Fantasiapelit - strategiapeli

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

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

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49.00 €
kuva on linkki tuotesivulle: 1914 Deluxe Hell Unleashed
1914 Deluxe Hell Unleashed

1914 Deluxe is an operational level hex-and-counter wargame that covers the first few months of the First World War when the German Army began its offensive into neighboring France. The German player must decide how best to perform the initial invasion. Should it be a direct assault across the French border, or should the assault follow the “Schlieffen Plan” of a march through a more lightly defended Belgium? Several factors outside of the players’ control add challenges, frustration, and a high level of replayability. Will the players be able to define their own invasion plans or will their respective “High Commands” dictate a pre-determined setup? Will treaties be signed with neighboring states that might impact the availability of additional forces? And what of the looming threat of action on the Eastern Front? All these provide a variable, but accurate simulation of the First World War’s opening moves. The game includes a huge 34” by 44” map that covers the western border of France from Belgium and the North Sea to Switzerland in the south at roughly ten miles per hex. Combat units are mostly corps, with a smattering of divisions and brigades, representing infantry, cavalry, and artillery. These pieces represent the forces of not only Germany and France, but also Great Britain, Belgium, The Netherlands, and even a couple of Italians. The terrain depicted on the map is a challenge to navigate, with forces depending upon the use of rail lines to more quickly advance and provide the supply needed to fight. The basis for 1914 Deluxe is the original 1914 game published by The Avalon Hill Game Company in March of 1968. The project began as an effort to create an updated version of the original game’s ugly “painted” map that is difficult to decipher in many respects. Once completed, it was not that much of an effort to also create a new, colorful set of counters (including new informational markers) that simplifies play. It was then a short, additional step to rewrite the rules in a manner that incorporates some of the “advanced” rules, some new rules, and known errata to create a new, cohesive rules set of under twelve pages. This updated version takes what was originally a difficult game to play, more due to its components than its rules, and provides a relatively simple, exciting, and highly replayable gaming experience. For those who prefer the original game (warts and all), they are welcome to simply use the new map with or without the new counters for a more colorful experience. Now, YOU can refight the opening months of the First World War! 2 PlayersAge: 12+

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88.40 €
kuva on linkki tuotesivulle: Army of the Potomac: Campaigns of 1862 and 1864
Army of the Potomac: Campaigns of 1862 and 1864

Army of the Potomac: Campaigns of 1862 and 1864 is the second volume in the Civil War Heritage series and the follow-up game to the innovative and acclaimed Rebel Fury. Army of the Potomac uses the same core rules as Rebel Fury, so players familiar with Rebel Fury will be able to jump right into the action. Each battle in Army of the Potomac 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. Army of the Potomac covers the battles of Spotsylvania II, North Anna River, Cold Harbor, and the entire Seven Days battle (McClellan vs Lee), including the prelude Seven Pines (McClellan vs Johnston) when Johnston's wounding brought Lee into the command of the Army of Northern Virginia. Each battle places you, the player, in the role of the Army Commander (Grant, McClellan, Lee, Johnston). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets. The Richmond map, used with some scenarios and the 1864 Overland Campaign. 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. Countersheet 1 of 2, with many markers and counters needed for the 1864 Overland Campaign. Army of the Potomac also includes a set of campaign rules that allow you to conduct operations from Spotsylvania to Cold Harbor featuring logistics and attrition. Also included are two bonus scenarios to allow owners of Rebel Fury to also fight Spotsylvania II and begin the Campaign scenario from Wilderness to Cold Harbor using their original Rebel Fury map. Components: Four 22" x 34" Game Maps (A,B,C,D) Three 11" x 34" map sheets (E,F) One 11" x 17" map sheet (G) One Small cardstock map (Map C extension) Two Counter Sheets One Civil War Heritage Series Rulebook One Playbook One 8.5" x 14" cardstock Union 1864 Off-Map Display Two 8.5 x 11" cardstock Time Record Tracks (1862 and 1864) Two Player Aid Cards Two 10-sided dice (one blue and one gray) One special die (with soldier & explosion icons) One 2" Box

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86.80 €
kuva on linkki tuotesivulle: Guerrilla Generation
Guerrilla Generation

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

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

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

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77.00 €
kuva on linkki tuotesivulle: Coral Sea: Campaign Commander Series Vol. II
Coral Sea: Campaign Commander Series Vol. II

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

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58.00 €
kuva on linkki tuotesivulle: Sensuikan
Sensuikan

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

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76.40 €
kuva on linkki tuotesivulle: Castelnuovo 1539
Castelnuovo 1539

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

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66.00 €
kuva on linkki tuotesivulle: Distant Plain (4th Printing)
Distant Plain (4th Printing)

The latest volume in Volko Ruhnke's COIN Series takes 1 to 4 players into the Afghan conflict of today’s headlines, this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke, the award-winning designer of LABYRINTH—The War on Terror, with Brian Train, a designer with 20 years' experience creating influential simulations such as Algeria, Somalia Interventions, Shining Path, and many others. A Distant Plain features the same accessible game system as GMT's recent Andean Abyss but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency: As the Coalition, how will you secure popular support for an Afghan Government that cares more about corrupt patronage and control than legitimacy? Your high-tech forces are capable, but your publics are pressuring you to keep your footprint small: how will you stabilize this complex country and get out? As the Government, how can you run the country when your foreign partners continually redirect your war effort? You can reshape Afghanistan's human terrain by encouraging the resettlement of millions of refugees, and your Coalition-trained forces are potentially the most numerous of any faction. But they are unsteady, and your war chest is not your own: how will you keep your allies' firepower in-country long enough to ensure that you are the top dog once they leave? As the Taliban, how will you come back against the potent forces arrayed against you? Islamism, Pashtun ethnic solidarity, and your Pakistani friends behind you will help you recruit and move with ease amidst the enemy. But not all Afghanistan is Pashtun, its warlords are treacherous allies at best, your fighters are seasonal, and Pakistan’s word is ever uncertain: can you sting the occupier and his puppets to reawaken Islamic revolution without drawing an unrelenting fire upon yourself? As the Warlords, how will you secure your traditional ways against the intrusive centralizers of Kabul and the Taliban? You profit from the country's lucrative opium crop, and your money can talk loudly to the Government's venal officials. But your fighters have neither the equipment of the Coalition, the numbers of the national army and police, nor the fanaticism of the Taliban: how will you block this latest cast of combatants from unifying the country and imposing their rule on you? Afghanistan is not Colombia! A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for COIN Series players to learn, A Distant Plain will transport them to a different place and time. New features include: Coalition-Government joint operations. Volatile Pakistani posture toward the conflict. Evolution of both COIN and insurgent tactics and technology. Government graft and desertion. Coalition casualties. Afghan returnees. Pashtun ethnic terrain. Multiple scenarios. A deck of 72 fresh events. ... and more. As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card. The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities. Terror, drug trafficking and eradication, highway extortion and sabotage, drone strikes, and many more options are on the menu. Flow charts are at hand to run the three Afghan factions, so that any number of players—from 4 to solitaire—can experience the internecine brawl that is today's Afghanistan. Have a good tour. 1–4 PlayersPlay Time: 180–300 MinAge: 12+

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106.60 €

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