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Kiev '41 (kickstarter edition)
Kiev '41 (kickstarter edition)

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

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99.00 €
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 €
Manila: The Savage Streets, 1945
Manila: The Savage Streets, 1945

After years of jungle fighting and island hopping the battle for Manila was the first urban fighting experienced by American forces during the war in the Pacific. The campaign by the American XIV Corps to defeat Iwabuchi’s forces and capture the city has been depicted in a handful of two-player designs in the past but is presented here in a new and exciting SOLITAIRE format, the second in a series of single-player area movement games by publisher Take Aim Designs. Manila: The Savage Streets, 1945 puts the player in charge of the attacking and far more mobile American side while the game system handles the defending and largely static Japanese side. No two games will ever be the same. Each turn presents new and unique challenges for the player in the form of random events, uncertain supply deliveries, and unknown Japanese area strengths and defensive strategies. The primary game is a nine-turn campaign covering the American assault on the city during February and March 1945. The deeper American forces advance, from the city’s less developed periphery to its urban business district and fortress-like government buildings, the greater Japanese resistance becomes. The number of American units fought to exhaustion, effectively out of action, mounts. American determination to secure a rapid victory for Supreme Allied Commander General Douglas MacArthur, represented as “morale” in the game, gradually decreases. The player wins by equaling or exceeding historical American gains and loses if they fail to do so, or if morale falls too low. With a setup time of less than 15 minutes, low counter density, endless variability, and quick playing time, Manila: The Savage Streets, 1945 will appeal to every level of player, from the novice to the grognard. Few battles at the end of the Second World War exceeded the destruction and brutality of the fighting in the city of Manila. MacArthur had hoped to spare the multicultural city and its roughly 800,000 inhabitants from the horrors of war, but failed. The fate of the city of Manila, the "Pearl of the Orient,” now rests with you. 1 PlayersPlay Time: 120–240 MinAge: 14+

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85.80 €
ONUS! Traianus
ONUS! Traianus

Have you ever dreamed of commanding a powerful army? Have you enjoyed a good historical novel about Ancient Rome and you would have liked to move to this period in the middle of battle? Would you like to be able to change History or revive exciting historical events? If you have answered affirmatively to any of these questions then this is your game. ONUS! Traianus is a historical battles wargame, similar to a miniatures game, where two sides confront each other in an Ancient battle. This game is focused on the armies of the great superpowers of the apogee of the Roman Empire, during the reign of the emperors Trajan and Hadrian, between the 1st and 2nd centuries AD. In this game, different action cards recreate varied kinds of orders and battle events, that allow every match to be unique and to any combat to be epic, unpredictable and exciting. ONUS! can be played anywhere but to get the best gaming experience we do recommend a game area as large as possible, i.e. 3.2 x 2.9 feet (100 x 90 cm). Units are represented by cards which have been scaled around a Centuria (also known as Century) or to a Maniple (also known as Manipulus), representing formations from 80 to 100 men for Infantry units, 20 cavalrymen for Cavalry units or 6 Elephants. Units have their own set of traits to represent permanent attributes of the unit, like Melee Combat, Range Attack, Defensive capacity, Morale and Life, and Movement capacity. This set of traits gets bonuses and penalties depending on the ongoing situation and combat engagements. Units also have their unique set of skills to represent specific abilities they can perform: from defensive formations to extremely effective techniques to attack enemies. Some of these skills need to be activated; meaning only one of them can be used in an engagement, while others are inherent to the units. Leadership is represented in the game by the figure of the General. A General’s token represent his HQ and its own escort. In addition to the leadership benefit, a General grants bonuses to nearby units, boosting the morale of the troops and providing additional benefits when they are engaged with the enemy in those bloody encounters. 1–4 PlayersPlay Time: 30–120 MinAge: 12+

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69.30 €
Next War: Iran
Next War: Iran

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

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110.50 €
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 €
Plantagenet: Cousins' War for England, 1459-1485
Plantagenet: Cousins' War for England, 1459-1485

England, 1459. The son of the great Henry V has not lived to fill his father's shoes. England has lost the Hundred Years War, and mighty lords amass lands and wealth rivaling the King’s own. Henry IV left the door open for any such powerful lord with good pedigree to reach for the throne, and the best candidate is Richard Plantagenet, Duke of York. Mounting tension over the Crown leads to armed clashes, under the excuse of freeing the king from his evil counsellors, and finally ignites the Wars of the Roses that William Shakespeare would immortalize in his plays: * A Yorkist rebellion that succeeds in placing Edward IV on the throne and exiling the Lancastrians to Scotland and France. * A civil war pitting Warwick the Kingmaker and King Edward’s brother Clarence against the King and his other brother Richard Gloucester. * The reinstatement for a few months of Henry VI and the invasion from France by his son and wife leading to a final contest between Richard III and Henry Tudor (later known as Henry VII) and the Battle of Bosworth that ends the Plantagenet dynasty. Treason, bravery, political maneuver, and a cast of memorable characters mark one of the most intense and divided periods of English history. In Plantagenet—the newest volume in Volko Ruhnke's Levy & Campaign Series—players lead one of the two factions across the three main periods of war, as individual scenarios or the entire Wars of the Roses. Designer Francisco Gradaille adds overall and local political influence to Volko’s medieval operation system to reflect the ever-changing loyalties of the time while keeping play familiar to fans of the Series. Players will create and maintain a network of allied lords and nobles in order to obtain the provender and coin needed to supply and pay their armies. As ravaging and looting will damage each side’s reputation, each faction will strive to convince cites to join its side. Great battles will seek to kill or capture enemy lords—perhaps even a king. Two kinds of operational moves will be in play: the military and the political. In the end, when the dust settles and all arrows have flown, one rose will sit on the throne. White or Red, York or Lancaster, gather your troops and banners and join the fight. Game Components: * One 17x22 inch Mounted Map * 152 Wooden pieces * 179 Playing Cards * Two full-color Countersheets * 13 cardboard Lord and Battle mats * One Lords sticker sheet * Four Player Aid sheets * Two Screens * Rules Booklet * Background Booklet * Six 6-sided dice Players: 1-2 Time: 60-90 days per turn Units: 100-250 Horse or 500 Foot Age: 14+ Game Designer: Francisco Gradaille Prototype Art and Playtest Lead: Marc Aliaga Historical Advisor: Graham Evans Series Development: Wendell Albright, John Campbell, and Cristophe Correia Series Creator: Volko Ruhnke

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107.20 €
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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80.60 €
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 €
Twilight Struggle: Red Sea, Conflict in the Horn of Africa
Twilight Struggle: Red Sea, Conflict in the Horn of Africa

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

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50.70 €
Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261
Inferno: Guelphs and Ghibellines Vie for Tuscany 1259-1261

You thirsted for blood, now drink your fill. -Dante Tuscany, 1259. As wealth from crafts and foreign trade elevated northern Italy's urban families above the landed lords, rivalries within and among their cities hardened into conflict between two great parties. Ghibellines aligned with the Hohenstaufen imperial dynasty that ostensibly ruled Italy, while Guelphs backed rival imperial claimants and the greatest challenger to each Emperor's authority, the Pope. Should any faction gain advantage, others coalesced to resist. The comuni (republics) of Firenze (Florence) and Siena dominated inland Tuscany at the head of these competing alliances. As Guelphs sealed their control of the populous Firenze, Ghibelline Siena turned to Hohenstaufen King Manfredi of Sicily for reinforcement. Local rebellions and reprisals escalated on each side, as political exiles stirred the pot. After Manfredi dispatched German knights to protect his loyal Tuscans, Firenze mustered its people and allies to march on Siena, which responded with its own great army. Pisa and Lucca, Lombardia and Orvieto joined in. Guelph and Ghibelline in September 1260 at last faced off en masse in the center of Tuscany, at Montaperti—the result, a bloody Florentine defeat. But when Ghibelline exiles returned as masters of Firenze, its Guelphs rallied to Lucca and Arezzo, portending an eternal conflagration. Inferno—the third volume in Volko Ruhnke's Levy & Campaign Series—fires up the cauldron 13th-Century Tuscan warfare, factional conflict fueled by the gold florins and teeming populations of up-and-coming cities and well-to-do valleys. Expert Italian wargame designer Enrico Acerbi brings the age to life within Volko's accessible medieval-operation system. Gathering transport and provender may not be as much the challenge here as the sudden treachery of rebel towns and castles along key roads. Italy's plundering berrovieri horsemen, famed elite crossbowmen, and distinctive palvesari shield bearers are just a few of the unique inhabitants of this volume. Muster, mount up, and find out whose blood will make the Arbia run red! COMPONENTS: * One 17x22 inch Mounted Map * 175 Wooden pieces * 108 Playing Cards * Three full-color Countersheets * 15 cardboard Lord and Battle mats * One Lords sticker sheet * Four Player Aid sheets * Two Screens * Rules Booklet * Background Booklet * Six 6-sided dice TIME: 60 Days per turn UNITS: 100-250 Horse or 500 Foot MAP: Point-to-Point, 95 miles across PLAYERS: 1-2

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114.40 €
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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138.50 €
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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