Fantasiapelit - strategiapeli

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

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

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49.00 €
kuva on linkki tuotesivulle: Guerrilla Generation
Guerrilla Generation

The Guerrilla Generation: Cold War Insurgencies in Latin America is the second COIN multipack, containing four separate games exploring a series of thematically related insurgencies. Building on the The British Way, this new multipack allows players to explore variations in insurgent groups’ organizational structures, strategies, and relationship with civilians, across four insurgencies in Central and South America between 1968 and 1992. During this part of the Cold War era, Latin America experienced an incredible number of different insurgent groups, many inspired by the Cuban Revolution featured in Cuba Libre, ranging from popular backed rural insurgencies, flexible urban guerrillas, externally sponsored raiders, and brutal ideologically rigid groups. This multipack features a game exemplifying each of these types of insurgencies, to offer players the chance to compare different approaches to rebellion highlighted in the quote by scholar Jeremy Weinstein above. The Guerrilla Generation also offers four longer and more complex individual games than those found in The British Way, as well as an entirely different approach to the linked campaign scenario, which combines two games into a simultaneous side-by-side experience. Highlights: Four full games in one box: Explore four different conflicts set during the height of Cold War Latin America between 1968 and 1992. Each game uses a unique ruleset building on the same general mechanical structure, ensuring that they are easy to pick up while still offering a distinctive experience. An extension of the COIN multipack approach with a higher level of complexity than the games in The British Way, introducing new changes to the core system. Unique mechanisms reflecting the different attributes of each insurgency: exposing atrocities with Radio Venceremos in El Salvador, managing US Aid in Nicaragua, the hunt for Guzmán in Peru, and kidnapping officials to the People’s Prison in Uruguay. Small board footprint with quick-but-deep gameplay: Each game plays in under 2 hours and takes place on a single 17” x 22” board. A “Resisting Reagan” Campaign: A linked campaign scenario allowing up to 4 players to play El Salvador and Nicaragua side-by-side, with new mechanisms to represent the Central American peace and solidarity movement’s efforts to resist the Reagan Administration’s aid to both the Salvadoran government and the Contra insurgency, by influencing Congress and American public opinion. El Salvador The Salvadoran Civil War (1979-1992) was an intense struggle between an American backed government and an insurgent group that many label the strongest in modern Latin American history, the Farabundo Martí National Liberation Front (FMLN). Despite being a coalition of five different insurgent groups, the FMLN managed to launch two major offensives taking the fight to the capital San Salvador, develop a widespread support base in the countryside, and utilize sophisticated means to garner international sympathy while condemning atrocities by the government. The Guerrilla Generation: El Salvador borrows existing COIN series mechanics such as Pivotal Events while introducing new mechanics to capture the FMLN’s innovative tactics and the struggle within the Salvadoran government between reformist and rightist factions. Although more complex than The British Way: Malaya, the El Salvador game will also offer new players an introduction to the COIN series, giving them some familiarity with Government and Insurgent factions in other modern COIN volumes. Nicaragua The Contra war in Nicaragua (1979-1990) offers a completely different style of insurgency than the FMLN in El Salvador. The Contra insurgents heavily depended on external support from the United States to wage their war of attrition against the newly formed Sandinista regime. Operating largely from sanctuaries in the bordering countries of Honduras and Costa Rica, the Contra player, with the help of the Reagan Administration, aims to inflict increasing amounts of economic cost to the Sandinistas, conducting Sabotage to generate Unrest rather than build Opposition and battling the Sandinista’s forces directly. Much of the Contra’s attacks focused on civilian targets and risked driving the effected civilians to assist the Sandinista counterinsurgency efforts. The Sandinista’s counterinsurgency effort relies on mobility and firepower to eliminate Contras in Nicaragua and possibly even risk launching limited incursions against Contra bases located in neighboring countries. The Contra player must also manage efforts to maintain US aid for their war effort and may need the Reagan Administration to risk engaging in workarounds of Congressional limits that could lead to a scandal similar to the historical Iran-Contra affair. Nicaragua may also be paired with El Salvador in the “Resisting Reagan” campaign scenario that offers additional mechanics to model the debate over aid in the United States. Maps for El Salvador and Nicaragua (subject to change) Uruguay In addition to the two insurgencies in Central America, The Guerrilla Generation also offers two games on insurgencies in South America to include additional types of insurgencies and illustrate the tensions of waging counterinsurgency in democracies. The Tupamaros insurgency in Uruguay (1968-1972) presents players with one of the most famous urban insurgencies in history. Operating largely out of the capital city of Montevideo, The Guerrilla Generation: Uruguay adapts the COIN series to an almost entirely urban setting with all of the accompanying features such as safe houses, intelligence gathering, specific locations in the city, and additional headline events on every card to capture the chaotic nature of the capital in the late 1960s. The Tupamaros player must choose the organizational structure of their clandestine group, either a tightly controlled smaller group or an expanded group with command-and-control issues, each with its accompanying tradeoffs. Uruguay had been a successful democracy before the severe economic troubles and insurgency of the 1960s, and the Government player must balance the choice of undermining the democracy by expanding the role of the military in the conflict, which might allow them to crush the insurgency but risks a coup that topples the democratic government. Prototype event cards from The Guerrilla Generation: Uruguay, featuring citywide ‘breaking news’ effects at the bottom Peru The tensions of counterinsurgency in democracy continue in The Guerrilla Generation: Peru, which covers the main period of the Shining Path insurgency (1980-1992). Peru transitioned to a democracy from military rule in 1980, making the new civilian government reluctant to entirely hand the war over to the military. Instead, the civilian government progressively placed more of the country under “emergency zones” that granted the military special powers to combat the growing insurgency, even at the risk of human rights abuses. The Shining Path insurgency that forced the spread of emergency zones is one of the most brutal in Latin American history, commonly compared to the Khmer Rouge. The Shining Path was a highly centralized insurgency under the leadership of Abimael Guzmán, who advocated a rigid ideology that extolled the use of violence to achieve social change. The centralized nature of the insurgency allows the Shining Path player to use terrorism more easily and utilize Guzmán Directives granting additional actions at critical moments. However, both present serious liabilities to the Shining Path’s ultimate success. The Government may devote their energies to hunting for Guzmán, and if he is captured, it may reverse the course of the struggle. In addition, Terror by the Shining Path in Highland spaces will generate local peasant resistance, adding ‘Rondas’ pieces that may activate and undermine Shining Path Opposition and Control. A Note on Depictions of Civilian Victimization in The Guerrilla Generation: For the next fourteen days, I fled with the local population as we were subjected to aerial bombardment, artillery fire, helicopter strafing, and attack by Salvadoran foot soldiers. In retrospect, it appears as if the Salvadoran government troops had wanted to annihilate all living creatures, human and animal, within the confines of a thirty-square-mile area. The Guerrilla Generation is first and foremost designed to provide an educational experience on the specific conflicts in the pack and to push players to think more broadly about variation in how insurgent groups operate. The design of the games required extensive research utilizing works by historians, political scientists, area specialists, human rights reports, and local accounts to best capture the strategies of the armed actors in each conflict and their effects on the local population. Armed actors, represented by roles taken on by players, often adopted strategies of intentionally targeting civilians to coerce them to their side or weaken the opposing armed group. The Salvadoran military used scorched earth tactics and systematic bombing of guerrilla zones, as described in the quote above. The military in Uruguay utilized extensive torture to crush the Tupamaros before going on to crush the democracy itself. Insurgents such as the Contras and Shining Path deliberately terrorized civilians to advance their goals. Engaging in an interactive exploration of these strategies can be deeply uncomfortable; however, I would argue that interacting with these strategies is central to understanding the conduct of both these specific historical conflicts and unfortunately many contemporary ones. More importantly, I hope the games are useful for illustrating why many of these unethical strategies struggle to “work” as the armed actors intended, often even backfiring. I would encourage players to engage seriously with the games and the conflicts that they depict and to think carefully about the historical analogs of their actions while they play. Components: Two double-sided 17” x 22” mounted game boards Four Game Event Decks One Campaign Event Deck 131 wooden pieces 16 pawns One and a half full-color countersheets 12 double-sided player aids Four double-sided player mats Three 6-sided dice Four combined Rule/Background Booklets One combined Playbook/Campaign Guide 1–4 PlayersPlay Time: 60–120 MinAge: ?

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121.80 €
kuva on linkki tuotesivulle: Warfighter War Europe Core Game
Warfighter War Europe Core Game

Warfighter War takes the solitaire (also plays great in cooperative mode with one or more other players) Warfighter tactical design to the strategic level. In Warfighter tactical, a unit card is an individual soldier. In Warfighter War, a unit card is a brigade, regiment, battalion, or company. In tactical, each location is roughly 50 to 400 yards. In War, each location is roughly 10 to 50 miles. In the tactical game, you fought way through streets, buildings, and other tactical locations. In War, you'll command your forces as they capture cities, forests, and other strategic objectives. The general rule framework of War is based on the Warfighter tactical system that has been in print, and refined, over the past decade. If you know how to play Warfighter, you'll be able to jump right in to War. Here is a link to the rulebook on the DVG site: https://dvg.com/wp-content/uploads/2025/07/WF-War-NRM-Half-Draft.pdf So, what makes War different? What does War do that is beyond the scope of tactical? War adds Supplies to both your friendly units, as well as to the Hostile units. Supplies play a key role in the success of your mission. You must expend supplies from units to gain the special abilities noted on their cards. In some cases you must expend supplies for a unit to perform specified actions. For example, armor units must expend supplies to move, and artillery units must expend supplies to attack. War also streamlines the rules used for both friendly and hostile forces. Both sides now use the same move and attack combat actions. This means that if a hostile force starts within range of a friendly unit, it will be able to attack twice. War has two types of friendly units: Player Armies and Support Armies. Player Armies are similar to Player Soldiers in that they hold a hand of Action cards. Support Armies are similar to Squad Soldiers, and they do not hold Action cards. In War, both friendly and hostile forces have their attack charts built into their cards, there is no need to equip weapons. Instead of equipping weapons and other gear, your forces will instead attach support forces, such as infantry, artillery, armor, or engineering units to aid them in their mission. War uses a much more interactive Sequence of Play. In tactical, all friendly soldiers act, and then all hostile soldiers act. In War, one friendly unit acts, then one hostile unit acts, and so on. This gives a better feel of two large forces maneuvering and engaging in combat. War Mission also offer more flexibility. You can now run Missions with a large force attempting to overcome an Objective that is only a few Location cards deep, as well as a small force going against an Objective deep in enemy territory. In addition, we streamlined the rules be removing Hand-to-Hand combat, since War takes place on a strategic level. War also adds the important role of engineers to the game. Some locations and hostile units present engineering challenges. If your engineering units are able to overcome these obstacles, you will gain advantages, or not suffer penalties. Hostile forces are made up of a wide variety of unit types, including infantry, armor, mechanized, artillery, scout, engineering, and more While the core aspects of War are same as traditional tactical warfighter, War adds many new elements that make for an entirely different experience! The core provides all the materials you need to play the game! The core game includes US friendly forces, German hostile forces, and the Missions, Locations, and Objectives for resolving battles following the D-Day landings in June of 1944.

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73.90 €
kuva on linkki tuotesivulle: Combat Commander: Europe/Med. 20th Anniversary Edition
Combat Commander: Europe/Med. 20th Anniversary Edition

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

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

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

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58.00 €
kuva on linkki tuotesivulle: Sensuikan
Sensuikan

Sensuikan: Japanese Fleet Submarines, 1941-45 is a solitaire, tactical level game that places you in command of a Japanese Fleet submarine from Pearl Harbor until the end of the war in 1945. After choosing a class, your mission is to conduct special missions as assigned by the Combined Fleet. The player will take his submarine on assigned missions with the objective to complete said missions, as opposed to necessarily sinking merchant vessels (although that is sometimes an objective). You will be advancing your crew quality and increasing your commander’s rank and awards—all while remembering you have to make it home amidst diminishing odds of survival as the war progresses. The system is packed with rich technical detail based on the various submarine classes used by Japan. There are no less than 17 classes of submarine to choose from. Besides the focus on hardware, the human aspect of the war is captured as the submarine Commander (the player) and his crew can improve over time via skills acquisition. In addition to having combat modules to facilitate ease of play, the game includes a major change by including the “Major Event” markers that track the war’s progress and possibly involve the player in supporting the Major Events as they occur. Players will find it extremely challenging to survive an entire tour from 1941 to 1945, at which time, if still alive, you will surrender at port, having done your part on the front lines. Gameplay moves quickly, following a set sequence of events that are repeated until the end of the game. Once you have your initial assignment, your submarine goes on patrol, randomly rolling for events and encounters. Special emphasis is placed on successfully conducting any operations assigned to you by Higher Command, as implemented by the “Major Event” marker system. Although sinking enemy shipping is always encouraged, the game’s primary goal is to conduct operations as assigned to support the Main Force Fleet or other ongoing significant military operations. This game should be highly accessible to those familiar with the The Hunters or Silent Victory game systems. 1–2 PlayersPlay Time: 15–300 MinAge: 12+

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76.40 €
kuva on linkki tuotesivulle: Castelnuovo 1539
Castelnuovo 1539

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

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66.00 €
kuva on linkki tuotesivulle: Warfighter WWII North Africa Core Game
Warfighter WWII North Africa Core Game

Warfighter is a card game for 1 to 6 players. You can play solo or cooperatively with your friends against the system to complete World War II squad-level combat missions, set in the Mediterranean Theatre of Operations (MTO) in North Africa. The core game gives you a full team of British 8th Army Soldiers. Expansion then adds to these sets. This includes the soldiers, weapons, equipment, and tactics used by each of those nations. Everything you need to create your own unique squad of soldiers! At the start of each mission, you each select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission's Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. The contents of this set includes: 280 cards comprising: 5 UK Player Soldiers / 3 Team Soldiers / 5 Non-Player Soldiers / 5 Squad Soldiers / 2 Squad Light Vehicles 8 Missions / 8 Objectives / 16 Locations 14 Weapons / 12 Gear 22 Skills / 6 Situation / 4 Service Records 80 Action / 13 Location Markers 66 German Hostiles / 11 Events 6 counter sheets with 516 counters d6 and d10 dice Mounted display board Warfighter Universal Rulebook As with all Warfighter products, Warfighter: North Africa is compatible with all other Warfighter products, especially the Europe, Pacific and Mediterranean WWII core boxes.

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83.40 €
kuva on linkki tuotesivulle: 414 BC: Siege of Syracuse
414 BC: Siege of Syracuse

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

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75.00 €
kuva on linkki tuotesivulle: 1914 Germany at War
1914 Germany at War

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

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100.30 €
kuva on linkki tuotesivulle: Next War Taiwan 2nd. Edition
Next War Taiwan 2nd. Edition

Next War: Taiwan, the next volume in GMT's series of Next War games and the follow-on to Next War: Korea, allows players to fight a near future war in and around the island of Taiwan. In this sequel, the communist state of China, the PRC, has decided that its time to end the rhetoric and posturing and bring the breakaway republic back into the Socialist Harmonious Society. Due to the nature of the "terrain" surrounding Taiwan, the game features an expanded, yet still abstracted and playable, naval system including submarine threats, ASW, mine warfare, and anti-naval strikes. In addition, rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict. Note: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver." Ownership of any other Next War Series game is NOT required to play Next War: Taiwan. Combat Units Ground units in Next War: Taiwan represent primarily brigades, regiments, and battalions of the armies of the two Chinas and the United States. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency. Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions. Naval units and capabilities are abstracted somewhat in the Next War series. A "Sea Control" mechanism reflects the results of the surface and sub-surface battles, while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side. Changes to the naval system include: Naval Display Play Aid to allow for movement, air ranges, etc. in the seas surrounding Taiwan a Submarine Threat Level and ASW Level matrix for the PRC and Allies respectively to represent the subsurface conflict naval mine warfare allowing either side to attempt to deny usage of Beaches for Amphibious Assaults or Ports and Beachheads for Sea Transport anti-Naval Strikes (including Cruise Missiles) allowing each side to force enemy Naval units to withdraw or risk losses The Game Map The game's map presents the island of modern-day Taiwan at a scale of roughly 7.5 miles per hex. The map covers the entire island and includes several holding boxes and tracking displays. The Game System The game system is almost identical to the one in Next War: Korea, although we have added a few things here and there. A game turn is generally composed of: 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 allowing players to utilize their special operators in various recon and raid missions behind enemy lines. Strike Phases in the Advanced Game allowing 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 early due to the lethality of modern weapons. As in many games, casualties represent not only actual combat losses but also losses 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. The first three are small and cover the first weeks of the war by dividing the island into roughly three equal sections. These focus on the initial assaults by the PRC to establish beachheads and take Ports and introduce players to the basic mechanics of the system, while giving them insight into attack and defense strategies for the "big game." Players can also play the entire Campaign Game which uses the entire map and all of the Standard Game rules. One other scenario is provided which examines a theoretical U.S. Amphibious landing in an attempt to take back the island. The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise, Tactical Surprise, and Extended Buildup. This offers the players the ability to game out a variety of "At Start" war scenarios based on varying levels of readiness. There is also an International Posture Matrix à la Flashpoint: Golan to allow players to experiment with a variety of intervention options for the non-Chinese players in the region. In addition, there is a full set of rules covering how to play a combined Next War: Taiwan/Korea game. In Next War: Taiwan, the Taiwan Straits are on fire with the Goliath of the PRC arrayed against the David of the ROC. Can you, as the People's Liberation Army/Naval commander, conquer the separatist rebels in four weeks before the full might of the U.S. can be brought to bear? Can you, as the Republic of China's Army commander, hold out against the renewed Communist assault until help arrives? And what will happen in Korea while all this is going on? There’s only one way to find out... TIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Brigade / Regiment / Battalion

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97.00 €

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