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1918: Veli veljeä vastaan / Brother Against Brother
1918: Veli veljeä vastaan / Brother Against Brother

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

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59.00 €
Twilight Struggle Deluxe Edition (The Cold War, 1945-1989)
Twilight Struggle Deluxe Edition (The Cold War, 1945-1989)

BGG:N #1 LAUTAPELI On November 9th of 2009, the world will mark the 20th Anniversary of the conclusion of the Cold War. That was the day that the Cold War's most tangible symbol, the Berlin Wall, was relegated to the ash heap of history. Unlike the 20th Century's other great conflict, the Cold War did not end in an explosion of neutrons, but rather, an explosion of human freedom and optimism. We had avoided what many thought inevitable - the destruction of mankind through armed conflict between the Soviet Union and the United States. Overnight, the face of Europe had changed. Suddenly, all things were possible. That was 20 years ago. Sadly, we all learned that the end of the Cold War was not "the end of history." Mankind would find new ways to divide itself. While the threat of nuclear holocaust disappeared, newer and more sinister forms of conflict would take its place. Where once superpowers bestrode the globe, decentralized networks and even individuals now command the world's attention. This Deluxe Edition of Twilight Struggle seeks to capture the feeling of that earlier era. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. Using the card-driven game mechanics pioneered in such award winning games as We the People and Hannibal: Rome vs. Carthage, Twilight Struggle recreates the conflict between the most powerful nation states the world has ever known. The scope of the game covers the entire world as it was found in 1945. Players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources? Twilight Struggle's Event cards add cover a vast array of historical happenings, from the Berlin Airlift, to the Vietnam War and the U.S. peace movement, to the Cuban Missile Crisis. This Deluxe Edition of Twilight Struggle marries world-class components, with the sort of world-class game play for which GMT is already known. We cannot think of a better way to commemorate this vital piece of world history. We invite you to relieve an era with the words uttered by one of its most iconic statesmen: "Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are - but a call to bear the burden of a long twilight struggle" - John F. Kennedy Components: * Heavy duty 9 x 12 x 2 inch box * Mounted map with revised graphics * Two double-thick counter sheets with 228 counters * Deck of 110 event cards (increased from 104) * Revised rules and player aid cards * Two six-sided dice Game Features: TIME SCALE approx. 3-5 years per turn MAP SCALE Point-to-point system UNIT SCALE Influence markers NUMBER OF PLAYERS 1 - 2

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84.50 €
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 €
Pursuit of Glory: The Great War in the Near East 2nd Edition
Pursuit of Glory: The Great War in the Near East 2nd Edition

Notes on 2nd Edition: Pursuit of Glory: The Great War in the Near East is a sequel to the famous World War I card-driven game, Paths of Glory. Consistently rated in the top 100 war games on board game geek over the last decade, Pursuit of Glory was a 2009 Golden Geek Best War Game Nominee. This game puts you in the driver's seat of the British/Russian alliance or the Ottoman Empire during World War One. Gallipoli, holy war, mutiny, and the Russian Revolution await. Walk in the shoes of men such as Churchill, Lawrence of Arabia, Enver, and Falkenhayn. The second edition will include: * A mounted game board * Full-color rules and playbook, including all errata from the last 11 years, as well as the latest rule updates. * Two card decks, one for each player, with card clarifications and the latest updates * Pieces and counters with all the latest corrections * The modified Parvus event card, for a less luck-based entry for the Russian Revolution Pursuit of Glory is a stand-alone sequel to Paths of Glory, a card-driven strategy game covering the first World War. Unlike the original game, which focused on the European theater of World War I, Pursuit of Glory focuses entirely on the Great War in the Middle East. Pursuit of Glory uses the same card-driven mechanics and point-to-point of the first game, but with some rules changes and modifications to better simulate the conditions of the war in the Middle East. It was designed by Brad and Brian Stock with the permission of Ted Raicer, the designer of the original Paths of Glory. Pursuit of Glory: The Great War in the Near East is a sequel to the award-winning Paths of Glory. This game puts you in the driver's seat of the British/Russian alliance or the Ottoman Empire during World War One. Gallipoli, holy war, mutiny, and the Russian Revolution await. Walk in the shoes of men such as Churchill, Lawrence of Arabia, Enver, and Falkenhayn. The action stretches from India to the Balkans, from the Black Sea to Suez. Can the Germans inspire a Persian uprising or forge an alliance with Afghanistan? Can the Russians capture a warm water port? Can the British guard the oil that fuels the Royal Navy? Can the Turks capture the Suez Canal and spark a revolt in Egypt? In Pursuit of Glory you will constantly feel that you're on the razor's edge--on the verge of impending doom or of breakthrough and total victory. Your hand of 7 cards presents you with a rich array of strategic and operational opportunities. You must decide whether to use each card for its historic event, command points, or resources. You must then commit your forces to a variety of objectives: the Turkish-Russian frontier in Caucasia, the violation of neutral Persia, oil-rich Mesopotamia, the Suez Canal, and/or the Balkans and its vital railroads. You must judge when it is right to invade Serbia or launch a new naval invasion (perhaps on the inset map representing Gallipoli). As the British, you must hold on while your Russian allies break through the Turkish lines in Caucasia and bring your forces to bear through invasion and a gradual build-up of imperial might. As the Turks, your objective is to gain complete victory early, uniting your strength with Germany and crippling the British Empire in Egypt and India OR to persevere. If you are looking for a game that is relevant, dynamic, fun, tense, and a frantic roller coaster of a game, you will enjoy Pursuit of Glory. COMPONENTS: * Two full color counter sheets * 110 full color playing cards * One 22 x 34" full color map * Rule Booklet * Scenario Booklet * Player Aid Cards * Two 6-sided dice Game Features: TIME SCALE Approx. 1 year per hand of cards MAP SCALE Point-to-Point NUMBER OF PLAYERS One or Two DESIGNER: Brad Stock & Brian Stock DEVELOPER: Tony Curtis & Neil Randall MAP, CARD, & COUNTER ART: Mark Simonitch PACKAGE DESIGN: Rodger B. MacGowan PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley & Mark Simonitch

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78.00 €
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 €
British Way: Counterinsurgency at the End of Empire
British Way: Counterinsurgency at the End of Empire

The British Way: Counterinsurgency at the End of Empire is the first of several COIN multipacks, containing four separate games exploring a series of thematically related insurgencies. Between 1945 and 1960, the British fought four major “emergencies,” as they referred to their counterinsurgency campaigns, each trying to manage their retreat from empire. The four games in this pack focus on exploring British counterinsurgent responses to a variety of different opponents, including communist insurgents in Malaya, militant nationalists in Kenya, and smaller and more clandestine terrorist organizations in Palestine and Cyprus. The games adjust the core COIN mechanics to provide a compelling new way of handling two-player conflicts, while also streamlining several mechanics to quicken gameplay. The British Way offers an approachable introduction to the COIN series for new players, while presenting experienced players with four mechanically distinct games to explore and compare. Highlights: * Four full games in one box: Explore four different conflicts set during the twilight of the British Empire in the 1940s and 1950s. 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. * A new adaptation of the classic COIN system: Improved two-player sequence of play and a versatile Political Will track for determining victory. * Unique mechanisms reflecting the British approach to each conflict: New Villages in Malaya, the ‘Pipeline’ in Kenya, Curfews in Cyprus, and Mass Detention in Palestine. * Small board footprint with quick-but-deep gameplay: Each game plays in under 90 minutes and takes place on a single 17x22” board. * An “End of Empire” Campaign: A campaign scenario allowing players to play the four games in a linked series with a cumulative scoring system, random ‘external’ events relating to British decolonization, and new mechanics to integrate each game into the campaign. Malaya The British Emergency in Malaya (1948-1960) is viewed by some as the classic case of a successful counterinsurgency campaign, fought against an insurgency led by the Malayan Communist Party. The Malayan Emergency significantly influenced counterinsurgency theory and would become a model case, later appealed to by commanders in conflicts ranging from Vietnam to the present. The British Way: Malaya is the perfect introduction for players new to the COIN series, offering a shorter two-player game experience that will give players some familiarity with Government and Insurgent factions in other modern COIN volumes, such as Cuba Libre or A Distant Plain. For experienced players, it also serves as a good introduction to the new core mechanics in The British Way by offering Factions and Operations that will be familiar from previous COIN volumes but with several new systems, such as the Political Will track, streamlined Sequence of Play, and a shifting British Commander Capability. Kenya The British Emergency in Kenya (1952-1960), fought against the Mau Mau insurgents, dramatically departed from the strategy modeled in many of the modern COIN volumes, with a heavy focus on coercion rather than winning ‘hearts and minds.’ In game terms, this means a shift away from building ‘Support’ towards new mechanics modeling various forms of repression used by the British in Kenya. However, their use of repression can have political consequences back in Britain, represented as a potential penalty to Political Will—as one British official noted, “If we sin, we must sin quietly.” The British player must balance this core tradeoff, while the Mau Mau player must mobilize the Kikuyu population and expand their revolt to survive the overwhelming British response. The British Way: Kenya depicts a dramatically asymmetrical conflict where an extremely poorly equipped insurgency must utilize clever (and in some cases brutal) tactics to try and ride out an overwhelmingly powerful, often unconstrained, and increasingly criticized counterinsurgency campaign. Cyprus and Palestine: New Counter-Terrorism Mechanics The next two conflicts in the pack depart more significantly from core COIN concepts because Britain’s two opponents in Cyprus and Palestine operated as smaller clandestine terrorist cells rather than the larger insurgencies depicted in Malaya and Kenya. Instead, new “counter-terrorism” tactics are modeled, such as Curfews, Intelligence, Arms Caches, and a more detailed Sabotage and Terror system. These two games offer a fresh approach to a different kind of conflict and provide an even quicker play experience for two-player COIN duels. The British Emergency in Cyprus (1955-1959) was conducted under the shadow of international opinion and increasing pressure from the international community to respect human rights. As the British player tries to balance locking down the population while managing international pressure, the EOKA player will launch sabotage attacks in towns across the island while building their organization in the mountains. The British Way: Cyprus is probably the simplest of the four games in the pack, although the new counter-terrorism mechanics it introduces are significantly different from anything that has appeared in previous COIN volumes. Likewise, during the Palestine campaign (1945-1947), the British player will be faced with the Jewish resistance groups Irgun and Lehi launching sabotage and terrorist attacks across Mandatory Palestine, while risking criticism from the US and other international observers if their response is too heavy-handed. The British Way: Palestine further develops the new counter-terrorism mechanics introduced in Cyprus, while also including unique game systems to model the British use of the blunt tool of Mass Detention, the shifting cooperation of Haganah (the Jewish Agency’s armed wing), and high-profile terrorist attacks such as the King David Hotel bombing. A Note on “The British Way” of Counterinsurgency: The historical simulations included in The British Way are designed to depict the full array of strategies used by the British during these conflicts, ranging from the more benevolent provision of material benefits through pacification programs to the horrific measures used to gain control over the local population. Many myths have arisen about an ‘enlightened’ British approach to counterinsurgency that emphasized the use of minimum force and focused on winning the population’s “hearts and minds,” compared with the supposedly more violent approaches taken by the United States in Vietnam or by France in Algeria. However, new scholarship on these conflicts has confirmed the brutality of the methods commonly used by the British in their counterinsurgency campaigns. As summarized by the historian Hew Strachan, these conflicts were often decided by “the firm smack of government,” not the popular winning of hearts and minds. This multipack is intended to help synthesize and present these crucial developments in our understanding of British counterinsurgency, even if that means the simulations depicted are at times more thought-provoking than fun. The designer’s main goal is that players find these games informative about what happened during each conflict and why, and that the gameplay leaves them wanting to learn more. Each game will come with a detailed Background booklet describing the events depicted and listing additional sources, while the combined Playbook will include comparative essays discussing British counterinsurgency across the four games and how it is depicted in conflict simulations. Game components * Two double-sided 17x22” mounted game boards * 4 Game Event Decks and 1 Campaign Event Deck * 54 Wooden Pieces * 8 Pawns * One full-color counter sheet * Eleven double-sided player aids * Two 6-sided dice * 4 Combined Rule/Background Booklets * 1 Combined Playbook/Campaign Guide Number of players: 2 GAME DESIGN: Stephen Rangazas DEVELOPER: Joe Dewhurst

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102.70 €
Seas of Thunder: Global Naval Warfare, 1939-45
Seas of Thunder: Global Naval Warfare, 1939-45

World War 2 was the largest and most violent extended naval war in history. From September 1939 until the surrender of Japan, the high seas were a global battle zone filled with mighty battleships, nimble cruisers, silent hunters, and flat-tops bristling with planes. Before our eyes, we witnessed the changing of warfare on the high seas as the thunderous old guard fell to air power and submarines Raiders prowled the open waters and the carrier showed its true diversity and adaptability. Seas of Thunder not only allows players to re-create the Atlantic or Pacific theaters of the war but to see how challenging the entire picture was for their leaders. How do you protect a globe from German raiders? How desperate was it for Britain when France fell and they were left to fight Germany and Italy alone on the high seas? What is the right balance for the Soviet fleet split between for distinct fronts (Baltic, Black Sea, Arctic, and Pacific)? If the Mediterranean force weakens for the allies, where to they draw ships. from? Does Japan strike quickly or play for attrition when they arrive on the halfway point? Will America fight in two fronts, three, or four? In Seas of Thunder, players will experience the tension of too much sea to cover with too few ships, the frustration of being caught unprepared, or the intensity of a vital stand contesting a high-value sea area. Victory is neither sudden nor guaranteed. In each battle, a flight of Catalinas, the lack of ASW, the improper distribution of air power, or even a missing minesweeper could be the difference between success or failure. Seas of Thunder is every bit a full-force strategic-level representation of the conflict on the high seas during World War 2. Players have to manage a global disposition of their warships with frequently too much ocean to cover and not nearly enough ships to cover it. Each nation has access to the historical ships that sailed in the conflict. Each country's fleets have advantages and disadvantages that are unique to them. Germany: Small surface fleet but complemented with an ever-expanding force of Submarines. Reliance on Armed Merchant Raiders that can strike all over the globe. Additionally their use of Neutral ports allows them great flexibility in setting up their plans and forcing the Allies to respect the entire battlefield. Great Britain: Superior warships in quantity but not as new as the German Fleet in general. All of the ships operationally tied to a global network of bases. Care and forethought is required at the start of each game regarding their deployment , as re-deployment will be challenging. France: Quality Ships that will be bounced from side-to-side over the course of a game. Their disadvantage is moving first and opening themselves up to being savaged each time they leave port. Italy: Has strong ships and local superiority in the Mediterranean. A lack of wartime building means that Italian losses are not replenished at the rate the Allies are, so each loss feels more permanent and damaging. Soviet Union: Respectable ships and submarines are countered by the fact that they are forced into restrictive fights on three or four fronts (Baltic Sea, Arctic Ocean, Black Sea, and Pacific Ocean). Each of these fights are usually balanced agains the Russians, but they must at least threaten on all of them to alleviate pressure on the other Allies. Japan: Begins the war with a huge fleet of varying and unique ships. They are easily a match at first for any opponents. As the war progresses, the USA and UK begin to rise up and challenge them for dominance. The Japanese player has to understand their limits and not over-reach with what feels like unstoppable power. USA: Starts off the game with plenty of ships and plenty of holes to fill. The Pacific is brutal with Japan processing so much power. But the Mediterranean needs shored up, not to mention the Atlantic war against the U-boats. "Over-reach" will be the watchword for the day as the American commander. As the game progresses, the power shifts in your favor, as do the responsibilities. Objectives and Scoring At its heart, Seas of Thunder is a large area control game where the Allies score low numbers of points for control and the Axis score higher per area. Controlling 6 Areas for the Allies may not be as valuable as scoring 1 area for the Axis. The Axis player seeks to win key zones, and the Allied player must make them pay dearly for them. The game is divided up into 7 smaller scenarios or campaigns that can be played '"as-is" or combined to fight a portion of the war all they way up to the entire campaign. Points are scored each turn for the following: * Variable points per Sea Zone controlled * Each Convoy of the opponent Sunk * Each Enemy Warship Sunk * Each Land-Based Air Unit not used (and thus allowed to participate in the ground war or strategic bombing) Historical Authenticity Ok, you know me, so of course we had to make a couple of adjustments to the historical realities to make the game the best competition between two sides. Most of this was done with just adjusting the scoring to keep scenarios balanced. In addition, we tweaked the time periods to allow for a more precise entry and removal of powers at the start and end of scenarios. The French and Vichy were a difficult choice but we allowed them to perhaps more flexibility than they historically executed. Players can keep them in port, preserve them, and score their points when they flip first to Axis, then back to the Allies. Or they can use them above and beyond what they historically did. We have also elected to keep the Free French ships out of the game and "interred" while the Vichy are active to avoid confusion. We will be publishing a number of InsideGMT articles with all of our historical vs gameplay decisions mapped out, some may already be listed above when you read this. Various Strategies What we really tried to do in Seas of Thunder is to allow players to have multiple levers to control and manipulate Base Deployment is important and cannot be overlooked. Placement of your ships at the start of the game is of crucial importance. Some nations are more difficult to handle than others, and the British are perhaps the most tied to their starting locations. Operational Disposition becomes key on both sides. The sides going first must keep forces strong enough to contest sea zones but not so powerful that the strength becomes wasteful. The latter moving side, usually the Axis, must pick and choose where to appear in strength, where to raid, and where to avoid. Individual ship functions need to be balanced and are the key to winning every battle. A mass of battleships becomes vulnerable to submarines and air. Submarines are vulnerable to carriers and destroyers but only if they are on ASW patrol. Carriers have quick-strike opportunities but become floating targets if their strikes fail. Minelayers are the scourge of the sea for everyone, unless, of course, you have the otherwise useless minesweepers with you. You can call it a rock-paper-scissors approach if you like, but if you are a short piece of paper, you may get smashed by a rock. Seas of Thunder is the first game I have played that truly lets me understand the tightrope walked by both sides in the war. How gloriously open the war seemed but how restricted it truly was. Chuck, Neal, and I feel that we have given players the perfect opportunity to compete against each other in a game that truly reflects the challenges faced by the commanders. We have had great fun testing it for three straight years, and we hope you have the same enjoyment playing it. What's in the Box * Seas of Thunder may not have every ship in the conflict, but it has the ones you know. * 1 Mounted Map (Double-Sided with pre-Pearl Harbor scoring on one side and post-Pearl Harbor scoring on the other) * 1200+ Combat Ship counters (Capital ships down to Destroyer Squadrons, Submarine Grops, and Mine-sweeping Flotillas) * 132 Convoy & Utility counters * 14 Port Cards (1 per side for each of 7 scenarios) * Combat Sequence Cards for tracking combat * Plus sundry dice, rules, scenario details... the usual. Game Design: Jeff Horger, Charles Maher, and Neal Cebulskie

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84.50 €
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 €
Great Battles of Julius Caesar Deluxe Edition
Great Battles of Julius Caesar Deluxe Edition

We are proud to bring back in print two classic Great Battles of History titles in a deluxe treatment (like we did with Great Battles of Alexander and SPQR). Great Battles of Julius Caesar combines Caesar: The Civil Wars, published in 1994, and Caesar: Conquest of Gaul, published in 1996 and reprinted in 2006, into a single package along with the battles that were published as separate modules. Great Battles of Julius Caesar will have a single rulebook brought up to the production standards of the latest GBoH titles, written so that all the land battles in the original games can be played from single rule book. The one naval battle has its own rule book. The scenario book features 20 (!!) battles presented in a chronological order that traces the evolution of the Roman military system from early battles against various foreign foes, Caesar’s wars in Gaul followed by Caesar’s wars against his Roman rivals, and culminating with the Roman invasion of Britain a century later. The complete list follows and includes the game/module where the battle appeared. Rise of the Roman Warlords - Marius and Sulla: * Cirta 106 BCE (Jugurtha) * Vercellae 101 BCE (Dictator) * Chaeronea 86 BCE (Dictator) Caesar’s Gallic Wars * Bibracte 58 BCE (COG)
 * The Rhine 58 BCE (COG) * The Sabis 57 BCE (COG) * Bay of Biscay 56 BCE (COG) * Britannia 55 BCE (COG) * Lutetia 52 BCE (COG)
 * Gergovia 52 BCE (Gergovia) Caesar’s Civil Wars * Dyrrachium 48 BCE (TCW) * Lesnikia 48 BCE (TCW) * Pharsalus 48 BCE (TCW) * Nicopolis 48 BCE (Veni, Vidi, Vici) * Zela 47 BCE (Veni, Vidi, Vici) * Ruspina 46 BCE (TCW) * Thapsus 46 BCE (TCW) * Munda 45 BCE (TCW)  Roman Conquest of Britannia  * The Medway 43 CE (Caratacus) * Wales 51 CE (Caratacus) The scenarios vary in size from four large battles using 1 1⁄2 game maps to six small battles on a half size map with the remainder using one full size map. In addition to the Roman on Roman contests, the battles showcase the Romans facing off against a colorful array of non-Roman opponents- the Numidians, Germans, various Gallic tribes, and the Hellenistic style armies of Pontus. The counter mix includes 43 distinct cohort style legions, a host of specialty type auxiliary units, numerous tribal infantry and cavalry units, and some old favorites from SPQR – Elephants, Chariots, and even the double sized Phalanx. Along with the typical set piece battles, several battles feature the use of fortifications, one an amphibious invasion Roman style, and one a full blown naval battle. The original maps will be updated to the latest GMT graphics standard and have the same look and feel across all the battles. The set will include a “blank” map for use with the Cirta and Bay of Biscay scenarios and new map for the Nicopolis battle – no more drawing in trench lines. The counters will be updated to the latest production standards and will be similar in style to those in SPQR. Additional counters are included to minimize the need for counter substitutions in those battles featured in the originally published as modules. Simple GBoH scenario instructions are included for the Gergovia battle. The remaining battles are already covered in the Simple GBoH rules set. Components: * 7 1⁄2 Counter Sheets (1⁄2” - 280 per sheet) -> 2,100 counters * Six 22” X 34” back printed maps * One 11” x 17” back printed map * Four 11” x “17 Charts and Tables PAC (two for each player) * One 8 1⁄2” x 11” Turn Record and Rout Point Tracks Display * One 8 1⁄2” x 11” Naval Charts and Tables PAC * Rules Book * Naval Rules Book * Scenario Book * One ten-sided die Original GBoH System Design: Mark Herman Great Battles of Julius Caesar Game and Scenario Design: Mark Herman and Richard H. Berg Great Battles of Julius Caesar Development: Alan J. Ray

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149.50 €
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 €
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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35.00 €
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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162.50 €
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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162.50 €
Tank Duel: Expansion I -North Africa
Tank Duel: Expansion I -North Africa

Tank Duel Expansion #1: North Africa takes the popular Tank Duel system to the desert! North Africa introduces new desert terrain and rules for dust, deep sand, armored cars, heat and haze, and more. British and Italian tanks join the fight, alongside even more German AFVs: Cruiser Mk. IV Crusader Mk. II M3 Grant Matilda Mk. IV Sherman Mk. III Valentine Mk. II Valentine Mk. III M13/40 Semovente da 75/18 Marder II Panzer III H Panzer IV E Panzer IV F/2 Sd. Kfz. 232 8-rad Tank Duel: North Africa includes ID Counters allowing you to assign any ID Number to each tank, enabling players to combine the tank boards from multiple Tank Duel sets in order to create new tank matchups, or have 4 Tigers mix it up! North Africa also comes with brand new scenarios, including new historical scenarios for you to test your crews. Tanks and terrain from North Africa can be combined with some scenarios from Enemy in the Crosshairs to give you even more ways to play Tank Duel! North Africa supports the popular Robata system from Enemy in the Crosshairs and will have new Robata compatible scenarios, and additional rules for Robata to handle desert terrain and new AFVs. From Egypt to Morocco, Tank Duel Expansion #1: North Africa allows you to experience the sun, heat, sand and grit of World War II like never before! Note: This Tank Duel Expansion is not a standalone game and requires ownership of Tank Duel: Enemy in the Crosshairs in order to be played. COMPONENTS: * 103 Playing Cards * 16 Double-sided Tank Boards * 1-1/2 Full Color Countersheets * Combined Rules & Playbook DESIGNER: Mike Bertucelli DEVELOPER: Jason Carr and Joe Aguayo ART: Terry Leeds PRODUCTION COORDINATOR: Tony Curtis PRODUCERS: Andy Lewis, Tony Curtis, Mark Simonitch, & Gene Billingsley

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91.00 €

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