We are proud to announce the companion game to GMT Games' award winning Europe Engulfed. In Asia Engulfed the action takes place across Asia and the Pacific covering the entire war from the attack at Pearl Harbor to the final collapse of the Japanese empire.
Asia Engulfed is a complete stand alone game or it can be combined with Europe Engulfed to simulate the entire Second World War. A complete set of combined game rules allow for unit transfer, production allocation, and combined victory conditions.
Asia Engulfed focuses on playability and making players feel the pressures their historical counterparts were under. Players actually feel the pressures and stresses felt by the strategic level commanders in the real war. The game achieves this level of playability without sacrificing historical detail. The entire campaign is playable in 6-to-9 hours once players become familiar with its elegant game systems.
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Attila covers two of the (few) major battles the armies of the Hunnic Confederation under King Attila fought against Rome: one against Eastern Rome (The Utus), and then at a somewhat reduced ability against Western Rome (The Catalaunian Fields). Gamers get to pit the Huns both at their peak (Utus) and then at somewhat reduced in ability (Catalaunian Fields) against the rather different armies of Eastern and Western Rome.
GMT is proud to present the fifth epic game in its award-winning series of east front games, Barbarossa: Kiev to Rostov. This is a two-player, or two-team, operational level game depicting the battles of the southern wing of the Axis invasion of the Soviet Union during 1941. This game picks up where an earlier game in this series, Barbarossa: Army Group South, left off. It begins in mid-August and ends in December 1941, historically near the cities Kharkov and Rostov.
COMPONENTS
* Three 22 x 34 inch maps
* One 24 x 34 inch map
* 1120 counters
* Series rule book plus a scenarios book
* Various player aid cards for charts and tables
* Set up cards for each scenario
Barbarossa to Berlin covers four years of epic struggle, from Moscow to Stalingrad, from Tobruk to Tunis, from Sicily to Rome, from D-Day to the Rhine, to the final battles for the Reich. It is June 22, 1941: will World War II end in German triumph in Operation Barbarossa or collapse in Berlin? As the world holds it breath, the decisions are all yours. Designed by Ted Raicer as a follow-up to his multi-award-winning World War One strategic game, Paths of Glory, World War 2: Barbarossa to Berlin modifies the Paths of Glory systems to capture the strategic and operational dynamics of WWII in Europe.
One of the most popular, and successful, Avalon Hill games of the late 1980's was Blackbeard, a pirate game totally different from any others available because it simulated the actual life and careers of historical pirates, and how they went about their chosen professions.
Richard Berg has now taken the original and redesigned it, almost entirely, to bring it into line with what gamers like to see and play these days. All those pirates you loved - Black Bart Roberts, Long Ben Avery, Ned Lowe, L'Ollonais, and, of course, Edward Teach (Blackbeard) - 23 in all, are still there, as are the King's Commissioners sent out to stop them. However, the entire play system has been overhauled, and the result is a game that highlights and specializes in player interaction, with almost no down time for any players.
Players represent individual pirates, using them to gain Victory Points by amassing booty and, even more importantly, earning Notoriety for their dastardly deeds. Seizing merchants with cargo ranging from useless paper to the monumental treasure of the Mughal emperors, attacking and sacking ports, fighting storms and scurvy, seeking safe haven in infamous pirate ports such as Tortuga and Madagascar, and, hopefully, using Letters of Marque to retire successfully.
The Burning Blue is a board wargame that recreates the savage air battles over Southern England from July to December 1940. Covering air operations from the fighting over the English Channel to the air assault on London and the fighter-bomber offensive at the end of the year, The Burning Blue simulates battles between German air power and the British air defence system. It recreates the minute-by-minute "plotting board" war between Royal Air Force fighter controllers and the Luftwaffe air raids.
Chandragupta brings the art of war in ancient India to GMTs "Great Battles of History" Series. Beginning with Chandragupta Mauryas victories over the Nanda clan, the game follows the brief but rapid rise of the Mauryan dynasty, from Chandraguptas expulsion of Seleucus from the Indus river valley to the conquest of the last independent kingdom on the subcontinent, Kalinga, by his grandson Ashoka. The Mauryan empire became the largest and most powerful in Indias history - a distinction that would remain unchallenged until the arrival of the Mughals some 1,700 years later.
Chandragupta simulates the traditional "four-fold" division of the Indian military system, with the elephant corps reigning supreme, and the hordes of light infantry regarded as little more than fodder for chariots wheels and trampling pachyderms. Chariots still play a prominent role on the Indian battlefield of the era, but the cavalry, with its versatility and endurance, is a potent competitor. In Chandragupta, victory goes to the commander who can master the unique aspects of the differing Indian military "classes - the professional, lifelong soldiers called Maulas, the mercenary levies, unpredictable tribal allies, and the militias of the powerful trade guilds. While Maulas and mercenaries are commanded under a single hierarchical command structure, the tribals and the trade guilds are led by independent chiefs.
Units include cataphracted elephants, heavy" four- (and sometimes eight-!) wheeled chariots, and even an "elCH" unit - yes, elephant-pulled chariots. Rules include Combined Chariot/Infantry and Elephant/Infantry lines, Dharmayudda or "just" warfare, Guild enmity, and Tribal loyalty. EL units can even breach camp walls and pull down city gates (if they dont rampage first).
Fans of GBoH will appreciate the exciting variety in Chandraguptas scenarios, from huge set-piece battles on flat plains, to tribal suppressions, a night assault on a military camp, and street fighting in the city of Takshashila. Chandragupta is the 13th volume in the series.
The battles...
Clash of Giants II: The Campaigns of Galicia and First Ypres, 1914 is the sequel to Ted Raicer's acclaimed Clash of Giants: Campaigns of Tannenberg and the Marne, 1914.
As with the original design, CoG II contains two separate games (both using the same basic system) covering two of the most interesting (and least-gamed) campaigns of the First World War, Galicia and First Ypres.
The Seven Years War In Europe, 1756-1763
Clash of Monarchs lets two to four players recreate the titantic struggle that raged across Europe and the world, pitting Frederick the Greats Prussia and its Hanoverian allies against Maria Theresas Coalition of Austrian, French, Russian, Saxon, Swedish, and Holy Roman Empire forces. Each player directs the effort of one or more of the major powers, plus their minor allies, using the card-driven operations and point-to-point movement system of many of GMTs most highly-regarded games. The cards help players enact Fredericks pre-war invasion planning, Austrian minister Kaunitzs diplomatic triumph in the 2nd Treaty of Versailles, the operational ascendancy of Prussian and Hanoverian light troops, formation of the Austrian General Staff, huge financial loans, court intrigue at Versailles, Vienna, and St. Petersburg, and dozens of other key political, economic, and military events. COM also uses split decks, which foster play of each powers events in two phases -- Early War (usually through mid-1758), and Wider War (1758 to conclusion) and allow a multi-player game to use exactly the same rules as a 2-player contest. COM augments the CDG system with a Colonial Conflict sub-game, a fully-integrated treatment of light unit operations, and a Fortunes of War chit pull, which varies the occurrence and/or timing of events beyond players control each year -- severe weather, desertion, attrition, possible deaths of English king George II, Empress Elizabeth of Russia, et al, and Madame Pompadours political influence over the French commanders, to add further uncertainty and drama to the campaigns.
Combat Commander is a card-driven board game series covering tactical infantry combat in the European and North African Theaters of World War II. One player takes the role of the Axis (Germany in this first game; Italy & the Axis Minors in later installments) while another player commands the Allies (Russia & America here; Britain, France & the Allied Minors in future expansions).
This first game of Combat Commander will include units, cards, and historical scenarios depicting the American, German, and Russian forces. The second game in the series will provide cards, counters, and historical scenarios for British, French, and Italian forces.
Combat Commander: Volume II - Mediterranean (or "CC:M") is the sequel to Combat Commander: Volume I - Europe ("CC:E"). CC:M's main theme is the addition of three new "nationalities" to the Combat Commander family:
* Britain & the Commonwealth
* France & the Allied Minors
* Italy & the Axis Minors
This second game in the Combat Commander series includes units, cards, and scenarios depicting the fighting forces of these nations.
Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:Pacific's main theme is the addition of three new factions to the Combat Commander family:
* Imperial Japan
* the Pacific US - with a strong emphasis on the US Marine Corps
* the Pacific Commonwealth - focusing on Indian and ANZAC forces
CC:Pacific is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC:Pacific includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This will slightly ramp up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:
* Banzai attacks
* BARs and Thompson SMGs
* Beach landings & river crossings
* Hidden movement
* Caves
* Scouts
* Aircraft
* Bayonets
* Mortar spotting
* Reconnoitering.
Combat Commander: Battle Pack #1 - Paratroops is the first of what will be many themed scenario packs for use with the Combat Commander series of games. The theme of this first Pack is focused on the exploits of American, German and even Russian Airborne forces. CC-Paratroops features eleven new scenarios printed on cardstock, as well as four new maps. Future Battle Packs will be similarly structured and will sometimes include new counters or new cards - with themes such as "Stalingrad", "Maquisards" and "Desert Rats" to name just a few.
The scenarios included in CC-Paratroops are:
* "Fields of Fire" and "Fields of Blood" set at Lanzerath, Germany, 16 December 1944 - both morning and afternoon attacks (using a new map #25)
* "Turnbull Turns 'em" at Neuville-au-Plain, France, 6 June 1944 (using a new map #26)
* "Carentan Causeway" at Carentan, France, 10 June 1944 (using a new map #27)
* "No Ingouf Around" at Carentan, France, 11 June 1944 (using a new map #28)
* "Operation Repulse" at Bastogne, Belgium, 27 December 1944
* "Red Skies at Night" at Veliki Bukrin Bridgehead, Russia, 25 September 1943
* "Blizzard Baptism" at Flamierge, Belgium, 4 January 1945
* "Look Mom, No Tanks!" near Trois Ponts, Belgium, 24 December 1944
* "We Go!" at St. Mere Eglise, France, 6 June 1944
* "Encircled at Hill 30" at Caponnet, France, 8 June 1944
CC Battle Packs are NOT stand-alone games and will require ownership of one or more Combat Commander boxed games in order to be played. CC-Paratroops requires ownership of Combat Commander: Europe.
Combat Commander: Battle Pack #2 : Stalingrad is the second themed collection of scenarios for use with the Combat Commander: Europe series of games. The theme of this second Battle Pack shifts to the East Front in late 1942 as German and Soviet forces clash in and around the vaunted city of Stalingrad. CC: Stalingrad features eleven new scenarios printed on cardstock -- one of which is a new style of multi-scenario Campaign Game -- as well as eight new maps and dozens of new counters. Numerous additional rules relevant to the dense urban fighting characteristic of the struggle for Stalingrad are also included:
Factories;
Urban Snipers;
Ongoing Melee;
Rubble, Debris & Craters;
Underground Sewer Movement;
and the 'Ampulomet' Molotov Launcher.
The scenarios included in CC: Stalingrad are:
"Spartakovka Salient" set at Spartakovka, 23 August 1942;
"Sea Devils" set at the Grain Elevator, 18 September 1942;
"Dom 31", behind the Barrikady, 27 October 1942
"Not One Step Back!" set at Dolgyi Gully, 1 October 1942;
"Fortresses of Blood and Iron" set near the Volga River, 1 October 1942;
"Into the Breach" set at the Barrikadys Great Assembly Hall, 17 October 1942;
"The Commissar's House" as fought on 13 November 1942;
"Shootout at Obliskaya" seeing the Rumanians fighting for Obliskaya Airfield, 1 December 1942;
"Lyudnikov's Island" near the Fuel Tank Area, 22 December 1942;
"Stalingradof the North" set at Veliki Luki, 14 January 1943;
and the 'Stand and Die' multi-scenario Campaign Game recreating the battle for Mamayev Kurgan, late September 1942.
NOTE: CC: Stalingrad is not a complete game and requires ownership of both Combat Commander: Europe and Combat Commander: Mediterranean to play.
Wargame by GMT Games
Commands & Colours: Ancients allows you to re-fight epic battles of the ancient world.
Here the focus is on the two rivals for power in the Western Mediterranean - Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own?
The Greeks & Eastern Kingdoms is the first expansion to Commands & Colours: Ancients. The armies of Philip, Alexander and the Successors meet the hosts of Persians, Scythians and Indians to the east. In this expansion, you will find historical scenarios that focus on the hoplites of classical Greece fighting off the invading Persian army at Marathon and Plataea; epic battles from the Peloponnesian War, the rise of Macedon and Alexander's battles of Gaugamela, Issus and Granicus against the Persians; and battles involving Alexander's successors.
With your Greeks you will be able to turn west and battle the Carthaginians in Sicily, or as King Pyrrhus at Heraclea and Ausculum, battle the Romans.
Friends, Romans and countrymen lend me your ears...
Some of you have already discovered that Commands & Colors: Ancients is much more than a game. It is an expandable game system that allows players to fight historical Ancient battles.
Imperial Rome and The Barbarians is the second expansion to Commands & Colors: Ancients. In this second expansion you will find historical battles that focus on Rome and the early Gallic invasion, invasion of the Northmen, the Servile War (Spartacus), Caesar's conquest of Gaul, the Roman Civil Wars and much more.
The Conquerors is a projected series of games that will focus on history's great conquerors, those figures whose vision, greed for power, and remarkable military abilities have changed the map of the world, sometimes fleetingly, often permanently. The first game in this new series is Alexander the Great, a game that covers the career of the fabled King of Macedon, from his ascension to the throne until his army has "Hellenized" half the known world.
Gallia omnia est in partes tres ...
In 58 BC, Gaius Julius Caesar was appointed by the Roman Senate as proconsul for Gaul, for which he was given 4 legions. the ambitious Caesar, a military ingenue, had little idea of how lucky he was going to be -- as he was in usually everything he did -- because, within a short space of a few years, after coming to the rescue of the Gauls against incursions from Germanic tribes to the east, Caesar himself decided to bring the rest of the barbarian tribes under the domain of Republican Rome...and, at the same time, increase his visibility among the Roman people.
From a military point of view it was an immense achievement, one that fueled Roman imperialist feelings like no other war. For the Gauls it meant subjugation. For the gamer, it means six battles of Pure Excitement.
TIME SCALE 20 minutes per turn
MAP SCALE 75 yards per hex
UNIT SCALE 100-150 men per size point
NUMBER OF PLAYERS One to four
Julius Caesar and his Gallic Legions versus the Arverni and other tribes of Gaul, under Vercingetorix. 52 BC.
For those of you who cant stand someone who wins all the time, here is an opportunity to game one of Julius Caesars rare losses. The Battle of Gergovia was Caesar's failed attempt to wipe out the threat of a large Gallic uprising by isolating and defeating a gathering of the Arverni, plus several other Gallic contingents, under their new chieftain, Vercingetorix.
The Gergovia module comes with its own map but uses, mostly, counters from Caesar: Conquest of Gaul, along with a few extra tribesmen counters. It also uses the rules for C/CoG (preferably the 2nd edition (2006), but the original version will work just fine.)
And while the hilltop oppidum of Gergovia is fortified, Gergovia is not a siege assault (for the most part), but a rather disconnected series of attacks, feints and mistakes. The terrain is not overly conducive to linear combat, the approach to Gergovia being fairly steep and somewhat rocky, but Caesar, Roman that he is, has already built two camps and a sunken trench for easy movement.Gergovia is a tough game for either side, as the options and possible strategies are multiple.
Designed by GBoHs own Caesar (Julius, not Sid), Richard Berg and Developed by his House Labienus, Al Ray, Gergovia contains one full map, one small sheet of counters, and all rules needed for the battle (as a scenario for Caesar: Conquest of Gaul).
The Devil's Horsemen features basic rules for both regular and SimpleGBoH play. The rules bring the system into full flower of mounted archery, with a detailed, augmented set of archery and cavalry mechanics that include various types of Shower Fire (as opposed to plain Volley Fire), Impetuosity and Aggression, Feigned Retreat, Harass and Disperse tactics, and Rally to Standards, with the various armies and units being rated for their ability to use these.
Continued ...
Requires "Devil's Horsemen" to use this.
A pack of 64 fighter aircraft cards, printed 8 per sheet, for the popular Down in Flames series. Most of the aircraft cards are new aircraft types, although there are a few reprints (with corrected ratings) of aircraft that have appeared previously.
Following on the heels of the first Squadron Pack for the Down in Flames series of WWII air combat card games comes Squadron Pack 2: Bombers. While the first pack contained new fighters, this one adds more Light Bombers and Formation aircraft to the system.
The pack will include such famous aircraft as the B-25H (complete with 75mm gun) and the Il-2m3 Shturmovik. But there will be lesser-known planes as well, like the German Hs-129B-1/R2 (a sort of WWII version of today's A-10) and the Italian CANT Z.501 Gabbiano flying boat. All the cards will be printed in the eight-per-sheet (cut 'em out yourself) style of C3i-DiF module inserts that you've enjoyed over the years.
Downtown depicts the great air battles that spun out across the skies above Hanoi during the Vietnam War. The game covers the gamut of operations, from the gradualist Rolling Thunder campaign of 1965-1968 and culminating with the Christmas B-52 bombing campaign that brought Americas Vietnam War to a conclusion. Downtown is the first of a new genre of air combat games that model entire air raids in detail.
Empire of the Sun (EOTS) is Mark Herman's third card-driven design since he introduced the system to the hobby in We The People. EOTS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbour until the surrender of Japan. EOTS is the first card-driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of Macarthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to Australia.
Wargame accessory by GMT.
Deluxe maps designed to fit in the box for the original game and featuring copies of the latest version of the rules.
More than thirteen years of design and development have gone into the making of Europe Engulfed (EE), which is GMT Games' first offering to the block-game enthusiast. It covers the entirety of World War II in Europe from September 1939 to the end of 1945. Europe Engulfed plays fast with its focus on playability and making players feel the pressures their historical counterparts were under. The game achieves this level of playability without sacrificing historical detail. The entire campaign is playable in a single 10-to-14 hour day once players become familiar with its elegant game systems.
From Rick Young, designer of Europe Engulfed, comes a series of fun, tense block games. The Fast Action Battle (FAB) games place you and your opponent in the roles of field commanders for memorable 20th Century battles. FAB games focus on speed and playability with low-unit density while keeping the history both accurate and exciting.
Volume 1: The Bulge brings you the Battle of the Bulge from December 16th through December 27th. You command the division and brigade level units using the historical orders of battle. Like Bradley and Montgomery or Model, you order your forces to key points, and decide how and when to order extra Assets to bolster them. There are never enough of these Assets to give to all the units begging for them, so you need to weigh your decisions carefully. FAB games also make use of Special Actions, which allow the players opportunities to the turn the tables on one another throughout the game.
FAB delivers an exciting new blend of units and decisions to the block game genre: your forces are a mixture of wooden blocks and die-cut counters. This blend allows players to face tough command decision choices in a fresh new way.
Fields of Fire is a solitaire game of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are two decks used to play. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform. The Action deck serves many purposes in controlling combat, command and control, various activity attempts. The units of the company are counters representing headquarters elements, squads, weapons teams, forward observers, individual vehicles or helicopters. A single playing is a mission and several missions from an historical campaign are strung together for the player to manage experience and replacements. A mission can be played in about 1- 2 hours.
This game is based on three actual campaigns experienced by units of the 9th US Infantry in World War II, Korea, and Vietnam. 'Keep Up the Fire' is the motto of the 9th Infantry, known as the 'Manchus' for their service in the Boxer Rebellion.
Glory III is the third game in GMT's popular American Civil War series, Glory. This series presents a brigade-level system that highlights ease and speed of play combined with solid historical insight. Glory III follows the success of Glory II: Across the Rappahannock, and presents a polished system with ease of play, with two combat-intensive one-map battles. And it is still a game that can be played, and played well, by solitaire gamers.
THE GREAT WAR IN EUROPE: DELUXE EDITION is a new revised and combined edition of two of Ted Raicer's most successful designs for Command magazine, The Great War in Europe and The Great War in the Near East. The Great War in Europe won the Charles Roberts award for best pre-WWII game, and its designer the James F. Dunnigan award for elegance in game design, and was nominated for an Origins award. The latter was nominated for a Charles Roberts award for best pre-WWII game design. Both have been out of print for over a decade, becoming collector's items earning high prices online.
The Great War in Europe (TGWIE) is a division level game (with some 1200 counters) covering all of the First World War In Europe, from the trenches of the western front, the mountains and plains of Italy, the vast expanses of the eastern front, and the Balkans to Gallipoli. The order of battle including infantry, cavalry, army headquarters (with attached artillery), German stosstruppen and Allied tanks. The Great War in the Near East adds in the Turkish fronts in the Caucasus, Egypt/Palestine and Iraq on a division/brigade scale. MORE INFO
Lion of the North fans rejoice! The battles of Breitenfeld and Lützen are back (with company!), this time as part of Ben Hull's award-winning Musket & Pike Battles series.
The fourth and newest instalment in this popular series is Gustav Adolf the Great: With God and Victorious Arms, a tactical battle game featuring FIVE battles from the career of one of the Great Captains of History, King Gustav II Adolf the Great of Sweden. In his brief career, he catapulted Sweden to the forefront of European power politics. This volume sets its focus on the rise and climax of Gustav Adolf's military system.
The Halls of Montezuma is the new card driven design from David Fox and Michael Welker, bringing a strategic and operational look at the American war with Mexico, tracing the war's history from the opening battles along the Rio Grande to the U.S. invasion of Vera Cruz and the occupation of Mexico City by the future American Civil War leader, Winfield Scott. The Halls of Montezuma (HoM) is a card-driven game that rests on the lower end of the GMT game complexity meter, while still capturing all the tension, uncertainty, and chaos of the conflict.
Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther, Jean Calvin, Ignatius Loyola, Henry VIII, Charles V, Francis I, Suleiman the Magnificent, Ferdinand Magellan, Hernando Cortes, and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map.
Kutuzov 1812: Defending Russia From Napoleon is an interactive, play it complete in one-sitting card-driven game of sweeping manoeuvres, epic battles, storied sieges, lethal attrition and crucial-to-victory troop morale for one to four players from the designer of The Napoleonic Wars and Wellington.
In the spring of 1812 Emperor Napoleon of France gathered the regiments of 20 nations together into the largest military force yet raised in Europe. That June he led this Grand Army of over 600,000 men across the Nieman River to begin what he believed would be his greatest and perhaps final triumph: the invasion and subjugation of Russia. As the defending armies fell back before this prodigious onslaught, Tsar Alexander turned to a pugnacious and crafty old warrior to help save his country, his people and his Romanov Dynasty: Marshal Mikhail KUTUZOV.
You attempt to improve your holdings by using Progress cards, which reflect famous people, historical events, or product pay-outs, and the more powerful Destiny cards, only one of which may be played each turn. Your base cash each turn is reflected by your profit, which rises as you expand into new territories, and falls as you lose established ones. Cash is used to buy Progressions in five categories (Transportation, Telecommunications, Government, Culture, and Leisure) that provide you with additional powers during the game, as well as to buy tokens. Tokens are used both to expand territorial holdings as well as to buy Pioneers (which enable you to research unique Breakthroughs), cities, and additional cards.
Manifest Destiny makes American history come alive as a multi-player, interactive strategy game that is enjoyable for all members of the family, from 12 years old and up. You have the opportunity to both collaborate and compete over time in an ever changing world. If you respond best to these many opportunities, you will fulfill your Manifest Destiny.
More game details
Napoleonic Wargame by GMT Games
Manoeuvre is a fast-playing game of battlefield command, set in the early 19th century. Multiple geomorphic game maps provide the chessboard-sized battlefields over which eight different armies of the period move and fight in one-on-one battles. As the commanding General of a nation's army, you have at your command units and a 60-card national deck which represents your army's specific troops and unique strengths. Your job is to utilize those assets and manoeuvre your forces to achieve battlefield supremacy.
Card game, 3-5 players.
Medieval is a card game covering, very loosely, the events, situations, and rivalries of the 13th century. Medieval uses the EnigmaTM system, in which the playing map, is represented by cards, not all of which are present at start.
Click here for Counter Magazine review.
14th Century Wargame by GMT Games
American Revolutionary Warv Series Volume 5
At Monmouth Courthouse in east-central New Jersey, General Washington's Continental Army came of age. Leavened by their experiences during the winter encampment at Valley Forge, the Continentals would give as good as they got on that sweltering mid-summer's day: June 28th, 1778.
GMT is pleased to offer the latest in Mark Miklos' popular and critically acclaimed American Revolutionary War series: Volume V, Monmouth.
The Napoleonic Wars, 1805 - 1815, brings you a fast-paced, tension-filled, card-driven wargame using a point-to-point movement system that pushes the envelope in a new direction for this pivotal period of history. Having a simple-to-learn strategic system and short rulebook, The Napoleonic Wars, can be played in an evening as the cards and Diplomatic Track make for tough decision-making in the face of everchanging enemy threats.
Set in 1805 Europe, you must weigh the strategic dilemmas facing the two alliances in mortal conflict. Napoleon's France enjoys a superb army, central position, superior leadership, and a useful, if not powerful, ally in Spain. However, she faces three foes.
Napoleon must beware of Britain's seapower and wealth, Austria's threatening position, and Russia's reinforcing hordes. In the wings, Prussia, Turkey, and Sweden teeter on the brink of war, begging inducements to join either side. Even lowly Denmark's fleet can upset the balance of power.
When fleets or armies collide, battle-related cards may be played and then dice are rolled to resolve the battle and inflict casualties. Even the most brilliant maneuver faces the chance of floundering. So play The Napoleonic Wars now, and put the strategist in you to the test. Your options are only limited by your vision, a meddlesome enemy's cards, and the hand of fate.
COUNTERS Four full-color counter sheets.
MAP One 22"x34" full-color mapsheet
CARDS 110 Strategy cards
OTHER
* Six 10-sided dice
* 16-page Rulebook
* 23-page Campaign Manual
* 2 Player Aid cards
IME SCALE approx. 2 years per turn
MAP SCALE Point-to-point system
UNIT SCALE 10-15,000 men each
NUMBER OF PLAYERS 2 - 5
This update kit allows owners of the original Napoleonic Wars game to update their copies to the 2008 version at minimal cost.
Pacific Typhoon is a strategy card game for 3-7 players, ages 10 to adult. The game uses the same system that first appeared in the popular 1998 Avalon Hill card game Atlantic Storm.
The game setting is the naval and air war in the Pacific theatre during World War II. Pacific Typhoon depicts the history of the air-naval battles of the Pacific War with 40 battle cards, each of which represents an historical naval or air battle such as Pearl Harbor, Midway, Surigao Strait, etc. Players compete by fighting a non-sequential series of twenty of these battles. A battle lasts for one round of play, so each player gets to play once per battle. The round-leader starts by picking one of two battle cards (he discards the unpicked one). The chosen battle card determines the year of battle. The battle card is also worth a certain number of victory points and resources to whoever wins it. The round-leader alternates after each battle, and the game ends after 20 battles (when the Battle Card deck is exhausted).
Players are not assigned to sides. Instead, each player has a hand of force cards that typically includes both Allied and Japanese cards. The force cards represent warships, submarines, aircraft, special weapons, and events. Non-event cards have three separate combat values: Air, Surface, and Sub. For example, the battlecruiser Kirishima has combat values of 1 air, 4 surface and 0 sub; the submarine Flasher has combat values of 0 air, 1 surface and 3 sub; the Zero fighter (Sakai) has combat values of 3 air, 0 surface and 0 sub. Force cards are also worth victory points because they can be destroyed in battle.
Onward, Christian Soldiers is Richard Berg's newest strategic level game, this one focused on one of, if not THE, centrifugal events in the Middle Ages - The Crusades. Onward, Christian Soldiers will allow gamers to replay not only the first three Crusades - the only 3 that focused on what we call The Middle East - but with scenarios that range from a 7-player version of the 1st Crusade to a 3rd Crusade scenario that supposes Frederick Barbarossa didn't drown in Turkey and his immense army reached the Kingdom of Jerusalem pretty much intact.
Paths of Glory: The First World War, designed by six-time Charles S. Roberts Award winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918.
The Paths of Glory Player's Guide is designed as an expansion kit for your enjoyment of this wonderful game, with exciting and informative articles featuring strategies for you to employ, new scenarios and variants, new playing cards, indepth analysis of key features in the game, and so much more.
GMT's grand tactical, light-moderate Seven Years War battle series continues with four more battles in Prussia's Glory II. Players can enact some of the war's most famous battles in games playable in a single sitting. PG II hones the original Prussia's Glory system with some slight changes, and introduces Optional rules that further break out combat arms differences, such as Austrian Croat Sniper Attacks, Howitzer fire, and advanced Cavalry facets.
The First World War in the Near East and Balkans was largely a clash of civilizations and of proud leaders intent on pursuing glory, regardless of the cost. Great Britain was at the height of its imperial power, while the Russian Empire was entering its last days, having just avoided revolution and global disgrace in 1905. The Ottoman Empire was adjusting to the Young Turks' revolution and the devastation of the Balkan Wars of 1912-1913. The Germans (Britain's primary rivals) were only too glad to bolster the Ottoman's fading power, seeing the region as ripe for economic and military exploitation. Indeed, if the Germans completed their new railroad from Berlin to Baghdad, German troops would be able to travel to India more quickly than British troops could sail from London to Bombay. German troops would also then be poised to seize southern Persia, the region which contained the British fleet's main new source of fuel -- oil. Behind all this lay the pent up ethnic and religious tensions of millennia, in countries such as Serbia, Persia, and Afghanistan, and in the countless tribes of Arabia and Northern Africa waiting for new leaders who would lead them on a holy war (jihad). The entire region was a powder keg waiting for a match.
SAMURAI WARFARE IN THE SENGOKU JIDAI
16-17th Century Japan.
RAN is the 12th volume in the "Great Battles of History" Series, and the second game on the battles of the Samurai (following GMTs Samurai (Vol. V) . RAN covers several of the less famous of the Sengoku Jidai, the Age of Warring States (more or less), in which powerful Daimyo - Japanese feudal lords - strove to both maintain and extend their power bases while seeking to attain the office of Shogun, the power behind the throne of the Emperor.
RAN simulates the highly personal form of warfare developed by the Japanese samurai, wherein formal battles played out almost as backdrops to individual feats of courage, bravery and devotion much of it outstanding, some of it rather foolhardy, all of it very Homeric. Although political and tactical victory was the bottom line, collecting the severed heads of enemy samurai reigned a very close second in importance. In terms of tactics, this was, as in Europe, the Dawn of Modern Warfare, with the introduction of guns - arquebuses - by the Portuguese. Even with the revelatory effect of musketry, Japanese battles were still pretty much a swirling, non-linear affair.
RAN, the name the famous Japanese film director, Kurosawa, chose for his samurai version of King Lear, roughly means 'Chaos.'
The Germans chose several roads to Leningrad during the summer of 1941 but found each with its own kind of Soviet defence and counterattack. On the roads through Soltsy and Staraya Russa the Germans encountered not just stubborn defence but large-scale Soviet offensives.
Roads to Leningrad is a package consisting of two separate operational level games on WW II --the Battle of Soltsy and the Battle of Staraya Russa. Both games take place on the road to Leningrad during July and August 1941 and both simulate the large-scale Soviet counterattacks that the Germans encountered. As part of a series, this game is designed to complement GMTs East Front Series by presenting a focus on those battles that either were critical or typified action at that time.
It's the 19th of September, 1777. Do you, as the British, attempt to storm the prepared American positions on the high ground at Bemis Heights in order to open up the River Road and the most direct route to Albany? As the Americans do you wait on Bemis Heights for the approach of the enemy as General Gates preferred, or do you sortie and meet the approach of the British in the forests where their artillery will be of little value? These are only a few of the challenges facing you as you relive one of history's most decisive battles and the turning point of the American Revolution.
A playbook in the same style as the original SBGoH packet, plus a sheet of 140 counters to include the additional leaders needed to play the C3i scenarios,. As a special bonus, also included is a completely updated rule book/charts folio incorporating the latest errata and clarifications. Please note: Although the rules are self-contained, you must have copies of the appropriate game and/or module
A reprint of the classic original SPQR with more features!
14 Battles!
5 doublesided maps
6 counter sheets
Rules for SPQR and Modules
Battles (and the modules they appeared in originally):
* Beneventum, Bagradas, Cannae, Zama, and Cynocephalae (SPQR)
* Baecula, Ilipa (Africanus)
* Trebbia, Metaurus (Consul for Rome)
* Magnesia (War Elephant)
* Heraclea, Asculum (Pyrrhic Victory)
* Muthul River, Cirta (Jugurtha)
Barbarian is a tactical simulation of combat between the armies of Rome and her early barbarian foes, the Samnites and Gauls, from 315-200 B.C. To play Barbarian, you will need the game SPQR for maps, basic rules, and some counters. Barbarian can also be played with the Simple Great Battles of History Rules.
As Rome strove to conquer the Italian peninsula in the Fourth and Third Centuries BCE, her most formidable opponents were not the advanced Etruscans, nor the crafty Greeks. Instead, it was the barbarian tribes that nearly overcame Rome: the savage warriors of Cisalpine Gaul and the fierce hill tribe fighters of Samnium.
The nimble mountain warriors of Samnium taught the Romans the advantages of a more flexible formation over the ponderous phalanx. After suffering a sharp reverse at Lautulae, 315, the Romans recovered and dealt a counterstroke at Tifernum, 297 in two battles representative of the many fierce fights between these implacable foes. The political genius of the Samnite general Gellius Aegnatius welded former foes Samnium, Etruria, Umbria and the Gauls into a grand coalition that nearly broke the power of Republican Rome at Sentinum, 295. This battle, more than any other, decided the fate of Italy.
Even as the Samnites and their peninsular allies were subdued, the Gauls arose to carry on the struggle. Calling on reinforcements from across the Alps, the Gauls invaded Italy in 225 and only by a stroke of fortune was this army trapped between two Roman consular armies at Telamon. The battle that followed was one of the most unusual in all of military history, with the Gauls fighting in desperation in two opposite directions, as Roman armies closed in from north and south. Finally, just after Rome had withstood Hannibals devastating invasion, Hamilcar, a die-hard Carthaginian officer, raised the Gallic tribes for one last great battle at Cremona, 200. In the end, Rome emerged victorious and dominated the Italian peninsula from the straits of Messina to the Alps.
This is a reprint of the fifth entry in the award-winning Great Battles of History series and is easily the most exotic and visually stunning. Samurai covers all the major battles of the Sengoku Jidai (the Age of Warring Daimyos).
Volume IV in GMT's American Revolutionary War Series portrays the events from September 10th to October 9th, 1779, as the Franco-American Allies mount their first significant cooperative effort against the British in North America during the Revolutionary War.
Wargame; 4 Players by GMT Games
When Alexander the Great died in 323 BC, he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war among themselves over who would be the regent or successor to Alexanders empire. By 305 BC they had given up on succession and began to carve out their own kingdoms. Successors is a four-player game based on those wars.
Successors was first published in 1995 by Avalon Hill. Some years later a second edition rulebook was published that gave more options for the Tyche cards. This updated Successors third edition builds on the foundation of the Successor 2nd edition rules set plus expansion cards that appeared in the Boardgamer. Minor refinements have been made to make the game easier to play and increase enjoyment. The map will be very similar to the original with some minor changes around Macedonia. Counters will have the same excellent artwork for the generals and new GMT artwork for the combat units and control markers. The Tyche cards have recieved the most changes - nearly every card has had some minor modifications and a few new cards have been added.
In addition to the changes, the rules have been cleaned up and improved. Years of questions and answers on Consimworld have been used to clarify the rules. The rules will include hints on strategy from a number a long-time Successors players, and an extended example of play.
GAME COMPONENTS
* 1 Deluxe Mapboard
* 1 rule book
* 3 sheets of counters
* 12 plastic stands
* 2 player aid cards
* 70 playing cards
Ziplocked Wargame by GMT
This third printing of the award-winning initial game in GMT's Great Battles American Civil War series offers upgraded components and information throughout.
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. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe and ends in 1989, when only the United States remained standing.
Counter magazine review
Under the Lily Banners is a tactical battle game featuring five battles from the Thirty Years War. This is the third volume from the award winning Musket & Pike Battles Series detailing 17th Century warfare, often known as the Dawn of Modern Warfare. This volume features the rise of the French Army after their entry into the Thirty Years War in 1635.
RRP - £27.99
In the autumn of 1642 the long foreshadowed clash between the English Parliament and the supporters of the Royal Prerogative was brought to a head. At Nottingham, before a generally uninterested audience, King Charles I (the "Man of Blood") raised the Royal Standard indicating all who took the field against him were traitors and rebels. Parliament sought to defeat the King militarily (or rather the King's evil counsellors for we are His Majesty's most faithful servants) so as to overturn the Royal Prerogative in matters of tax and defence. In so doing it had the support of by far the majority of the aristocracy, the merchant class and the anti-papists. The King's aim was to defeat Parliament and establish his control of funding so as to permit the full flowering of his (he thought) divinely sanctioned powers. Into this heady brew came Papists (seeking freedom of religion), Protestant sectaries, rebellious Irish nobles, Scots Presbyterians (fresh from victory in the Bishop's Wars) and many other parties. Fortunately for England, the great nations of Europe were otherwise engaged.
Unhappy King Charles! allows two players to decide whether Commons or Cavalier shall rule in England. Both seek to establish control over the country and of its economic structures. They seek not only to defeat their opponents in battle but also to seize control of the local government of England and Wales.
The game is based on We the People, Mark Herman's ingenious game on a later rebellion. As the organisation of armies and states was often desultory, the cards do not provide a wide range of choices (as in Paths of Glory). The players in Unhappy King Charles! must make do with what they have. The three decks of cards-Red (1642-1643), Blue (1644) and Black (1645)- have been developed to give the correct feel for the early, middle and late war, based on storyboarding techniques. As befits a Civil War, there is treachery, bravery and stupidity in the events on the cards.
War Galley is the seventh volume in the multi-award winning Great Battles of History (GBoH) series, but the first to venture entirely into the waters of the Mediterranean Sea. It is also the first historical boardgame published, in two decades, to address galley warfare. As such, GMT's War Galley is almost a complete history fo this era of war at sea.
What is best about War Galley is how easy it is to play-- the rules are about half the length of the usual GBoH game-- and that means that most battles can be complete in several hours, at the most. The battles themselves, cover all aspects of galley tactics, from the line against line of big ships at Salamis (Cyprus), to the Chase, Turn and Fight of Chios, to the Line Astern vs. Line Abreast at Side, to probably the most unusual of all ancient battles, the Roman arrowhead against the Carthaginian Lines Astern at Drepanum in 249 B.C.
TIME SCALE 5-to-10 minutes per turn
UNIT SCALE 1-to-8 ships per counter