differing conditions in the south. HISTORICAL INTRODUCTION In this sector the best equipped Soviet units faced a mix of German and Axis satellites' formations. It was then no surprise that Kiev held out for three months and that Hitler had to fatefully divert Guderian from Moscow to break the stiff Soviet resistance along the Dnieper. It ended in the largest encirclement in history, but not in the decisive victory Germany was calling for. THE GAME KIEV'41 is a war game covering the offensive of Army Group South to capture the Ukraine, the Donbass, the Crimea and the Caucasus. Even if, of the three Army Groups, von Runsdedt’s was the one charged with accomplishing the most ambitious goals, it was the one that came closest to achieving its objectives. Although using historical Orders of Battle and challenges, players can make their own choices to change history! Kiev'41 uses “Headquarters” units and an “impulse” system to smoothly introduce both Command and Control within the limitations that the armies of the day had on just how much moving and fighting they could do. While the German player is the primary attacker, the Soviet player is always able to look for a chance of a good counterattack and can actually win the game early. Variable set­up and reinforcements mean no two games are alike. SCALE Map: 1:1.000.000 (1cm = 10km) Unit Size: Axis Corps/Divisions; Soviet Armies/Corps/Divisions Time: 1 Turn = 1 Month Players: 2 players, with excellent solitaire suitability 1–2 PlayersPlay Time: 60–120 MinAge: 14+

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99.00 €
kuva tuotteesta 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 tuotteesta on linkki tuotesivulle: Next War: Iran
Next War: Iran

The Middle East has long been a hobgoblin for foreign powers and, as much as Afghanistan, also a graveyard of empires. Sitting squarely astride ancient trade routes and with the added impetus of the world's addiction to oil, the area has been a hot spot for centuries. Now, with the old regime teetering and losing its grip, Iran makes a bid for forcing the West to recognize its complete sovereignty and control over its own affairs by striking at the one thing they care about: the flow of oil. Mining the Straits of Hormuz and declaring it closed to all traffic, Iran defies the world. The US, and perhaps some of its allies, takes action to re-open the straits and get the black gold flowing to the world again. Next War: Iran is the sixth game in the Next War series. It is unique in the series in that the Allied player has to do the attacking while the non-Allied player attempts to defend its territory against neo-imperial oppression. With a long logistical tail, few true allies in the region, and the menace of Iran's A2AD capabilities, re-opening the Straits is a tall order. Ownership of any previous Next War series will NOT be required to play Next War: Iran. Units Ground units in Next War: Iran primarily represent divisions and brigades of the armies of the Islamic Republic of Iran and the United States of America. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency. The Iranian armed forces feature all three branches of land forces: Islamic Republic of Iran Ground Forces, Islamic Republic of Iran Navy, and the Islamic Revolutionary Guard Corps; they might get some Russian intervention for whatever that's worth. On the Allied side, the primary forces are the United States with potential involvement by the UK, Australia, France, Saudi Arabia, Oman, United Arab Emirates, and Qatar. Air units represent the fighter, bomber, and attack squadrons of the major combatants. They are rated for All-Weather Capabilities, range, average pilot skill and training, and their capabilities in Air-to-Air Combat, Close Air Support, and Strike missions. Naval units represent an abstraction of groups of ships (task forces) and allow players to conduct amphibious invasions, naval combat, naval gunfire support, and more. Maps and Terrain The game’s map represents the area along the coast of Iran at a scale of roughly 7.5 miles per hex. The map stretches from the important port of Chah Bahar in the east to a hundred or so miles west of the Straits of Hormuz. There are a couple of Island Land Areas, similar to other games in the series which contain some important Petroleum Facilities the Allies will want to seize intact if they can. Features Weather Determination. Bad weather can severely hamper air and naval operations activity and can significantly slow ground operations. Initiative Determination and Air/Naval Phase, wherein Air Superiority levels and air availability are determined and Sea Control is established or modified. Special Operations Phases in the Advanced Game allow players to utilize their special operators in various recon and raid missions behind enemy lines. Strike Phases in the Advanced Game allow players to launch air strikes, cruise missiles, and artillery and SSM strikes. One or more Movement and Combat Phases that allow both sides to move, react, and fight with an advantage to the Initiative player on non-Contested turns Arrival of Reinforcements and Replacements Victory Determination Combat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature, reflecting what we believe will be a degree of attritional warfare due to the lethality of modern weapons. As in many games, casualties represent not only actual combat losses but also loss of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield. Scenarios There are several Standard Game scenarios. Some are small and focus on limited objectives while at least one will be a campaign game encompassing the entire map. Similarly to previous games in the series, the Advanced Game scenarios will be divided into various starting points representing different levels of build-up before the game begins. So, the question remains. Can you, as the Allied player, enforce the will of the West on Iran and get the oil flowing again? Or will you, as the Iranian player, defy the world? Components: One 22" x 34" Map One 22" x 25.5" Map One Series Rules Booklet (48 pages) One Game Specific Rules Booklet (36 pages) One Reinforcement PAC - 8.5" x 11" (double-sided) One Standard Game SOP/ADF PAC - 8.5" x 11" (double-sided) One Standard Game PAC - 8.5" x 11" (double-sided) One Advanced Game SOP - 8.5" x 11" (double-sided) One Strike Effects/Strat Move PAC - 8.5" x 11" (double-sided) Two CRT/TEC PAC - 8.5" x 11" (double-sided) One Air Superiority Display - 11" x 17" (single-sided) Two Advanced Game PAC - 11" x 17" (double-sided) Four Countersheets Two d10 TIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Division /Brigade/Battalion NUMBER OF PLAYERS Two (optimal) Series Designer: Mitchell Land Original System Designer: Gene Billingsley

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110.50 €
kuva tuotteesta on linkki tuotesivulle: Rebel Fury
Rebel Fury

Rebel Fury, Volume I of the Civil War Heritage series, uses the low-complexity Gettysburg system featured in C3i Magazine #32. The Battles featured are Chickamauga, Chattanooga, Missionary Ridge, Chancellorsville, and Fredericksburg (solitaire). This design features a new system on Civil War combat akin to the old SPI Blue and Gray Quads. Each game in Rebel Fury is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle. Rebel Fury places you, the player, in the role of the Army Commander (Lee, Burnside, Hooker, Bragg, Rosecrans, Grant). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets. Units are portrayed at the Infantry/Cavalry division level. The Civil War Heritage series game system features a new Zone of Influence/Zone of Control mechanic that controls unit formation (March/Battle) based on their proximity to your opponent. As your units close with the enemy, your forces naturally break into battle formation, where they then maneuver the last distance to engage. Unlike most hex and counter wargames, this system allows you total freedom to move units in any order multiple times, unleashing the full range of historical tactics in a simple and clean format. Combat features a differential combat system with few but significant factors that capture the key features of Civil War division level combat. Units are rated for quality, artillery support, supporting units, and terrain. The game features artillery duels with the occasional Exploding Caisson result. The Civil War Heritage series combat system accurately depicts the ability of units to launch multiple waves of attacks on the same position, capturing the back-and-forth nature of many famous combat duels. Each battle features special units and situations, such as Wilder’s Brigade of mounted infantry (Chickamauga) plus other famous units and personages. If you are looking for a competitive, quick-playing Civil War battle game, Rebel Fury may be the game you have been looking to fit into your busy schedule. The short playing time (1 hour or less) entices you to play multiple battles in the same sitting. Components: * Three 22” x 34” single-sided map sheets * Two 130-counter sheets * One Rulebook * One Playbook * Two Player Aid cards * Two Displays * Two 10-sided dice * One 6-sided custom die * One 2" Box Designer: Mark Herman

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75.40 €
kuva tuotteesta on linkki tuotesivulle: People Power: Insurgency in the Philippines, 1983-1986
People Power: Insurgency in the Philippines, 1983-1986

You can say that the story of "People Power" in the Philippines started with one airplane arriving in Manila and ended with another one departing. On August 21, 1983, exiled opposition leader Benigno Aquino Jr. returned from the United States to his homeland. He expected to be arrested, but also fatefully contemplated, as his plane approached Manila, the possibility that he might not survive the homecoming. Tragically, moments after disembarking, he was shot dead by a conspirator on the airport tarmac. This episode would embolden and mobilize the opposition to the Marcos regime and set in motion a chain of events that would conclude with the departure of Ferdinand and Imelda Marcos some three years later, after more than twenty years of autocratic rule. This is a story of greed and corruption at the highest levels of government, of a dictator who ruled with an iron fist, and of a grass-roots opposition that stood up to him, revolted, and eventually drove him from power in disgrace. It was a revolution that displayed that there is great power in a united, determined group of individuals. Just a few short years before the Iron Curtain fell in Germany, Filipino patriots showed the world the power of a people united to topple a tyrant. At its heart, it is the story of "People Power." People Power: Insurgency in the Philippines, 1983-1986 is volume XI of the highly-praised and popular COIN Series originally designed by Volko Ruhnke. People Power features three separate factions, instead of the customary four. * The first faction is the Government, symbolized by the personal rule of Ferdinand Marcos, his wife Imelda, and his political cronies and military forces. * Second are the NPA. Inspired by successful Marxist revolutions in China, Cuba and Nicaragua, these insurgents sought a national uprising from both the urban and rural populace and desired to replace the Marcos government with their own brand of autonomy. * The third and final faction is the non-violent Reformers, embodied by Aquino’s widow, Corazon. She, along with her allies and supporters in that moment of tragedy, revived a platform of social justice and unrelenting momentum that would irrevocably change the Philippine political landscape immeasurably. For players new to the COIN Series, or for those looking to teach the the series to their friends, People Power will serve as an excellent introductory game. Aiming for a 2 hour playtime and accessible complexity, People Power utilizes many of the basic COIN Series mechanics in new and familiar ways. The 22" x 17" map aids in introducing the game to a new player, as it presents only two types of terrain - Cities and Countrysides (where the latter amalgamates the rural settings of the island nation as well as much lightly-habitable terrain of jungles and mountains). Don't let the fast play and basic systems fool you, though. There are still plenty of strategic puzzles and inter-player backstabbing to be had! Also, People Power includes a new feature for the COIN Series - a Key Personality mini-hand procedure that represents the effectiveness of various generals and power brokers adding a new dimension to player actions and decisions. As with most of the COIN Series games, People Power immerses players in an unfolding dramatic narrative that pits insurgent forces against a government that seeks to defeat them, while a third party seeks to thwart both. For you COIN Series veterans, here's a brief synopsis of how People Power presents the inter-faction dynamics: * NPA Victory comes in the form of amassing NPA Bases, and instead of Support or Opposition, NPA "Resistance". Their Operations and Special Activities are not only indicative of most Cold War era revolutionary movements but also distinct in its application to its domestic agendas. * The Government uses Support and Control to funnel patronage to cronies and the Marcos' family. Their Operations and Special Activities allow them to operate against the NPA (as in previous COIN volumes) and to subvert the activities and thwart the plans of the non-violent Reformers, as well. * The Reformers (the historical victors) win by having both Reformer Bases and Opposition. Their Operations and Special Activities tools are not as powerful or intimidating as their armed foes but are crafted to provide them with persuasive social impact in a war of ideas. Here's a bit more detail on some of the COIN Series modifications and additions that you'll get in People Power: * People Power is one of the lower complexity COIN games with a much shorter play time, which can be utilized as a primer for those who wish to learn the system as a gateway to the other more complex games in the series. * Propaganda Turns have been replaced by a two-turn Election cycle. * The Personality Cards are representations of political, military and cultural figures; the “Newsmakers” of their time. Each card grants a different 'momentum' effect for each campaign. * The Acts of Desperation deck serves to model the chaotic final three days of the People Power Revolution by giving players secret objectives that are scored during the final victory check. We have crafted People Power to deliver a simple and fast game that will challenge and delight both veterans and newcomers to the COIN Series. It's designed to be a fast, fun, nail-biter of a game that never plays the same way twice. Like all of our COIN Series games, People Power also transports players to a (perhaps unfamiliar) historical setting and immerses them in the issues and conflicts of that place and time. Although it is first and foremost a competitive game, we believe it also presents great value with its historical insight and analysis about those fateful years that brought a country to the brink of civil war, then resolved the drama with an unprecedented reawakening of democracy, freedom, and hope. COMPONENTS: * 17x22 inch mounted mapboard * One Event Deck * Card-Driven Solo-System Deck * 80 Wooden Pieces * 12 pawns * One full-size, full-color counter sheet * Rules of Play booklet * Playbook booklet * Three 6-sided dice * Three foldout play aid sheets DESIGNER: Kenneth Tee DEVELOPERS: Eric Harvey and Jason Carr GRAPHIC ART: Donal Hegarty, Eric Harvey, and Mark Simonitch TIME SCALE: Yearly turns MAP SCALE: Area map PLAY TIME: 2-3 hours NUMBER OF PLAYERS: 1 - 3

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91.00 €
kuva tuotteesta 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 tuotteesta on linkki tuotesivulle: Twilight Struggle: Red Sea, Conflict in the Horn of Africa
Twilight Struggle: Red Sea, Conflict in the Horn of Africa

Twilight Struggle: Red Sea – Conflict in the Horn of Africa is a two-player, stand-alone, card-driven game that builds on the award-winning Twilight Struggle. The year is 1974, and the Soviet Union and the United States have been locked in a life-or-death struggle across the globe. As so often happened during the Cold War, a relatively obscure region of the world suddenly took center stage. Emperor Haile Selassie I of Ethiopia, a bedrock U.S. ally in Africa, had grown old and increasingly dictatorial. In 1974, a group of young Marxist officers staged a coup and took hold of the the reins of power. This revolutionary leadership sparked a chain of events that upset the regional balance of power and unleashed all the familiar elements of Cold War competition in the Horn of Africa. Twilight Struggle: Red Sea asks players to once more answer the summons of the trumpets and bear the burden of a twilight struggle, this time centered around East Africa, the Arabian Gulf, and the vital sea lanes stretching between them. Twilight Struggle: Red Sea is an addition to GMT's Lunchtime Series and packs deep decision-making into a time frame that allows players to get in a quick game or explore different strategies several times in one session. With a more limited scope and much shorter playtime, Twilight Struggle: Red Sea is the perfect way to introduce new players to the Twilight Struggle system. And yet, this game maintains all the tension, decision making, and theme of the original classic.  As an added bonus for a longer game, cards from Twilight Struggle can be integrated in TS: Red Sea and players can add new decisions and Cold War events to their games of Twilight Struggle by incorporating cards from TS: Red Sea. GAME CONTENTS: * One 20" x 14" Mounted Map * 51 Event Cards * 1 Countersheet * 2 Player Aids * 2 Solo Aids * Rules Booklet * Solo Rules & Background Booklet * Two custom 6-sided dice Playing Time: 35 minutes for the base game. Game Designer: Jason Matthews

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50.70 €
kuva tuotteesta on linkki tuotesivulle: Lanzerath Ridge: Core Game
Lanzerath Ridge: Core Game

Rules. The blend of easy to learn rules with rich historical accuracy makes this a perfect game for veterans and newcomers alike. Lanzerath Ridge is a solitaire wargame that takes places on the first day of the Battle of the Bulge, during the Second World War. In the game, you take control of a small group of American soldiers. Under your command, the Americans must fend off the relentless attacks from German paratroopers and fusiliers. Your goal is to recreate the incredible historic accomplishment of the American soldiers by defending the town of Lanzerath, Belgium and delaying the advance of an entire SS Panzer Division. Background The American force that defended Lanzerath consisted of 18 men from an intelligence and reconnaissance platoon as well as 4 forward artillery observers. During a day-long confrontation, the Americans defended Lanzerath from about 500 German paratroopers and fusiliers. The Americans inflicted dozens of casualties and delayed the advance of Kampfgruppe Peiper, the spearhead of the German 1st SS Panzer Division. Every member of the defense was recognized for their valor, and the intelligence and reconnaissance platoon became the most decorated American unit of its size during World War II. Valiant Defense Lanzerath Ridge is the next design in the Valiant Defense series, following the critically acclaimed Pavlov's House, Castle Itter, and Soldiers in Postmen's Uniforms. The Valiant Defense series allows you to play amazing stories of courage, with small forces holding the line against unimaginable odds. Games in the series focus on the individual defenders and are deeply rooted in history, while providing a quick play experience with a light complexity ruleset. Lanzerath Ridge is divided into four attack periods, each of which is represented by a deck of enemy cards. * The first attack began at approximately 1030. This was the 9th Fallschirmjäger Regiment’s initial assault, which consisted of two platoons from the regiment’s 2nd Company charging straight up a hill at the American defenders. * The second attack began around 1100. This attack also consisted on a straight-forward charge up the hill, though limited efforts were made to attack the defenders’ flanks. * The third attack began around 1400. This attack was supported by extensive machine gun and mortar fire, but no efforts were made to flank the defenders. * The final attack began at dusk. The 9th Fallschirmjäger Regiment was joined by men from the 27th Fusilier Regiment. Together they launched coordinated attacks against the defenders’ right and left flanks, eventually penetrating the lines and capturing the Americans. Each attack period is divided into a number of turns, and each turn consists of two phases: * In the Enemy Phase you resolve three enemy cards, which drive the enemy’s actions. * In the Defense Phase you perform five actions with the defenders. The game ends immediately if the defenders’ morale drops to 0 or if a German attacker takes over an American defensive position. Otherwise, the game ends after the last attack. Your level of success is based on the Americans’ morale, intelligence gained during the defense, and any objectives you accomplish. The Creators Lanzerath Ridge was created by David Thompson (game design) and Nils Johansson (art and graphic design). David's previous designs with DVG include Pavlov's House, Castle Itter, Soldiers in Postmen's Uniforms, For What Remains, and By Stealth and Sea. He has also designed War Chest and the Undaunted series. Nils' previous works include Maori Wars: The New Zealand Land Wars, 1845-1872, Ambon: Burning Sun & Little Seagulls, Equatorial Clash, Santander '37, A Cold and Resolute Fight: The Battle for Narvik, April-June, 1940, the Battles of the Old Northwest series, and many others. 1 Players 60–75 Min Age: 10+

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84.70 €
kuva tuotteesta 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 €
kuva tuotteesta on linkki tuotesivulle: Fields of Fire 3: Battle of the Bulge Campaign
Fields of Fire 3: Battle of the Bulge Campaign

The 9th Infantry Regiment “Manchus,” 2nd Infantry Division faced three weeks of intense combat from December 13th, 1944 to January 8th, 1945 as part of the Battle of the Bulge. This campaign covers those critical days. The Campaign consists of seven new missions featuring a new Terrain Deck for the forests, fields, and villages of the Ardennes. The counter sheet includes a U.S. heavy machine gun platoon, Bangalore torpedoes, anti-tank mines, wire entanglements, German tanks, assault guns, Panzergrenadiers, and Volksgrenadiers. We left the “Manchus” of World War Two in Fields of Fire: Volume I at the close of the Normandy Campaign. The 2nd Infantry Division was rapidly moved to join the assault on the port city of Brest, in Brittany. The city was captured after heavy fighting from August 21st to September 18th. By that time, the German resistance elsewhere in France had collapsed, and the 2nd Infantry Division raced to Paris, arriving on September 29th. The rapid advance ended on October 4th when the Division entered the region just east of St. Vith, Belgium called the Schnee Eifel on the highly symbolic German border. The 2nd Infantry Division relieved the 4th and 28th Infantry Divisions, completing the relief on October 5th. Ahead lay the German border, defended by the Siegfried Line cutting across difficult terrain. The “Manchus” were able to incorporate replacements and prepare for whatever would come next throughout October and November. This period saw frequent patrol activity but no major combat actions. On December 10th, the 2nd Infantry Division began a relief in place by the 106th Infantry Division. By the 11th, the relief was complete, and the Division gathered at Camp Elsenborn to prepare for the renewed offensive. The attack north through the Siegfried line would commence on December 13th. Important Note: Fields of Fire Volume I, either first, second, or Deluxe edition is required to play this expansion. Included Missions: Wahlerscheid Crossroads “Heartbreak Crossroads” December 13th-16th, 1944 The “Manchus” led the 2nd Infantry Division north to the Wahlerscheid crossroads on the German border. In a cold, wet snowscape the Siegfried line fortifications lay before them. An extensive mined wire entanglement with bunkers and pillboxes covering. Germans planning their major offensive had no idea the Americans would attack in force in this area; their plans only included the inexperienced 99th Infantry Division spread thinly across the German border, which was covering the “Manchus’” right flank. In miserable weather, the “Manchus” were held up and finally rolled up the position in a night infiltration. The morning of the 16th brought news of German attacks along the entire sector. “Purple Heart Corner” December 17th-18th, 1944 It became clear through the 16th that the German attacks were part of a larger offensive that was beginning to gain ground. This put the 2nd Infantry Division in a precarious position. The decision was made to pull back to prevent from being cut off. The 99th Infantry was slowly crumbling. The “Manchus” raced south toward the twin villages of Rocherath and Krinkelt. Just north of Rocherath, the 1st Battalion reinforced by Company K from the 3rd Battalion was rapidly sent east about a kilometer to the crossroads of farming roads. The Germans were breaking through. As it became dark, the “Manchus” rapidly dug in as best they could. The Germans (thinking the American lines were breached) committed the 12th SS Panzer Division. The fighting through the night and next morning stymied a German breakthrough. Private William Soderman of Company K was awarded the Medal of Honor for his bravery and skill with a bazooka. He personally knocked out three tanks. “Cat and Mouse Street Fight at Krinkelt” December 18th-19th, 1944 Some Germans fought their way into the twin villages; they sought to secure their foothold in the streets of the villages. Various U.S. units, including the “Manchus,” thwarted their attempts in deadly game of cat and mouse with tanks and bazookas. Unable to hold and unable to bring up reinforcements or supplies, the Germans fell back. “Last Attacks on Krinkelt” December 19th, 1944 The Germans redirected the 12th SS Panzer Division to the south to bypass the twin villages and follow in trace of the 1st SS Panzer Division that had broken through. Volksgrenadiers were tasked to cover the movement with a series of attacks on the twin villages. After parrying these attacks, the 2nd Infantry Division moved back to Camp Elsenborn where they started on the 13th. The 12th SS Panzer Division faced a second rebuff at the hands of the 1st Infantry Division. Over the next ten days, the “Manchus” were in reserve rebuilding. Despite heavy shelling, the Germans were stopped cold on their attempts to attack the Elsenborn positions. “Attack on Bullingen-Hill 629” December 30th, 1944 The German offensive ran out of steam. Ten short days after some of the most desperate fighting ever experienced by the “Manchus,” they transitioned back to the offensive. Striking out from the Elsenborn ridge, the “Manchus” attacked the road junction where the 12th SS Panzer Division was mauled by the 1st Infantry Division. The main German armored units had lost much of their material and were withdrawn. Now a thin screen of Panzergrenadiers and Volksgrenadiers held the lines. “Attack on Schöneseiffen” January 2nd, 1945 Turning north, the “Manchus” marched through the twin villages and back to the Wahlerscheid crossroads. To their relief, the Germans did not reoccupy the fortifications. The “Manchus” turned right and headed east deeper into German territory. The next major town, Schöneseiffen, was held in force by Panzergrenadiers backed by assault guns and FLAK guns. A tank-infantry attack captured the town. “Scheuren, Bronsfeld, and Schleiden” January 5th-8th, 1945 Over the next three days, the “Manchus” pushed east towards Schleiden through a series of villagesn and mixed ground. The German resistance was waning, and these actions were the final chapter of the Campaign. COMPONENTS: * Campaign Booklet * Terrain Deck of 55 Cards * Counter sheet - 176 counters * One 8.5 x 11Player Aid Card (Vehicle Table/German Squad Breakdowns)

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30.10 €
kuva tuotteesta on linkki tuotesivulle: Pacific War: The Struggle Against Japan, 1941-1945
Pacific War: The Struggle Against Japan, 1941-1945

In 1985, Victory Games published Pacific War. Reviewers at the time (for example, Fred Hellferich in his Fire and Movement review) felt this design set the standard for an operational/ strategic simulation of this globe spanning conflict. Over the last 35 years this game’s reputation has grown, with several failed efforts to get it back into print. Now that this design has finally come home (to GMT Games), I am here to tell you that this is the end of that publishing journey. Pacific War is a Strategic wargame that takes you from the attack on Pearl Harbor to the climatic summer of 1945... from Australia to China... from Burma to Hawaii... from the defense of Wake Island through the invasion of Guadalcanal culminating in the desperate battles to defend the Japanese Home Islands. For the first time in a Pacific Theater game, size, subtlety, and ease of play has come together in a game of sharp action and historical accuracy. Players can become familiar with the layered Pacific War systems in the solitaire Engagement scenarios, then fight their way through increasingly panoramic Battle, Campaign, and Strategic two player and multi-player Scenarios. As they learn the game's basic maneuver and combat systems, they will then layer on more advanced systems for Strategic bombing, submarine attacks on merchant shipping, search and detection, amphibious assaults, and extensive Operations driven by their command decisions. Pacific War is a source of limitless challenge and excitement for anyone ever fascinated with the fury and vastness of the Pacific War. Pacific War is also a time machine back to the halcyon days of the monster game. However, despite what you may have heard, Pacific War is NOT a monster game, but rather an operational World War II air-land-sea game system that lets you fight EVERY Pacific battle and campaign of significance. The original game came with 21 scenarios. This new edition will add at least half a dozen more. The game gains its monster game reputation from the fact that in order to fight all of these campaigns, you need a large number of counters (over 2000) that represent individual capital ships, cruiser divisions, destroyer squadrons, aircraft groups, and land units ranging from battalions to divisions to corps, with all units individually rated based on their historic performance. The game map is an equal area map (two mounted maps) which is the grandfather of the Empire of the Sun map. Each hex is 100 miles and covers the entire Pacific from Hawaii to India and Alaska to Australia. The game will also come with a separate map focused on the Solomon Islands where many of the interesting and balanced scenarios occur. What made Victory Games' Pacific War unique in 1985 remains true in GMT’s 2022 edition. The design integrates strategic/operational intelligence into a telescoping time mechanic that allows campaigns to progress in a logical asymmetric flow, accompanied by tense game play. Pacific War is a deep historical simulation, so if this is not what you are looking for in a new purchase, please read no further. So, how is this level of simulation achieved? During each monthly turn you bid command points (logistics) to determine initiative (offensive player), with the high bid then activating and launching their forces toward their objectives. Secretly, your opponent (reaction player) determines the operational intelligence level and their potential to intercept the offensive. As the offensive develops, it comes within range of enemy air and submarine forces that tactically attempt to detect the oncoming attack. The reaction player decides how to defeat the attack based on the intersection of tactical and operational intelligence coupled with available forces and logistics. This entire sequence is set within a telescoping time scale (days to hours) that has naval units seamlessly accelerate (from 12 to 30+ knots), searches seek out the enemy, carriers launch air strikes, combat air patrols defend, culminating with torpedo and dive bomber attacks on individual naval targets. At its core, Pacific War’s game systems allows you to fight detailed carrier strikes (sequential and simultaneous) with night surface naval actions (float planes, gunfire and torpedo salvos) integrated with large scale ground offensives on the Asian mainland (e.g., Malaya, Burma, and China) and of course amphibious invasions (e.g., Java, Guadalcanal, and Leyte). If you are looking for a detailed and interactive operational simulation of the War in the Pacific, this is the game for you! Back in 1985, Pacific War was designed by a 31-year-old creating his most ambitious effort to date. I was a full-time game designer (like now) with my 2-year-old daughter (now 37) sitting on my lap (now reserved for granddaughters). Over the last 35 years I have continued to study and research this topic, culminating in 2005 with the design of Empire of the Sun for GMT Games. I am now applying this lifetime of research and experience back into this final edition of Pacific War. So, what will change in the new version? The structure and feel of the design will be unchanged, so if you played it in your youth, you already know how to play. That said, a devoted number of players have been playing this game for 35 years and I have incorporated the best of their feedback into this new and final edition for this title. I am going over each scenario and updating them with information that I did not have available back in 1985. For example, I now have several Japanese translations of their official records that were only published in the last few years. Toward this end, I am adding at least six new campaign and strategic scenarios, so you can experience the entire panorama of the war in a long afternoon . The key question that I consider when buying a new game is will it hit the table? The owners and reviewers who created the game's reputation were excited that Pacific War had a layered set of scenarios that incorporated fifteen-minute solitaire learning engagements, two hour battles (such as Coral Sea and Santa Cruz that were used in a decade of tournaments), two to eight hour Campaigns (such as Malaya, Guadalcanal and Breaking the Bismarck barrier), and of course the Strategic scenarios that cover the entire war from a single year to the entire war. Will you ever play the entire war? It's unlikely (to date I have only done it three times). However, Pacific War is an operational level game and the Campaign scenarios are the heart and soul of this game system. Most play in an afternoon to completion. So, will it hit the table? Only you can answer that question, but from a time and learning perspective this game will support any time commitment you wish to make, to include the 100+ hour Strategic Scenario. The other question that was not asked back in 1985, but to many is important in 2022 is "does Pacific War have a solitaire ‘Bot system?" The answer is no, with an explanation. The only game decision that cannot reasonably be made is the Operations bidding mechanic and the original game included a solitaire bidding mechanic which will be retained. I will look to see if there are any other similar decisions, such as surface action range bids that I have already added. Thereafter, you will need to play both sides. Due to the history and the game system you will likely not notice as you experience the war’s narrative unfold before you. So, although Pacific War will not have a ‘Bot (not even sure how to do that with over 25 scenarios), the game will handle all the interactive bids decisions. If you want a full-blown solitaire opponent, this is not the game for you. With all of this hype I want to be straight with all perspective buyers of this new edition. If you are looking for a light and airy historically-themed game, please do not buy this game. I do not want to disappoint anyone, so read my lips: if you want a light wargame, do not buy this game. I am very excited that I am finally going to get this game back into print. But, like Admiral Picard in the new series, this is my last try to "make it so." Also, understand that this is likely a one and done print run - my final word on this design. I do not expect to walk this path again, so if enough of you are interested in owning Pacific War, I'll give you my best effort to make it a purchase that rewards you with hours of enjoyable and challenging game play. As you might imagine, as I prepare a game this big for the publication process, I have no doubt about what I will be doing for the remainder of my shelter in place phase. Feel free to reach out to me online if you have any questions. - Mark Herman, April 2020. GAME CONTENTS * 4 inch box * 3 rulebooks * 2 22 x 34 inch mounted maps * 1 cardboard scenario map * 9 counter sheets * 1 pad of 24 Replacement Record Sheets * 1 8.5 x 22 Operations Display * 1 11 x 34 Japanese Display Sheet * 1 11 x 34 Allied Display Sheet * 1 11 x 34 Japanese Screen * 1 11 x 34 Allied Screen * baggies * 2 ten-sided dice Game Designer: Mark Herman

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167.40 €
kuva tuotteesta on linkki tuotesivulle: Conquest and Consequence
Conquest and Consequence

Conquest and Consequence brings the Triumph and Tragedy system to the Pacific/East Asia theater during the same 1936-1945 time period. Like T&T, it is designed for 3 players, maintaining the 3-sided dynamic that adds so much variety and intrigue to the system. Militarist Japan, the first Asian power to modernize, seeks to replace the European colonial empires in East Asia with a true “all-Asian” empire, with itself as the natural leader. The Communist Soviet faction comprises the Siberian USSR and the Red Chinese revolutionaries. The Capitalist USA faction consists of the United States, the British Empire, and the struggling regime of Nationalist China. The game begins in 1936 with the Militarists in control of Japan and expansion on the agenda. Its [war] industry is well developed, but it is weak in population and particularly resources. Its battle-hardened army has easily overrun resource-rich Manchuria, and a weak China awaits. Japan (like Germany in T&T) has the early initiative due to its well-prepared military. Will it: * Move south into China? * Take the “Northern Road” into resource-rich east Siberia (as favored by the army)? * Pursue the “Southern Road” to the oil-rich Dutch East Indies advocated by its navy? * Or bide its time, seeking a better position via diplomatic arrangements with neutrals including independent Chinese warlord states? Japanese aggression in China will likely irritate the sleeping giant that is the USA, but it is far away across the wide Pacific, and Japan has special naval abilities that allow it to compete at sea. The Red Chinese have just completed their Long March and re-established their base in inland Shaansi, far from areas of Japanese (or Capitalist) interest. The Red Chinese are very weak militarily but have a secret weapon: Partisans. These are non-military “political” organizations (represented on-map with cardboard counters) that are difficult to eradicate, multiply if ignored, and can be converted into military units when desired (this being ill-advised without sufficient concentration). The Soviet Union, also acutely aware of Japanese expansionism, is desperately fortifying eastern Siberia, which is otherwise thinly defended. Nationalist China is aware of the Japanese threat but must also deal with the internal Communist threat. The United States is disarmed, disinterested, and distracted by the Great Depression. The British Empire is woefully under-defended and overconfident. The USA alliance must build up its economy while somehow improving the military capabilities of the British Empire, Nationalist China, and itself. The game combines the Pacific naval war and the land war in Asia (including the Chinese Civil War), both equally weighing upon victory. The naval war is dramatic, featuring short, decisive battles and expanded roles for airpower and island bases. In the tradition of Triumph and Tragedy, the 3-sided aspect features negotiation, diplomacy, and subterfuge within a multitude of strategic possibilities. Like T&T, the game allows players freedom to diverge from the inclinations and policies of the historical actors and plays in 4-6 hours of constant tension and involvement. COMPONENTS: * 22”x 34” Mounted mapboard * 228 wooden blocks * 2 label sheets (sticky labels) * 2 5/8” counter sheets * 55 Action cards * 55 Investment cards * 28-page Rulebook * 32-page Playbook * 3 Player Aid cards (2-sided cardstock) * 1 pad of Game Record sheets * 4 6-sided dice DESIGNER: Craig Besinque DEVELOPER: Simon McDonald ART: Charlie Kibler and Carlos Olivares PRODUCTION COORDINATOR: Tony Curtis PRODUCERS: Andy Lewis, Rodger MacGowan, Gene Billingsley, Mark Simonitch, Tony Curtis

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155.00 €

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