War

1812: The Invasion of Canada

Type: War Game
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 90 minutes

Additional DescriptionMore Details

The year is 1812. Great Britain and her allies are battling Napoleon for control of Europe. In response to British seizure of American ships and goods, the young United States declares war on Britain and invades Canada. You and up to 4 other players take command of the armies of the British Redcoats, Canadian Militia, and Native Americans, or of the American Regulars and American Militia to decide the fate of the Americas. The action takes place on a huge historically accurate map that spans the United States and Canada from Detroit to Montreal. Players from each faction cooperate to gain control of key towns and forts.

1812 features fast, intuitive and fun gameplay that involves teamwork and strategic planning in a historic and educational setting. This is THE GAME for people who want an enjoyable and manageable introduction to historic/conflict based games.

In 1812 - The Invasion of Canada, players take on one of the roles of the major factions that took part in the War of 1812. On the British side these are represented by the British Regulars (Redcoats), Canadian Militia and Native Americans; and the American Regular Army and American Militia comprise the American players. Players for each side will cooperate with each other in order to plan and conduct their campaigns. Each side will attempt to capture Objective Areas on the map. When a truce is called, the side that controls the most enemy Objective Areas wins.

Game includes:

  • 1 - Mounted Map 950 x 480mm
  • 60 - Cards
  • 160 - Wooden Cube Units
  • 5 - Sets of Custom Battle Dice and Turn Order Markers
  • 20 - Control Markers and a Round Marker Pawn
  • 1 - Rulebook (5 pages), 3 Campaigns and a full historical overview of the campaign.

Price: $77.95
$55.89Price:
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2 de Mayo

Type: Wargame
Players: 2 players
Playing time: 20 – 30 minutes
Age: 12 and up

Additional DescriptionMore Details

A history-based game: Dos de Mayo is based on the
terrible events that took place in Madrid on May 2nd
1808.
On that date, fed up with the abuse by French
soldiers and sick of the indolence of Spanish
authorities, many of whom acted in collusion with the
occupying French troops,
the people of the city rose
up
in arms against the best army of the time, in a
desperate attempt to regain their pride through
rebellion against the Napoleonic invader.

2-Player game: Dos de Mayo is a board game for two
players, lasting around 20-30 minutes (even less for
experienced players), in which each player controls the
forces of one side, either Spanish or French.


Price: $51.95
$39.89Price:
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A Few Acres of Snow

Type: Card/War Game
Ages: 12 and up
Number of Players: 2
Playing Time: 60 minutes

There is an open copy of this game available for play at Board Game Warriors.

Additional DescriptionMore Details

A Few Acres of Snow covers the long struggle between Britain and France for control of what eventually became Canada. The version on offer is the standard edition, the limited edition is now unavailable.

The game involves a deck-building mechanism which may be familiar to those people who have played another certain award winning card game. Each player starts with a small set of cards. Cards come in two general types, location cards and empire cards. You can add an empire card to your discard pile simply by taking one as an action. Adding a location card is a little more involved. Each location card has a list of locations that it connects to and the transport type required to move to each of those locations. To take control of a neutral location you would have to play a location card with that neutral location on it, then a card that has the correct transport symbol, and then possibly a card with a settler symbol on it if required. You then place a cube in the location and add the location card to your discard pile.

Players take it in turns to perform two actions. There are a range of actions available, such as settling new locations, besieging locations, trading fur, launching Indian raids, and building fortifications. There are also cards that allow you to perform actions to manage your deck, such as getting rid of useless cards and drawing additional cards from your pile. You can also place cards in reserve so that you can use them at a later point in time.

The game ends if a player manages to capture his opponent’s capital city or he has managed to place all of his village or town pieces on the board. In the latter case points are calculated to see who wins.


Price: $65.95
$47.89Price:
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A Game of Thrones Board Game

Type: War/Negotiation Game
Ages: 14 and up
Number of Players: 3 – 6
Playing Time: 180 minutes

Additional DescriptionMore Details

King Robert Baratheon is dead, and the lands of Westeros brace for battle.

In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!

To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.

Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.

The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!

During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence the the their position in the court of the Iron Throne and to stand against the wildling Hordes.

In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.

Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.


Price: $69.95
$53.89Price:
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Abaddon

Type: War Game
Ages: 14 and up
Number of Players: 2 – 4
Playing Time: 45 minutes

Additional DescriptionMore Details

It's the distant future, and mankind has taken a galactic leap forward through space, time, and technology. Life as we know it struggles to endure on the Abaddon. Once the home of a mysterious, non-human civilization, the planet is now a desolate wasteland bearing one immensely precious resource: Feronium power crystals. The unimaginable energy contained within the crystals is coveted by two groups of humans: the Satellite City-States and the Commonwealth Alliance. Using Links – giant bio-mech suits made from modified military vehicles and alien technology – the warring factions fight a weary battle for territorial control of the Abaddon.

At your disposal in Abaddon is a 28" x 19" battlefield game board with 32 highly-detailed mech figurines, 18 free-standing landscape terrain features, over 100 game-changing Wild Fire and Weapon System cards, dozens of tokens, battle dice and a Battle Manual containing over 15 mission scenarios. Choose your allegiance and lead your army in non-stop excitement as you forge through unforgiving terrain, fight to overcome random and bizarre technological glitches, and battle your enemies in never-ending war.

Abaddon is a furious, two-to-four-player game of futuristic combat. Each scenario is laid out on the customizable battlefield game board with each side using a varying number of units. The game is played in turns during which a player rolls his Activation Dice, allowing him to "activate" certain units and move them. These mechanical units – Links – are powered by Feronium power crystals, and as they take damage these crystals are depleted. A unit that runs out of crystals is unable to continue functioning and is considered destroyed.

Combat is card- and dice-based. The attacker lays out his Weapon System cards, targeting defending enemy units. Once the attacker has laid out all of his planned attacks, the defender may defend with his own Weapon System cards. These cards can modify the dice rolls that are used to determine the results of the combat. Additionally, due to the experimental nature of the Links and the mysterious happenings in the Abaddon region, things can, and often will, go wrong. These malfunctions and odd happenings are represented by Wild Fire cards, the drawing of which can result in anything from possible shutdowns to anti-gravity surges.

Victory is determined based on stipulations presented by the chosen mission scenarios. Typically, victory is achieved by damaging and destroying your opponent's units by way of their power crystals. Each destroyed enemy crystal is worth one victory point, which players must collect in order to win.


Price: $85.95
$68.89Price:
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Attack!

Type: War/Area Control
Number of players: 2-6
Age of players: 10+
Length: 3 hours

Additional DescriptionMore Details

The basic game (Attack!) is a very simple game of expansion and conflict set in the World War 2 era. It is aimed at those game players who enjoy rules that are very simple and easy to get into. The game is not intended to be a simulation of the era, but immerses the players in the flavor of the period.
Gameplay:
Each player starts with a few regions (one of which is his capital), and a few military units. Players expand their power bases by adding regions to their "sphere of influence". This may be done either through diplomacy (they join willingly), or military conquest (they join, period).
There are three major sub-games in Attack!:
1) Land Combat: A simple system where each unit has certain advantages based on its historical role.
2) Sea Combat: A simple system where each ship type (Battleship, Carrier, Destroyer, and Sub) has certain advantages based on its historical role.
3) Economic: A simple system determines production. The player starts with one card per region owned, and then gets a new one for each new region added. The cards come in four basic flavors (suites): Resources, Factories, Transport Network, and Oil. Each card has a value printed on it that represents the base economic value of that region. If the player is able to create an entire "set" (one of each suite), he doubles the printed value on those cards. There is also a fifth type of card which has a minimum value of "1" that represents a region without any special economic value (just "population").
The units will include: Infantry, Tank, Artillery, and Air. These will be high quality plastic minis.
The map will be earth circa 1935 centered around the Atlantic (North and South America, Europe, and Africa).


Price: $25.95
$19.89Price:
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Axis & Allies Air Force Miniatures: Angels 20 Booster

Axis & Allies aircraft miniatures are here!

Dogfight your opponent in this all new air combat game. Each Axis & Allies Aircraft Miniatures Booster will contain 3 aircraft miniatures and 1 map. Pre painted and assembled, these 1:100 scale aircrafts are made of durable plastic and can also be used in the A&A Miniatures land game.

Additional DescriptionMore Details

NEW GAME: All new WWII air combat game that can be used in conjunction with the Axis & Allies Army Miniatures game system.

GREAT DETAIL: Highly detailed models in 1:100 scale are pre-painted in historically accurate paint schemes.

ICONIC AIRCRAFT: Set contains legendary aircraft like the P-51B, Hurricane Mk. I, and the FW 190A.



Price: $29.95
$23.89Price:
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Axis & Allies Air Force Miniatures: Angels 20 Starter

Angels 20 marks the first set in the Axis & Allies air combat collectible miniatures game. The set focuses on early war planes 1939-42 and features brilliantly sculpted airplanes in 1/100 scale!

Additional DescriptionMore Details

There are 30 miniatures in the set. The Starter Set is based on the Battle for Britain and will include the Me110 which will be exclusive to the Starter Set. Other planes in the set will include the RAF Spitfire, the German Bf109 and the US Army Air Corp P-51 Mustang.

NEW GAME: All new WWII air combat game that can be used in conjunction with the Axis & Allies Army Miniatures game system.

GREAT DETAIL: Highly detailed models in 1:100 scale are pre-painted in historically accurate paint schemes.

ICONIC AIRCRAFT: Set contains legendary aircraft like the P-51B, Hurricane Mk. I, and the FW 190A.

Included in the Starter Set:

  • 6 miniatures with stat cards
  • 1 rulebook
  • 1 battle map
  • 4 6-side dice


Price: $45.95
$37.89Price:
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Axis and Allies Europe 1940

Type: War
Number of Players: 2-6
Ages: 12+
Playing Time: 120 minutes+

Additional DescriptionMore Details

With the invasion of the Low Countries and the allied evacuation from Dunkirk, the German army is poised to march on Paris. Axis & Allies Europe 1940, designed and developed by Larry Harris, builds on the success of the acclaimed A&A Anniversary Edition. France appears for the first time in Axis & Allies and will represent a new playable ally! Italy will be included as a second Axis power along with Germany. The UK, USSR and the US find themselves vulnerable at this early and uncertain point of the war. Two new combat units that debuted in Axis & Allies Pacific 1940, Tactical Bombers and Mechanized Infantry, will also appear in this game.

Axis & Allies Europe 1940 will feature an oversized board that measures 35" wide by 32" high. With over 550 combat units, deluxe game components and local storage boxes, this game will raise the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, and convoy disruption will add even more depth and historical accuracy to this giant game.

Finally, this deluxe theater-level game is designed to play together with Axis & Allies Pacific 1940. Together these two games will create the greatest Axis & Allies experience to date, with a combined board measuring 5' wide by 32" high and over a thousand sculptured combat units. Both games are designed to play alone or together to offer the 2-6 player global 1940 scenario, complete with weapons development, and national objectives.

Europe 1940 details:

  • Deluxe version of Axis & Allies Europe originally released in 1999
  • Stand alone game that can also combine with A&A Pacific 1940
  • Two new combat units: tactical bombers and mechanized infantry.
  • New playable power: France.
  • Updated A&A rules as debuted in Axis & Allies Anniversary Edition
  • Game board measures 35”w x 32”h. Designed to join with A&A Pacific 1940 board.
  • Over 550 game pieces plus new models for tactical bombers & mechanized infantry.

Price: $99.95
$82.89Price:

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Axis and Allies Pacific 1940

Type: War
Number of Players: 2-4
Ages: 12+
Playing Time: 120 minutes+

Additional DescriptionMore Details

Axis & Allies celebrates 25 years of strategy war gaming with the release of a deluxe theater-level game in December 2009. Axis & Allies Pacific 1940, designed and developed by Larry Harris, will utilize the updated rules established in A&A Anniversary Edition. Two new combat units will debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, will debut as a new playable ally. China will field more forces than ever before, but will need all the help they can get from their allies the United States, ANZAC and the UK to withstand the might of Imperial Japan.

Axis & Allies Pacific 1940 will feature an oversized board that measures 35” wide by 32” high. With over 450 pieces, deluxe game components and local storage boxes, this game will raise the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption will add even more depth and historical accuracy to this giant game.

Pacific 1940 details:

-Deluxe version of Axis & Allies Pacific originally released in 2001
-Stand alone game that can also combine with A&A Europe 1940
-Two new combat units: tactical bombers and mechanized infantry
-New power: ANZAC (Australia and New Zealand forces)
-Updated A&A rules as debuted in Axis & Allies Anniversary Edition


Price: $99.95
$82.89Price:

This product has sold out.

Axis and Allies Spring 1942

Type: War
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 180 minutes

This is the original Axis & Allies, now called Axis & Allies 1942.

Additional DescriptionMore Details

Spring 1942, The World is at War!

Axis & Allies celebrates it’s 25th Anniversary in August of 2009 with a new and updated edition of it’s original classic game. Axis & Allies 1942, designed and developed by Larry Harris, will utilize the updated rules established in A&A Anniversary Edition. Cruiser class ships will make their debut in A&A 1942, forever changing the naval line-up. Newly sculpted playing pieces and all new packaging will position this game as the cornerstone of the Axis & Allies game line for years to come. Decide the fate of a nation in a few short hours!

Axis & Allies 1942 details:

  • Rulebook updated by Larry Harris, creator of the Axis & Allies game system
  • Packaging, play components, and game board map feature updated art
  • 370 game pieces featuring refreshed sculpts plus new models for cruisers
  • Updated naval unit rules as debuted in Axis & Allies Anniversary Edition

Price: $39.95
$32.89Price:
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Battles of Napoleon

Type: Wargame
Number of players: 2
Age of players: 12+
Length: 90 minutes

Additional DescriptionMore Details

Battles of Napoleon

For twenty years, from 1796 until the final defeat at Waterloo in 1815, Napoleon Bonaparte and his generals fought on the battlefields of all Europe.

Battles of Napoleon is a gaming system that allows two players to recreate the most important historical battles the era. The Eagle and the Lion, the first game in the Battles of Napoleonseries, gives you all you need to recreate many of the major clashes that saw the French and English armies –sworn enemies – face each other on the battlefields of Belgium, Spain and Italy. No less than 10 battles are featured, each of them based on a major historical event.

In Battles of Napoleon – The Eagle and the Lion, the two players control the French and English armies (sometimes supported by allies of other nationalities) in a specific battle.

Battles of Napoleon includes:

  • 4 game boards, printed on both sides
  • 200 plastic figures, including artillery pieces
  • 120 cards
  • 2 ten-sided dice
  • 20 order markers
  • 150 counters
  • 2 player reference cards
  • 1 scenario booklet
  • 1 rulebook

Price: $119.99
$89.89Price:
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Battleship Galaxies: The Saturn Offensive

Type: Miniatures War Game
Number of players: 2 – 4
Age of players: 13 and up
Length: Variable, scenario driven

Additional DescriptionMore Details

Battleship Galaxies is a space combat miniatures board game that is a distant cousin to the original Battleship game. The two opposing forces represented in the game, the human Intergalactic Space Navy and the alien Wretcheridians, are represented by 20 highly-detailed starship miniatures. There are figures for several different ship types and each has an individual reference card that defines the characteristics of that ship (e.g. weapons, movement, shields). The game is played on a star field hex board.

The game is scenario driven and each scenario will define the goal of the game as well as initial board set-up. Each turn, players have a certain number of energy points that can be spent to perform actions, such as movement or fire. Combat is resolved by rolling special dice, a ten-sided die with letters and an eight-sided die with numbers. The resulting letter-number combination is compared to the target ship’s reference card to determine the result. Hits on a ship are indicated by placing colored pegs in the figure’s base.

Here's what comes in the box:

  • 2 Gameboards
  • 20 Plastic ships with bases and stands
  • 24 Ship cards
  • 2 Screens with side supports
  • 2 Coordinate dice
  • 35 Blue pegs
  • 40 Red pegs
  • 2 Energy boards and markers
  • 72 Tactic cards
  • 8 Obstacle tiles
  • 8 Discovery tiles
  • Victory Point tile
  • Rules
  • 2 Quick-reference cards
  • 48 page Graphic Novel

Price: $84.95
$56.89Price:

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Bomber Command

Type: War Game
Ages: 12 and up
Number of Players: 2
Playing Time: 120 minutes

Additional DescriptionMore Details




BOMBER COMMAND is a game of the night war in the skies over the Reich in World War II.


March 1944. More than 700 British bombers are dispatched to the distant city of Nürnberg. As the bomber stream crawls across the German Reich, it is set upon by swarms of nightfighters. Following the bombers' contrails the fighters infiltrate the stream in great numbers and before the moon can set they start to pick off bomber after bomber. The mauled stream makes a desultory attack on the target city, scattering much of their payload harmlessly into the surrounding countryside. Then the raid struggles back towards England while fresh nightfighters snap and bite at the retreating formation. More than ninety bombers fail to make it home safely. Soon after, the C-in-C of Bomber Command, Arthur 'Bomber' Harris, calls off the Battle of Berlin.


Bomber Command is a 2-player game of the night war over the German Reich. It recreates the great Royal Air Force bombing raids against Germany and the bitter defence mounted by the Luftwaffe nightfighter arm. As the British player you battle past flak and fighters to find the Reich's industrial cities and set them ablaze. As the German player you are engaged in a desperate struggle to stop these 'Terror Fliers'.


Bomber Command details the techniques of night fighting, including flak, Himmelbett zones, Wild Boars and Tame Boars. The British Main Force raids may be accompanied by Mosquito bomber diversions, sea mining operations and the decoy aircraft of 100 Group (Bomber Support). A deck of 110 cards is used to resolve the complex interactions of electronic countermeasures, radars and communications, along with other operations such as Mahmoud patrols, Flower raids, and Beleuchter illumination units. A detailed bombing resolution system depicts the challenges of attacking targets at night and the evolution of precision bombing in darkness.


There are two scenarios: 'Berlin' covers raiding from the Battle of Hamburg up to the great defeat over Nürnberg. 'Downfall' recreates the period from the Summer of 1944 to the end of the war, during which time the nightfighter arm is in decline. Easy to pick up and fast to play, games can be played in 90 to 150 minutes.

Components List:

  • Two 34 x 22" map sheets, one for the 1943/44 scenario and one for the 1944/45 scenario
  • One sheet 5/8" counters
  • One sheet 1/2" counters
  • Four 8.5 x 11" sheets of city maps
  • One deck of 55 Bomber Command cards
  • One deck of 55 Nachtjagd cards
  • One play aid card
  • One bombing card
  • One rulebook
  • One play book
  • Two six-sided dice


Price: $67.95
$59.89Price:
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Britannia

Type: Cilvilization/Wargame
Number of players:2-5
Age of players: 12+
Length: 2-5 hours

Additional DescriptionMore Details

Britannia is an historic board game of conquest and war in one thousand years of British history.


Price: $52.95
$44.89Price:
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Chaos in the Old World

Type: Fantasy Area Control
Number of players: 3-4
Age of players: 13+
Length: 90 minutes

An open copy of this game is available for demonstration.
Expanded by:


Additional DescriptionMore Details

In the Warhammer world, four Gods of Chaos battle for supremacy. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease. Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions.
In the Chaos in the Old World board game, each player takes the role of one of the malevolent Lords of Chaos. Each god’s distinctive powers and legion of followers give the controlling player unique strengths and heretical abilities with which to corrupt and enslave the Old World. Yet, as the powers of Chaos seek domination by corruption and conquest, they must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish the gods back to the maelstrom of the Realm of Chaos…for now.


Price: $75.95
$51.89Price:
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Chaostle

Type: Fantasy War Game
Number of players: 2 – 8
Age of players: 10 and up
Length: 120 minutes

Additional DescriptionMore Details

Chaostle is a unique game in that it combines the fun of tabletop miniatures gaming and conventional board games. The structured multi-level castle game board provides many levels of strategy. The simplified and exciting battle system allows this game to be enjoyed by heavy game players as well as those who are new to miniature games.

Chaostle has many levels of strategy from picking your starting army to moving throughout the multi-level castle towards victory. A game with pure strategy, however, would be just another chess game and not like real life where nothing ever goes as planned. Therefore, chaostle has many fates that constantly effect the game ranging from mild setbacks to cataclysmic earthquakes. These unpredictable twists of fate can be either from the card of happiness or the card of doom.

The Chaostle game board is currently being produced. The entire board will be displayed as soon as we get samples from the manufacturer. The image of the shark trap is a sample section of one corner of the board as it was being illustrated by fantasy artist Susan Dawe. Three other traps exist on the board including the snake pit, spider lair and torture chamber.

Chaostle features 23 three-dimensional castle walls that are secured onto the game board. The fantasy fighters can move any direction throughout the castle including up and down stairways to change levels. The castle sections were originally sculpted by Bruce Hirst of Hirst Arts.

The game comes standard with sixteen collectible plastic miniature characters. Additional characters will be available and released in the future as add-ons to the game that will be sold separately. The first set of eight add-on characters will be available soon after the release of the game. Adding new characters to the game adds to the strategy and variety of game play.

Each character has a battle card containing the character's statistics, weapons, special skills and upgrades. The battle cards have holes where pegs are inserted to allow for easy tracking of the statistics and upgrades.


Price: $79.95
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Combat Commander: Europe

Type: Wargame
Number of players: 2
Age of players:12+
Length: 120 minutes

Additional DescriptionMore Details

Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate his units on the mapboard for various military functions.
Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific “Objective” chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.
A game of Combat Commander is divided into several measures of Game Time. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time.
Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios — and individual weapons larger than a pistol, rifle or BAR — are represented by their own counters.
Additional volumes in the Combat Commander series will add new nationalities and locales (Brits in North Africa; Japanese in the Pacific; etc.)


Price: $82.95
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Combat Commander: Pacific

Type: War Game
Ages: 12 and up
Number of Players: 2
Playing Time: 180 minutes

Additional DescriptionMore Details

Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P'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:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC:P 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 slightly ramps 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;
Treetop snipers;
Reconnoitering.

SCALE: Each hex of a Combat Commander map is roughly 100 feet across (about 30 meters). Each complete Player Turn abstractly represents several seconds of real time. Each complete Game Turn abstractly represents several minutes of real time.

UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads, the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a pistol or rifle — are represented by their own counters. Individual Aircraft are also represented with their own counters.

VICTORY: Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.

GAME FLOW: A game of Combat Commander is divided into several Time segments. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

CC:P includes twelve maps featuring terrain specific to the PTO.

CC:P's playbook includes:

Twelve scenarios.
A Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations.
A section detailing the differences between CC:P and Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading.
Examples of play.
Design & Development notes as well as numerous play hints.
Components:

* 352x large counters (5/8")
* 280x small counters (1/2")
* 216x 2.5 x 3.5 cards
* 6x 2-sided 17 x 22 maps (twelve maps in total)
* 3x 2-sided 8.5 x 11 nation-specific player aid cards
* 2x 1-sided 8.5 x 11 generic player aid cards
* 1x 32-page Rulebook
* 1x 32-page Playbook
* 1x Track Display


Price: $89.95
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Command & Colors: Ancients

Type: Wargame
Number of players: 2
Age of players: 12+
Length: 60 minutes

Additional DescriptionMore Details

This version is the Third printing of Command and Colors: Ancients.
Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray stylized battles from this time in history. The 15 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.
The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.
Unlike its older brother, Battle Cry by Avalon Hill (Hasbro), Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour.
The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards.
The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol.
The game mechanics, although simple, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive yet flexible battle plan, to achieve victory.


Price: $78.95
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Command & Colors: Greece & Eastern Kingdoms

This is an expansion for Command & Colors: Ancients.

Additional DescriptionMore Details

The Greeks & Eastern Kingdoms is the first expansion to Commands & Colors: 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.
This first expansion showcases over 20 scenarios (the package includes over 300 new unit blocks and stickers you need to fight out these battles). Now, that is a lot of history, but Commands & Colors: Ancients is, by design, a unique historical game system that will allow players to effectively portray stylized Ancient battles that play to a conclusion in less than an hour.
The battle dice resolve combat quickly and the command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. Yet the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Ancient units, their weapons, terrain and the history.


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Conflict of Heroes: Awakening the Bear! - Russia 1941-1942

Type: Wargame
Number of players: 2-4
Age of players: 10+
Length: 120 minutes

Additional DescriptionMore Details

Academy Games presents Conflict of Heroes, a new fast-paced tactical board game series designed by Uwe Eickert. The series follows the development of modern day squad and platoon level tactics starting with World War II through modern day Bosnia, Iraq, and Afghanistan. The first game in the series, Awakening the Bear! – Russia 1941-1942, takes you to the eastern front during Operation Barbarossa, the German invasion of Russia. Many consider this time period to be the birth of modern warfare tactics that continue to be used and perfected by today's modern armies.
Conflict of Heroes merges the elegance of streamlined Eurogame rules with deep strategic wargames. The series was designed to create a tense and highly interactive game play experience. You must manage multiple command resources to move, attack, and take other actions with your units. This gives you great flexibility in executing your battle plans, but makes constant caution necessary as unit activations on either side can happen at any time.
Much effort went into distinguishing the units in the game by highlighting their historical strengths and weaknesses. For example, each tank defense rating takes into account relative armor thickness, armor slope deflection percentage, speed, size, targeting mechanics, and crew training. All these factors are represented in an easy to learn target number system.
The included firefights, most of which you can play in about an hour, are designed to depict the pivotal points in a given battle. You can learn enough of the game to play the first scenario in 10 minutes thanks to the programmed instruction approach used in the full-color rulebook.
The game also features 3 to 4 multi-player firefights and optional rules for solitaire play.
Part of the Conflict of Heroes series.


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Conquest of the Empire

Type: Area Control/Wargame
Number of players: 2-6
Age of players: 10+
Length: 3 hours

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

Do you have what it takes to become the next Emperor of Rome?

It is the 2nd century AD and the 200 year Pax Romana of Augustus Caesar has come to an end. With the death of the Philosopher-Scholar Emperor Marcus Aurelius, the Roman Empire is without a competent leader. Disorder reigns and civil war looms. Mars will be pleased. It is a time for war. It is a time for Conquest of the Empire!


Price: $69.95
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Cosmic Encounter

Type: Negotiation Game
Number of players: 3-5
Age of players: 12+
Length: 60 minutes

An open copy of this game is available for play at Board Game Warriors.
Expanded by:


Additional DescriptionMore Details

Fantasy Flight Edition.
Build a galactic empire…
In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp.
Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy.
This classic game of alien politics returns from the warp once more.
No two games are the same!


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D&D: Conquest of Nerath Board Game

Type: Fantasy War Game
Number of players: 2 – 4
Age of players: 12 and up
Length: 120 minutes

Additional DescriptionMore Details

Wage war in the Dungeons & Dragons world.

War has come to the Dungeons & Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival.

Muster armies of footsoldiers, siege engines, monsters, and dragons to attack your enemies. Fight across the waves with fleets of warships and raging elementals. Plunder ancient dungeons with bands of mighty heroes, searching for magical artifacts and awesome treasures that might tip the scales of battle in your favor. The fate of empires is in your hands!

This game includes the following components:

  • Rulebook
  • Dice
  • Game board
  • 110 cards
  • 252 plastic playing pieces representing the champions and armies of Nerath, Karkoth, the Iron Circle, and Vailin

Price: $89.95
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Diplomacy

Type: Negotiation
Number of players: 2-7
Age of players: 12+
Length: 6 hours

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

At the turn of the 20th century, the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw, shifting borders and altering empires with subtle maneuvers and daring gambits.
Form alliances and unhatch your traitorous plots as you negotiate and outwit—in a delicate balance of cooperation and competition—to gain dominance of the continent! In Diplomacy, your success hinges not on the luck of the dice, but your cunning and cleverness.
The 50th Anniversary Edition of Diplomacy contains:
30" x 20" Game Board
20 count strategy map pad
315 army, navy, and national control markers
24 page rulebook


Price: $39.95
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Dreadfleet

Type: Miniatures/Battle Game
Ages: 10 and up
Number of Players: 2 – 10
Playing Time: 60 minutes
This product has been produced in limited quantities and is only available while stocks last – make sure you get it quick before the Galleon’s Graveyard claims it forever.

Additional DescriptionMore Details

For two bleak decades the Undead reavers of Count Noctilus have plagued the oceans of the world. After each raid, the Dreadfleet disappears into its lair as quickly and silently as it appeared, far from the reach of Man. And yet there remains hope. Captain Jaego Roth of the Heldenhammer has vowed to hunt down and destroy Count Noctilus and his Undead captains once and for all. With him sail the most notorious and cunning of the pirate lords of Sartosa, each borne to battle upon a giant warship bristling with cannons, organ guns and bolt throwers. At the stroke of midnight on Geheimnisnacht, most forsaken of nights, the Heldenhammer and her companions sail into the realm of undeath known as the Galleon's Graveyard. One by one, Count Noctilus and his vile allies move in to stop them.

Dreadfleet is a boxed game for two (or more) players that includes everything you need to make war on the turbulent seas of the Warhammer world. At your command are two fleets of ships: the Dreadfleet led by the Vampire Count Noctilus, aboard his gargantuan sea-hulk the Bloody Reaver; and the Grand Alliance commanded by the Pirate Captain Jaego Roth, who recently stole the Heldenhammer – the pride of the Imperial Fleet, and one of the largest galleons to ever sail the high seas.

As your ships engage in furious battle, it's down to you, the fleet captain, to make important split-second decisions. Do you bring all guns to bear on the closest enemy warship, or do you sail into position for a furious broadside? What happens when the warship catches fire, or worse, the powder kegs ignite? Exactly how much punishment can your warship take before it sinks without a trace? Are those Undead seagulls or flying piranha fish? And, when all else fails, do you have the courage to ram your foe, board their ship, and engage them in a duel to the death?

Components:

  • 98-page Rulebook
  • Seascape Gaming Mat
  • 10 Warships
  • 10 Scenic Bases
  • 7 Cog Auxiliaries
  • 1 Dragon Auxiliary
  • 1 Dirigible Auxiliary
  • 7 Islands
  • 5 Shipwreck Pieces
  • 3 Sea Monsters
  • 5 Treasure Tokens
  • 12 Dice
  • 1 Wind Gauge
  • 2 Ship's Wheels
  • 1 Navigation Rod
  • 10 Warship Cards
  • 55 Damage Cards
  • 40 Fate Cards
  • 12 Auxiliary Cards
  • 10 Wound Cards
  • 11 Miscellaneous Cards

Price: $138.95
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Duel in the Dark

Type: Historic War Game
Number of players: 2
Age of players: 10+
Length: 30-45 minutes

Additional DescriptionMore Details

World War 2 air combat game depicting the nighttime air raids of British bombers hitting German cities.
As the head of the British Bomber Command, you plan the attacks on Germany in order to undermine the morale of the civilian population. Or as a General of the German Air Force (Luftwaffe), you defend using your ace squadrons and organizing an effective civil defense.
The gameboard enables you to set up countless variations of these historic events. You play as many nights as you wish - each night takes 30-45 minutes to resolve.
Gameplay allows for easy entry into the action with some advanced rules for the hearty wargamer. The game rules include weather conditions, full moon/new moon bonuses and penalties, clouds and thunderclouds, fog, flak, searchlights, balloon barriers, target markers, and much more.
The British player secretly plots the course of the bomber while the Mosquito acts as escort or decoy. The German player tries to figure out where the bomber is going, making sure to efficiently use the fuel to get as many hits on the bomber as possible.


Price: $59.95
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Dust Tactics Core Set (revised)

Type: Miniatures/Fighting Game
Number of players: 2-4
Age of players: 13 and up
Length: 45 minutes

Additional DescriptionMore Details

Get ready to fight the war anew! The Dust Tactics: Revised Core Set is the perfect introduction for new players or a great expansion for veterans. It includes all new, never-before-released miniatures exclusive to this Core Set, an updated and comprehensive rulebook, the "Victory Bridge" scenario book, six custom dice, two double-sided terrain posters (each the size of six terrain tiles), ten unit cards, nine double-sided hazard squares, two ammo-crates, and two anti-tank traps.

The Allies are ready to lay waste to their Axis foes with their new forces. Meanwhile, the Blutkreuz Korps refuse to be bested on any field of battle. Their new Axis troops are equally powerful. With astonishing abilities and firepower, it will be a struggle deciding which side you want to fight for.

The included terrain posters unique to the Revised Core Set introduce Dust Tactics players to new terrain elements featured in the "Victory Bridge" scenario book. These terrain posters are a new warfare experience due to the new environment they offer players: a bridge and building structures, as well as new terrain symbols. The "Victory Bridge" scenario book offers players six never-before-seen scenarios with which they can carry out a campaign. England's Cobden Bridge has suddenly become the strategic location for gaining access to Southampton. Can your faction take control of the bridge, and gain the advantage of advancing into southern England?


Price: $85.95
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Dust Warfare: Core Rulebook

Type: Miniatures War Game
Ages: 14 and up
Number of Players: 2 – 4
Playing Time: 120 minutes

Additional DescriptionMore Details

The year is 1947, and World War II still rages, fueled by the discovery of alien technology. The world's superpowers have developed unprecedented weaponry, including lasers, phaser cannons, and massive combat walkers. These war machines stride across the battlefield, protected by their heavy armor, and devastate enemy troops with their fearsome cannons.

In Dust Warfare, players assume the roles of generals, each commanding a custom-built army of squads, walkers, and heroes. Draw upon Axis might or Allied versatility as you wage ferocious battles for control of the rare ore, VK, needed to fuel the most powerful of the superpowers' weapons.

The Dust Warfare rulebook introduces unprecedented player engagement. Players first get drawn into the action during the Command Phase, where you have to choose how to spend command points during an escalating battle. You might spend command points early and often to advance and sustain an early lead, or you might save them up for dramatic late-game effects that may decisively turn the tide of battle. The Command Phase presents players with the chance to exert their influence and command style upon the field of battle in an engaging new way.

Players have the chance to activate all their forces during the Unit Phase, and reaction mechanisms keep you fully engaged throughout your opponent's turns. As enemy units close in on yours or begin to open fire, you can choose to spend actions from your next turn to react. Keen commanders will make good use of their reaction options. They will also learn how best to feint and bait their opponents to react, draining them of available actions.

Designed by renowned miniatures guru Andy Chambers, the Dust Warfare: Core Rulebook integrates dynamic and engaging new game design with the stunning models from Dust Tactics. Dust Warfare players build armies from the exact same set of miniatures as Dust Tactics. As both games go forward, they will continue to draw from the same wealth of fantastically detailed miniatures.


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Eclipse

Type: Empire Building Game
Ages: 14 and up
Number of Players: 2 – 6
Playing Time: 120 minutes

Additional DescriptionMore Details

An epic board game of interstellar conflict.

Eclipse places you in control of vast interstellar civilizations, competing for success. You will explore new star systems, research technologies and build spaceships. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species while paying attention to the other civilizations' endeavors.

Eclipse is an epic empire building game with a relatively short playing time. Even though the mechanisms are Euro-type, the theme is woven seamlessly into the game. Several different species, customisable space ships, modular board and the dynamic technology tree provide an unique experience in each game session.

The galaxy has been a peaceful place for many years. After the ruthless Terran–Hegemony War (30.027–33.364), much effort has been employed by all major spacefaring species to prevent the terrifying events from repeating themselves. The Galactic Council was formed to enforce precious peace and it has taken many courageous efforts to prevent the escalation of malicious acts. Nevertheless, tension and discord are growing among the seven major species and in the Council itself. Old alliances are shattering and hasty diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable – only the outcome of the galactic conflict remains to be seen. Which faction will emerge victorious and lead the galaxy under its rule?

A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You will explore new star systems, research technologies and build spaceships to wage war with. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species while paying attention to the other civilizations' endeavors.

The shadows of the great civilizations are about to eclipse the galaxy. Lead your people to victory!


Price: $118.95
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Frontline: D-Day

Type: War/Card Game
Ages: 12 and up
Number of Players: 1 – 4
Playing Time: 60 minutes

Additional DescriptionMore Details

Frontline is a tactical WWII ground combat card game for 1 to 4 players. The game covers small unit action during the D-Day beach assaults and the steady stream of conflicts as the Allied troops advanced toward Germany.

Each player commands a squad of 5 to 12 British, American, or German soldiers and vehicles. Each card represents one soldier or vehicle. Each unit has inherent actions each turn including moving and attacking with different modes of fire. An action card deck enhances basic actions, and provides units with spur of the moment options.

The game uses counters to illustrate vital game information such as wounds, range, ammo, command, and morale. The range system is easy to use and simulates the movement of forces on the battlefield.

Frontline can also be played solitaire using the enemy Tactic cards. These cards give general, specific, and conditional orders to the enemy troops based on the current battlefield situation.

You can create battles by purchasing your starting forces, playing pre-made scenarios, or using the balanced randomized engagement rules.


Price: $71.95
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Guardians of Graxia

Type: Fantasy War Game
Number of players: 1-2
Age of players: 10+
Length: 45 minutes

Additional DescriptionMore Details

The fantasy world of Graxia is a shattered world of floating continents high in the sky. Each continent is connected by portals, the primary gateways between city-states that reside on these continents. Warlords command Guardians to lead armies through the portals on quests to conquer and control each other's lands.

The many continents are filled with races of all types, from Orcs, Goblins, Dwarves, Skeletons, Elves, Humans, as well as new races, such as the Celethreals and Boneshadows. While once in harmony with each other, the peace of the countryside has since been destroyed as portals open with armies pouring in from unknown continents.

What Guardians will protect your lands?

Guardians of Graxia will be released this summer as both a board game and a PC online-downloadable version. The game features dynamic strategic gameplay using more than 240 unique and spell cards, figurines, and map tiles in a fantasy-based environment. Heroes of Graxia is being released at the same time and is a Deck-Building Card Game version of the Graxia world.

Guardians of Graxia will support both single and multiplayer gameplay as well.


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Hannibal: Rome vs. Carthage

Type: Area Control/Wargame
Number of players: 2
Age of players: 12+
Length: 150 minutes

Additional DescriptionMore Details

One of the greatest military commanders and tacticians in history descends on the Roman Empire once again. Do you face him as Rome and try to ward the invasion that comes from the North, or do you climb atop your war elephant and show Rome you will take that which they hold most dear: their territory.
Designed with all new artwork from Kurt Miller this is a reprint of the very popular Avalon-Hill version from 1996. The game uses the popular card system, which first appeared in Avalon Hill’s We the People, to recount the Second Punic War from 218 to 203 B.C. Players use strategic-level cards for multiple purposes: moving generals, levying new troops, reinforcing existing armies, gaining political control of the provinces involved in the war, and generating historical events. When two armies meet on the battlefield, a second set of cards, called Battle Cards, are used to determine the winner. Ultimately both players seek victory by dominating both fronts: military and political.


Price: $66.95
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Hellas

Type: Area Control
Number of players: 2
Age of players: 12+
Length: 45-60 minutes

An open copy of this game is available for demonstration.

Additional DescriptionMore Details

In the land of ancient Greece, called Hellas, the people waged power struggles for control of the many valuable islands. The combatants faced each other over land and across the seas. In these battles with sail and sword, the combatants venture forth to discover new islands to fight over. To aid them in their battles, the combatants often seek the favor of the Gods.


Price: $27.95
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Here I Stand: Wars of the Reformation

Type: War Game
Number of players: 2 – 6
Age of players: 12+
Length: 360 minutes

Additional DescriptionMore Details

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.

There are six main powers in the game, each with a unique path to victory.

The Ottoman player needs to bring Christian Europe to their knees, either through a dominant military victory in Central Europe or by naval conquests and piracy in the Mediterranean. Their corsairs, based initially along the Barbary Coast of Africa, are the only units that can steal resources (cards, fleets, or victory points) from other players through piracy.

The Hapsburgs begin the game in a dominant position, with Charles V inheriting lands in Castile, Aragon, Burgundy, the Netherlands and Austria. As the newly-elected Holy Roman Emperor, Charles is also in charge of the defense of Germany. However, the Hapsburgs are spread thin and threatened on all sides, tasked with defending Europe from the Ottomans, protecting Italy from the interests of the French, and cleansing Germany of the rapidly developing Lutheran heresy. Only through diplomatic finesse and the establishment of a New World empire will they be able to continue in their ascendant position.

The English player, taking the role of Henry VIII, is tasked with securing his dynasty and raising the stature of England in European politics. The English start the game with the fewest cards of any power but can increase that through conquest of Scotland or colonizing the New World. They often serve as the swing player in the struggle between the Hapsburgs and French. The English player has to balance these interests with Henry's need to spend time securing a male heir (gained through rolls on the Henry's Wives' Pregnancy Chart). In the end, Henry is the key, for he is the one dynamic military leader the English possess but he can not marry a new wife if he is captured or under siege.

The third participant in the race to the New World is the Valois dynasty of France, led by Francis I. Like the English and Hapsburgs, France gains both victory points and additional cards through conquest, colonization, and exploration of the New World. Francis is also a great patron of the arts, taking a great interest in the art and architecture of Italy while starting the long succession of French chateaux. French strategies in Here I Stand vary widely, for victory can come through any combination of points from New World exploits, chateaux-building, and conquest of European city-states.

The final two powers, the Papacy and the Protestant, fight the religious struggle that occurs concurrently with the rest of the action. The initial move of the game sees Martin Luther posting his 95 Theses on the church in Wittenburg, typically flipping religious control of several nearby spaces to the Protestant player. Religious conflicts use a proximity system to model the likelihood of religious conversion. If Protestant spaces, reformers, and armies are adjacent to a city, the chance of those townspeople also adopting the new faith is increased. Catholic spaces, armies, and Jesuit universities allow the Papacy to halt the spread of the "heresy" and counter reform spaces back to the Catholic faith. The religious conflict system includes factors such as the publication of biblical translations in one language at a time, the benefits of the printing press, and landmark events in the history of the Reformation such as the Diet of Worms and the Council of Trent. If one side finds itself blocked from advancement, they can raise the stakes and call a theological debate. Here the leading Protestant reformers meet the Papal legates in a battle of words, with the winner (measured by the number of debate "hits" rolled) gaining new converts. If the victory was lopsided, the loser suffers disgrace or death by burning at the stake. Progress toward victory for these two powers is measured by the number of areas under religious control and the number of enemy debaters burned or disgraced.

Here I Stand is the first card-driven game to prominently feature secret deal-making. A true six-sided diplomatic stuggle, the game places a heavy emphasis on successful alliance-building through negotations that occur away from the table during the pre-turn Diplomacy Phase. Set during the period in which Niccolo Machiavelli published his masterpiece "The Prince," backstabbing is always possible, especially because the card deck is loaded with event and response cards that can be played by any power to disrupt the plans of the powers in the lead.

The lineage of Here I Stand includes descent from both SPI's A Mighty Fortress (published in 1977) and GMT's The Napoleonic Wars(2002). Reusing the theme of A Mighty Fortress, the game improves on its predecessor with a much deeper system to handle religious conversions, the additions of New World exploration and Mediterranean piracy, and the explicit inclusion of minor powers that can be coerced into the conflict through card play. Borrowed from The Napoleonic Wars is the use of important cities to determine economic strength and elements of the land combat, avoid battle, and interception systems. Many game mechanics borrowed from The Napoleonic Wars were simplified to ensure a fast-paced game despite the wide range of factor considered by this design. From this base, the game adds mechanics unique to the 16th Century, including heavy use of short-term (and unreliable!) mercenaries, explicit wintering of armies, and the mercurial nature of siege operations, especially against targets that can be resupplied by sea.

COMPONENTS

NOTE: 2010 Reprint will include a Deeper Box (3"), Mounted Map, Thicker Counters, and the 2-player Variant and Cards.

  • COUNTERS Four full-color counter sheets
  • CARDS 110 Strategy Cards
  • Reprint Component Addition: 2-Player Version Cards and Rules
  • MAPS One 22"x34" Mapsheet
  • 2 Player Aid Cards (11"x17" & 8.5"x11")
  • Rules Book
  • One ten-sided die

  • Price: $99.95
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    Horus Heresy

    Type: Wargame
    Number of Players: 2 − 2
    Playing Time: 90 minutes
    Ages : 13 and up

    Additional DescriptionMore Details

    In the greatest betrayal the universe has ever known, the Warmaster Horus – once humanity’s greatest general, now corrupted by Chaos – has turned against the Emperor and hurled the Imperium of Man into ferocious civil war. The galactic conflict has risen to its climax. The Warmaster’s ruinous legions have assaulted Holy Terra itself, the Emperor’s seat. Here the fate of humanity hangs in the balance during the greatest military campaign ever seen.

    In the Horus Heresy board game, this legendary battle unfolds across the razed plains of Terra and in the frozen orbit above. Deadly fighting ranges from the Emperor’s golden Inner Palace to Horus’s flagship, the Vengeful Spirit. Taking the side of either traitor or loyalist, two players control either fearless Space Marine legions or deviant Chaos Space Marines, mighty Titans, Imperial Armies both loyal and traitorous, and a fearsome array of other units, including the Emperor and Horus themselves.

    An innovative order and initiative system forces each side to carefully consider the commands they issue to their troops. A dramatic, card driven combat system incorporates escalating damage, gives players the opportunity to allocate resources between attack and defense, and brings to bear the unique special powers of each unit type, from fortification-destroying Titans to the perverse daemons of Chaos. Brother fights brother, and the universe hangs in the balance!

    Horus Heresy includes over 120 detailed miniature models including 10 plastic terrain pieces, and more than 200 cards to bring this sweeping conflict to life on a stunning map of the war-torn Terra.


    Price: $115.95
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    Ikusa

    Type: War Game
    Number of players: 2 – 5
    Age of players: 12 and up
    Length: 240 minutes

    Additional DescriptionMore Details

             The letter I!       t is the sixteenth century in feudal Japan, where war rages across the land. Amid the chaos and conflict, you have risen to power as one of five warlords mighty enough to conquer and control the whole empire. Your victory depends on how expertly you extend your domain while defending it from your enemies.

    Send your daimyo leaders, samurai, and ashigaru warriors into battle to seize new provinces and lay siege to castles. Spend your hard-won treasury on building fortifications and bolstering your forces with ronin and ninja.

    Prove the strength of your strategy, defeat your rivals, and earn the exalted title of Shogun.

    Ikusa includes:

    • 1 rulebook
    • 1 game board
    • 1 deck of 72 Province cards
    • 436 durable, plastic play pieces
    • 6 12-sided dice
    • 5 reference screens and army cards
    • 5 planning trays
    • 5 turn order markers
    • 12 battle markers
    • 1 flag-label sheet

    Set details:

    • The classic rules of this game have not been changed – still a challenge for any strategy board gamer.
    • The box and game board design have been radically improved. The game board has a new "period feel."
    • All of the classic sculptures used for the figures are back with new colors.

    Price: $95.95
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    Imperial

    Type: Area Control
    Number of players: 2-6
    Age of players: 12+
    Length: 90-120 minutes

    An open copy of this game is available for demonstration.

    Additional DescriptionMore Details

    Europe in the age of imperialism. Internationally operating investors aim for the highest political influence in Europe. By giving credits they gain influence over the six imperial nations: Great Britain, Germany, Russia, Austria-Hungary, Italy and France. These nations desperately need money to build up their economy and to buy troops and fleets. With their growing power in Europe, they collect more taxes and pay their rising interests to their investors. Because the six imperial nations are under changing influence of different investors, strategic alliances and conflicts arise between them. Sometimes this leads even to war! The players represent internationally operating investors who stay in the background. The turns in the game are executed by the six imperial nations, not by the investors themselves, who only impose their financial influence onto various nations. Only the investor who gets the best return on his investments, who gains influence over the most powerful imperial nations, and who can influence the European diplomacy to his benefit, may win the game. Imperial is a challenging strategy game without any luck of cards or dice.


    Price: $67.95
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    Infidel

    Type: War Game
    Number of players: 1 – 2
    Age of players: 14 and up
    Length: 120 minutes

    Additional DescriptionMore Details

    Infidel focuses on the major battles of the early Crusades era between the Christians and the Muslims. This is a period that saw cavalry reign supreme, and pitted the European heavy cavalry – armored “knights” - system against the Eastern/Turkish light cavalry tactics.

    Infidel is designed for quick learning and easy play. Game rules are short, there are no “turns” - play is Continual, with ample opportunities to steal play from your opponent - and combat resolution is a single dieroll.Playing time is about 1-2 hours, per battle.

    Infidel is also GMT’s gift to the gamer who enjoys playing solitaire. The system is designed for both individual and face-to-face play without any loss in insight or Fun. Each game is a "paper time machine" that allows players to see what happened in these famous battles and why.

    The battles include:

    * Dorylaeum (1097): The Crusader line of march, including the people’s Crusade and Peter the hermit, as well as all the great 1st Crusade Leaders, are “ambushed” by Kilij Arslan and his crack Seljuk cavalry.
    * Antioch (1098): The exhausted, starving and depleted Crusaders – they had few horses left – have just taken Antioch and are now faced with a large Turkish army, under Kerbogha, sent to retake the city.
    * Ascalon (1099): The Crusaders, having seized Jerusalem, turn south to fend off the suddenly active large army of The Fatimids, with their crack Mamluk heavy cavalry.
    * Harran (1104): Baldwin II of Edessa seeks to maintain control of his little kingdom in northern Syria, something Soqman, atabeg of Damascus, is not happy to allow. One of the first major Crusader defeats.
    * Montgisard (1177): Saladin attempts to destroy a small army from the Kingdom of Jerusalem with an army more than five times its size. Though there are only 400 knights, the Crusaders are led by the remarkable Baldwin IV, The Leper King. The outcome - one of the greatest Crusader victories. See if you can carry off this stunning upset!
    * Arsuf (1191):The classic battle between Richard I Lionheart and the Ayyubid Army of Saladin highlighting the major facets of each army in an unusual moving battle.

    Each game of INFIDEL includes:

    * Two 22” x 32”game-maps, backprinted
    * 2 sheetsof counters
    * Rules Booklet
    * Battle Book
    * Charts and Play Aids
    * 2 ten-sided dice


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    Labyrinth

    Type: War Game
    Ages: 12 and up
    Number of Players: 1 – 2
    Playing Time: 180 minutes

    Additional DescriptionMore Details

    2001: The “American Century” had closed with a single Cold War superpower standing and a pause in conflict that some at the time dubbed “The End of History”. It wasn’t.

    In the Middle East and South Asia, an Islamic revival was underway. Resentments bred in part of US support for the regions’ anti-Soviet tyrannies soon erupted into a new struggle against the West. Wealthy Saudi fanatic Usama bin Ladin issued a declaration of holy war against America in 1996 and then fired the first shots with spectacular terrorist attacks on US targets in East Africa in 1998 and the ArabPeninsula in 2000.

    Bin Ladin’s al-Qaeda organization plotted securely under the protection of the Taliban, a fundamentalist movement in Afghanistan born of the anti-Soviet “Bear Trap” of the 1980s. By 2001, al-Qaeda had set in motion even more devastating strikes — this time within the US Homeland — that Bin Ladin hoped would light off a global Muslim uprising. Uprising or no, the Western response to those September 11th attacks would reshape international affairs from London to Jakarta and from Moscow to Dar es Salaam.

    Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of event combinations similar to GMT’s highly popular Twilight Struggle, Labyrinth portrays not only the US efforts to counter extremists’ use of terrorist tactics but the wider ideological struggle — guerrilla warfare, regime change, democratization, and much more.

    From the design and development team that brought you the award-winning card-driven game Wilderness War, Labyrinth combines an emphasis on game play with multifaceted simulation spanning recent history and near future. In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalist rule over the Muslim world. The other player as the United States must neutralize terrorist cells while encouraging Muslim democratic reform to cut off extremism at its roots. With the game’s solitaire system, a single player as the US takes on ascending levels of challenge in defeating al-Qaeda and its allies.

    The jihadists must operate in a hostile environment — staying below the authorities’ radar while plotting terrorist attacks and building for the Muslim revolution. Will Iran’s Shia mullahs help or hinder the Sunni jihadists? Will the gradual spread of Islamist rule bring final victory — or will it be a sudden strike at the United States with an Islamic weapon of mass destruction?

    The United States has the full weight of its military force and diplomacy at the ready — but it can’t be everywhere: will technological and material superiority be enough? US forces can invade and topple Islamist regimes, but how will the Muslim “street” react? And if quagmire results, how will the US find its way out?

    Labyrinth features distinct operational options for each side that capture the asymmetrical nature of the conflict, while the event cards that drive its action pose a maze of political, religious, military, and economic issues. In the parallel wars of bombs and ideas, coordinated international effort is key — but terrorist opportunities to disrupt Western unity are many. The Towers have fallen, but the global struggle has only just begun.

    COMPONENTS:

    • One 22 x 34" Mounted Map
    • 156 counters
    • 120 playing cards
    • 15 tan wooden cubes
    • 15 black wooden cylinders
    • Rules Booklet
    • Play Booklet
    • Two Player Aid cards
    • Four six-sided dice

    Price: $71.95
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    Memoir '44

    Type: Wargame
    Number of players: 2
    Age of players: 8+
    Length: 60 minutes

    An open copy of this game is available for play at Board Game Warriors.
    Expanded by:

    Additional DescriptionMore Details

    Memoir '44 is a unique historical game where players command a horde of little plastic Army men facing-off in dozens of WWII battles on an oversize hex game board.
    Each battle scenario mimics the historical terrain, troop placements and objectives of each army. Deploying forces through a variety of Command cards, the smart commander uses the unique skills of his units - infantry, paratroopers, tanks, artillery, commandos and resistance fighters - to its greatest strength.
    Easy to learn and fast-paced, Memoir '44 requires strategic card play, timely dice rolling and an aggressive, yet flexible battle plan to achieve victory!


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    Neuroshima Hex

    Type: Tile-laying, combat
    Number of players: 2-4
    Age of players: 10+
    Length: 30 minutes

    An open copy of this game is available for demonstration.

    Additional DescriptionMore Details

    Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. It is based on a roleplaying game called Neuroshima RPG published by Portal in 2001. While being familiar with the RPG is not necessary, the players will find it easier to identify with their armies if they have read or played the game.
 The world of Neuroshima RPG is that of a post-apocalypse world torn apart by a war between humans and machines. The remains of humanity took shelter in the ruins of cities and organized in small communities, gangs and armies. Conflicts between such groups are not uncommon and the reasons of such are numerous: territory, food or equipment. What is more, the ruined cities are constantly patrolled by machines sent from the north, where a vast cybernetic entity, called MOLOCH, appeared. Great wastelands that surround what was left of the greatest cities are home to another enemy - Borgo - a charismatic leader who controls an army of gruesome mutants. One of the last hopes of humanity is the OUTPOST, a perfectly organized army which wages a guerilla war against MOLOCH. Nevertheless, most human settlements, including the HEGEMONY, are not concerned with war until it comes banging at their door. Such is the world of Neuroshima.


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    Nexus Ops

    Type: War Game
    Number of players: 2 – 4
    Age of players: 12 and up
    Length: 90 minutes

    Additional DescriptionMore Details

    Nexus Ops is a board game of fierce sci-fi battles and fantastic alien creatures in which two to four players control factions of corporate troops and strange life forms on an alien moon. Players deploy troops from their home base to explore the landscape, mine resources, purchase troops, win battles, and fulfill missions, all in an attempt to gather enough power to claim the moon for themselves.

    This new edition of this classic title features detailed plastic figures, stunning new art, a clarified rulebook, and a host of optional rules and variants. Race to the monolith in King of the Hill mode, face the peril of the deadly Vortex, or introduce a full set of alternate unit powers!

    Nexus Ops includes:

    • Over 160 plastic figures
    • 17 detailed terrain tiles
    • Nearly 100 tokens and markers
    • 90 cards
    • Six dice
    • One rulebook

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    Nightfighter

    Type: Wargame
    Number of Players: 2
    Playing Time: 60 minutes
    Ages : 12 and up

    Additional DescriptionMore Details

    Nightfighter is a board game of air warfare in the night skies of WWII. Using a blind play system, an umpire controls the attacking forces while the defending player must find, fix, and destroy the incoming bombers.

    Nightfighter recreates the tactics of night fighting, from the cat's eye intercepts of the London night blitz to the Mosquito intruder operations at the climax of the war.

    More than forty scenarios describe the development of nightfighting aircraft and technology. Rules cover radar-guided interception, searchlights, airborne radar and electronic countermeasures. Specials weapons such as Schr„ge Musik are featured. Tactics such as Wild Boar and Tame Boar (Wilde Sau and Zahme Sau) receive their own scenarios.

    Nightfighter features more than fifty fighter and bomber variants, from early Blenheim and Ju88 interceptors to advanced fighters such as the Mosquito and He219. Pacific operations see F4U-2s and P-61A Black Widow fighters engaging Japanese bomber threats. Rarities such as the Ta154, Me262B-1a and the Japanese J1N1 Gekko are included.

    Fast-playing, with scenarios that can be completed in 30-45 minutes, Nightfighter provides a new view of the night hunters of the sky.

    COMPONENTS

    • One 17" x 22" Player's map
    • One 11" x 17" Umpire's map
    • 88 5/8" counters
    • 280 1/2" counters
    • Player Aid Umpire's Screen
    • Patrol Display
    • Rule Book
    • Scenario Book
    • Rules Supplement Book
    • Six 6-sided dice

    Price: $65.95
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    Paths of Glory

    Type: War Game
    Ages: 14 and up
    Number of Players: 2
    Playing Time: 480 minutes

    Additional DescriptionMore Details

    Following in the footsteps of We the People, Hannibal: Rome vs. Carthage, Successors (2nd Edition), and For the People, Paths of Glory is the latest game to utilize an inventive new card-driven system for wargames. The game covers WWI from its outbreak to American intervention and spans all of Europe and the Middle East. Not only is the game innovative, but it also plays fast, usually within just an evening.

    While the game itself has all of the normal expectations of of a wargame, with various units, CRT charts and period chrome, at heart the game rests within the card play. Players are given a hand of cards to play out six sub-phases of a turn. Each sub-phase allows for the use of a card or a pass with a minimal movement of units. Each card has four possible uses: operational movement, strategic movement, special events, and replacement points. The cardplay forces players to constantly make tough decsions as they feel that they need to do a little bit of everything but they can only do one thing at a time. How you play your cards will decide to a large degree the outcome of the war.

    From GMT Games' website:
    "They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War.

    Paths of Glory: The First World War, designed by six-time Charles S. Roberts awards winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful 'place in the sun.' As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war 'to end all wars.' Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I."


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    Pocket Battles: Elves Vs. Orcs

    Type: War
    Ages: 8 and up
    Number of Players: 2
    Playing Time: 20 minutes

    Additional DescriptionMore Details

    The second in the Pocket Battles series. This time we go fantasy as elves and orcs clash for supremacy.

    To play Pocket Battles, first you must agree on the size of the armies. Then you create your own army from among the available troop tiles: this is a very strategic part of the game. Combat comes next and it is fast and bloody. There are three sectors comprised of 15 zones that one can fight in. Thee are range and melee attacks, charges and some units even have special abilities (which are described on the player aids).

    You can also use the armies here to fight armies from other Pocket Battle games: Elves vs. Romans, Orcs vs Celts!

    Pocket Battles is a wargame that easy to learn, inexpensive, fast, portable and requires minimum table space! It is also compatible with other Pocket Battle games in the series!

    Future series will feature armies from different eras and even different genres.

    SAMPLE TROOP TILES


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    Pocket Battles: Macedonians vs. Persians

    Type: War
    Ages: 8 and up
    Number of Players: 2
    Playing Time: 20 minutes

    Compatible with other Pocket Battle games.

    Additional DescriptionMore Details

    The ancient armies of Macedonia and Persia are yours to command in Pocket Battles: Macedonians vs. Persians, a tile-based war game. You'll fight on three fronts with armies you create for each battle, making every battle a new experience.

    Each Pocket Battles game depicts two armies. The rules for combat are the same in each Pocket Battles game so you can have armies from different series fighting: Elves vs. Romans! WW2 soldiers vs. Napoleonic forces! It's all possible with Pocket Battles.

    The basic rules of the game are fairly simple; two armies face each other in battle. The armies are split into three columns and two rows. Players must decide, at the start of the game, how many points they will give to their armies, determining how many points it will take to defeat the opponents army. (At least half of the points).

    On you turn; you have to choose which faction of your army you will send off to battle! Attacks are made by using Order Tokens. If no Order Tokens are present on a unit, it costs just 1 token to issue orders to that unit. Issuing orders to the same unit in the same Battle Round would cost you the number of tokens present on the unit, plus 1. (So if there is one token on you unit, it would cost you two more tokens; if you had three, it would cost you four tokens, and so on).

    After a round of battle, you may choose to redeploy you units. (Units may move from the back of the row to the front of the same row, from the back of a row to the back of and other row, or from the front of a row to the front of and other row). Redeployment will not cost you any Order tokens.

    The battle is over when one army defeats the other.


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    Ran

    Type: Wargame
    Number of players: 1-4
    Age of players: 12+

    Additional DescriptionMore Details

    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 battles of the Sengoku Jidai, 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 Akira Kurosawa chose for his samurai version of King Lear, roughly means Chaos.

    The Battles of RAN (all battles are one-half map, except Tennoji):

    MIMASETOGE (6 October 1569): The Takeda try to return to their castle base, while the Hojo try to intercept and ambush them with twice their number. A startling Takeda victory.
    MIMIGAWA (11 November 1578): Interrupted while besieging Takajpo Castle, the Otomi retreat into the woods, then burst out to attack the Shimazu relief force, only to be outwitted by clever Shimazu tactics.
    NAGAKUTE (17 May 1582): Tokugawa vs Ikeda, in a nice, small battle (less than 10,000 men each). Set piece affair fought over difficult terrain--mountains, rice paddies, etc.
    NUNOBEYAMA (14 February 1570): The Amako vs The Mori.
    OKITANAWATE (24 March 1584): The Ryuzoji vs The Shimazu.
    SURIAGEHARA (5 June 1589): Date Masamune (and his 23,000 men) hold off an initially effective attack by Asahina Yosohiro's 16,000-man army on relatively flat terrain. Key use of reserves.
    TENNOJI (7 May 1615): One of the biggest battles of the era (and the only full map battle in the box). After Sekigahara, Hideyori, son of Hideysohi, challenges Tokugawa. The result is a swirling battle with over 250,000 men and many arriving reinforcements.


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    Rex: Final Days of an Empire

    Type: Negotiation/Wargame
    Ages: 12 and up
    Number of Players: 3 – 6
    Playing Time: 120 minutes

    Additional DescriptionMore Details

    Rex: Final Days of an Empire, a reimagined version of Dune set in Fantasy Flight's Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy's crumbling imperial city. Set 3,000 years before the events of Twilight Imperium, Rex tells the story of the last days of the Lazax empire, while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy, deception, and tactical mastery.

    In Rex: Final Days of an Empire, players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more, when allied with other factions) can a player assert dominance over the heart of a dying empire.

    Unfortunately, mustering troops in the face of an ongoing Sol blockade is difficult at best (unless, of course, you are the Federation of Sol or its faithless ally, the Hacan, who supply the blockading fleet). Savvy leaders must gather support from the local populace, uncover hidden weapon caches, and acquire control over key institutions. Mechanically, this means players must lay claim to areas that provide influence, which is then "spent" to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired, players must aggressively seek the means by which to turn the conflict to their own advantage.

    While the great races struggle for supremacy in the power vacuum of a dead emperor, massive Sol warships execute their devastating bombardments of the city below. Moving systematically, the Federation of Sol's fleet of warships wreaks havoc on the planet's surface, targeting great swaths of the game board with their destructive capabilities. Only the Sol's own ground forces have forewarning of the fleet's wrath; all others must seek shelter in the few locations with working defensive shields...or be obliterated in the resulting firestorm.

    Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed, direct combat may prove inevitable. When two or more opposing forces occupy the same area, a battle results. Each player's military strength is based on the sum total of troops he is willing to expend, along with the strength rating of his chosen leader. A faction's leaders can therefore be vitally important in combat...but beware! One or more of your Leaders may secretly be in the employ of an enemy, and if your forces in combat are commanded by such a traitor, defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council, be careful in whom you place your trust.

    All this, along with a host of optional rules and additional variants, means that no two games of Rex: Final Days of an Empire will play exactly alike. Contributing further to replayability is the game's asymmetrical faction abilities, each of which offer a unique play experience.


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    Risk Godstorm

    Type: War
    Ages: 10 and up
    Number of Players: 2 – 5
    Playing Time: 180 minutes

    An open copy of this game is available for play at Board Game Warriors.

    Additional DescriptionMore Details

    Who will rule the Ancient Earth -- and Beyond?

    Enter a time of myths and legends. Enter the world of Risk Godstorm, where ancient faiths and fears rule. Battle across the Earth and the dark regions below. Harness spiritual forces to strike with devastating power. Command five ancient cultures -- Greek, Celtic, Babylonian, Norse, and Egyptian -- in a continent-spanning battle that will determine whose civilization reigns supreme. Rest assured, the gods will not sit idle in this war.

    Risk Godstorm also includes everything needed to play the classic game of Risk.

    Risk Godstorm contains:

    Ancient Earth Game Board (20" x 30")
    Underworld Game Board

    • 5 Ancient Armies
    • 5 Sets of Gods
    • 5 Pantheon Cards
    • 66 Miracle Cards
    • 44 Territory Cards
    • 12 Temples
    • 60 Faith Tokens
    • Reference Card
    • Epoch Marker
    • 5 Turn Order Markers
    • Sunken Atlantis Marker
    • Maelstrom Marker
    • 10 dice
    • 1 Rulebook

    Price: $51.95
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    Risk Legacy

    Type: War Game
    Ages: 13 and up
    Number of Players: 3 – 5
    Playing Time: 60 minutes

    Additional DescriptionMore Details

    How will you shape your world?

    In Risk Legacy, every game you play will change every future game. A decision you make in Game 1 could come back to haunt you in Game 10. The risks you take in Risk Legacy are not like those in any other board game. You and the other players will shape how your world evolves: its history, its cities, even its factions and how they fight. Cards and stickers will come into play. Cards will go out of play forever. You don't forget past betrayals – and neither does the game.

    Unlock new rules and watch events unfold as you play more games. No two games will EVER be the same.

    Play your game. Write your history.


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    Risk Reinvention

    Type: Area movement
    Number of players: 3-5
    Age of players: 8+
    Length: 90 minutes

    Additional DescriptionMore Details

    The classic wargame Risk has been updated and revised for 2008. The graphics and components are brand new. Major and minor objectives have been added, along with cities and capitals, plus rewards for completing objectives.
    The new version has a drastically changed victory condition: complete three objectives while controlling your capital. This shortens the game playing time to around 90 minutes.
    There are three rule sets: Basic Training, Command Room and World Conquest. Basic Training is an introduction to the new Risk rules and includes a pre-existing setup for 3, 4 or 5 players. Command Room adds a randomized setup and rewards for achieving objectives. Both Basic Training and Command Room end when a player controls three objectives. World Conquest is an updated version of the classic Risk game of Global Domination: play continues until one player controls all territories.


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    Risk: Balance of Power

    Type: War Game
    Ages: 12 and up
    Number of Players: 2
    Playing Time: 60 minutes

    An open copy of this game is available for demonstration.

    Additional DescriptionMore Details

    Risk Balance of Power is a two-player version of Risk on a map covering a large part of Europe (Iberia and the Balkans do not partake). The map is divided into 6 regions consisting of 30 territories. Some of the territories contain rough terrain and are harder to attack.

    There are 4 different basic starting setups for the 2 players. All of them include a neutral player. To win, a player must keep his capital and achieve 3 goals. All goals are public. For each setup a different combination of 8 of the available 12 goals is used.

    In the Command Centre version, one player sets up both sides and the neutrals then the other choses which one to play and who starts. Each side is able to add support to the neutral player, and your defeated armies can be used to gain special bonuses. One of the bonuses even allows you to attack with (some) neutral armies.

    Armies are still raised based on the number of territories and any regions you own, but also on the number of cities. As in standard risk, area cards are still gained upon conquering a territory, and can still be used to raise additional armies. The army units are in the shape of small (flat) arrows.

    Two distinct ways to play the game:
    Base training - an introductory game which you can play within a few minutes.
    Command centre - a fast and exciting strategy game in which everything revolves around conquest and domination.


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    Runewars

    Type: War
    Number of Players: 2 − 4
    Playing Time: 180 minutes
    Ages : 12 and up
    Expanded by:

    Additional DescriptionMore Details

    Runewars is an epic board game of conquest, adventure, and fantasy empires for two to four players. Designed by Corey Konieczka, Runewars pits players against each other in a strategic game of battles and area control, where they must gather resources, raise armies, and lay siege to heavily fortified cities.

    Runewars takes place in the same popular fantasy universe as the best-selling board games Runebound and Descent: Journeys in the Dark, and dozens of fan-favorite heroes and monsters play their part. The wars for the dragon runes are beginning, and only one faction will emerge victorious. What would you do to claim the ultimate power?


    Price: $129.95
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    Samurai

    Type: Wargame
    Number of players: 1-4
    Age of players: 12+
    Length: 3 hours

    Additional DescriptionMore Details

    This is the Samurai game published by GMT, not to be confused with the Reiner Knizia game of the same name.
    Samurai is the fifth entry in the award winning Great Battles of History. Covers 6 major battles which are Okehazama, Anegawa, Kawanakajima, Mikita-ga-Hara, Nagashino and Sekigahara.


    Price: $69.95
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    Shogun

    Type: Area control
    Number of players: 3-5
    Age of players: 12+
    Length: 90-120 minutes

    An open copy of this game is available for play at Board Game Warriors.

    Additional DescriptionMore Details

    As warlords in 16th-century Japan, the players attempt to secure a position of dominance for their respective clans.  The most successful Daimyo at the end of the game will become SHOGUN. To succeed, a player will need not only to control as many provinces as possible, but also to develop his realm by building castles, temples, and theaters. The player who manages to build the most buildings in each of the 5 regions will be rewarded with valuable bonus points.


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    Small World

    Type: Area Control
    Ages: 8+
    Players: 2-5
    Playing Time: 80 minutes
    An open copy of this game is available for play at Board Game Warriors.
    Expanded by:



    Integrates with:


    Additional DescriptionMore Details

    In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.

    Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci™, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.

    Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!


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    Small World Underground

    Type: Area Control
    Number of players: 2 – 5
    Age of players: 8 and up
    Length: 80 minutes

    An open copy of this game is available for play at Board Game Warriors.
    Expanded by:

    Integrates with: Small World

    Additional DescriptionMore Details

    SMALL WORLD UNDERGROUND
    ... WHEN IN A HOLE, KEEP DIGGING!

    Small World Underground is a stand-alone game set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires.

    Designed by original Small World author, Philippe Keyaerts, it features all new Races and Special Powers, and introduces Monster occupied regions that protect Relics and Places of great power!

    Play Small World Underground on its own or combine it with other Small World game elements.

    • 2 Double-Sided Game Boards, one for each player configuration
    • 15 New Fantasy Races with matching banners & tokens
    • 21 New Special Power badges
    • 9 Popular Places & 6 Righteous Relics
    • 9 Black Mountains & 1 Volcano
    • 8 Mushroom Armor, 7 Silver Hammer, 4 Vengeance Markers, 1 Bag-o'-Many-Things & 1 Game Turn Marker
    • 1 Balrog, 1 Ghost, 1 Great Ancient & 1 Queen
    • 106 Victory Coins
    • 5 Player & 1 Game Turn Summary Sheets
    • 1 Reinforcement Die
    • 1 Rules Booklet

    Price: $59.95
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    Star Trek: Fleet Captains

    Type: Miniatures/Combat Game
    Number of Players: 2 − 4
    Playing Time: 60 minutes
    Ages : 14 and up

    Additional DescriptionMore Details

    Star Trek: Fleet Captains, designed for two or four players, is set in the "Prime Universe" of STAR TREK (as seen in the various TV series and movies up to Star Trek: Nemesis) and is more adversarial in nature when compared to Star Trek: Expeditions.

    Each player begins play with a fleet of ships and starts at opposite ends of an unexplored sector of space. This sector of space is represented by hexegonal cards (which are shuffled before play and placed face-down in a pre-determined pattern). As each ship progresses through the sector, you turn the tiles face up, revealing what is in that part of the sector (a Class-M planet, a Class-J Nebula, empty space, etc...). Hopefully you will discover and acquire resources while simultaneously denying them to your opponent(s).

    When conflict inevitably breaks out, you and your opponent(s) will battle it out for sector supremacy. Last fleet standing wins the sector for their respective faction.

    Each ship will be on a base with a dial and accompanied by a "Ship Card". The Card denotes three different statuses for each ship; normal operating, Yellow Alert, and Red Alert. Each status affects how your dial plays as well as how the game and your opponents interact with you.

    There is also a deck of cards involved that each player brings with their fleet, and these are used during gameplay to affect the outcome of battles, player interactions, etc...

    This game is also marketed as a non-collectible, non-blind product but will also be built upon the expandable board game model.


    Price: $111.95
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    Stronghold

    Type: Fighting/Worker Placement
    Ages: 10 and up
    Number of Players: 2 – 4
    Playing Time: 120 minutes

    An open copy of this game is available for play at Board Game Warriors.

    Additional DescriptionMore Details

    Prepare yourself for the battle of the ages, be you the Defender or the Invader, the struggle will be epic and the story will be glorious.

    Valley Games is proud to announce the reprinting of STRONGHOLD. We have been working with a number of people to rework the rules into 2 separate handbooks, one for the Defender and one for the Invaders. The artwork will remain the same so those of you with the first edition will be able to download the newest rules.

    Stronghold is a 2-4 player game telling the story of a siege. Players take opposite sides, one has to defend the stronghold, the other has to break into the castle as soon as possible. As time passes, defenders get Victory Points every turn for their efforts on the walls.

    The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and from where they proceed to the walls.

    The defender has a small amount of soldiers manning the walls, while the invader has an infinite legion of them! A desperate fight is taking place every single turn. The invaders build war machines, equip their soldiers, train them and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers and do everything they can to hold the castle as long as possible.


    Price: $77.95
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    Sword of Rome

    Type: War
    Ages: 12 and up
    Number of Players: 2 – 4
    Playing Time: 360 minutes

    Additional DescriptionMore Details

    The Sword of Rome is the latest in GMT’s acclaimed line of card-driven board games. It uses the popular base system invented by Mark Herman and featured in Ted Raicer’s Paths of Glory. This time, event cards and point-to-point maneuver enable up to four players to recreate the vicious struggles among the peoples of Italy and Sicily in 4th and 3rd Centuries BC. Who will dominate the western Mediterranean–and with it earn the right to vie for control of the known world?

    The Sword of Rome includes rules and events for city loyalty, Roman colonies, tribal raids, Gallic indiscipline, Greek siege craft, Indian war elephants, Roman and Macedonian-style infantry tactics, the mountain fastness of Samnium, and much, much more. The game covers over 100 years of classical history in just 9 hands of cards.

    The interplay of each power’s special strengths, of the strategy decks’ 152 event cards, and of up to four players’ diplomatic acumen provides unlimited variety. But the rules remain at low-moderate complexity, and the familiar, underlying system is easily mastered.


    Price: $77.95
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    The Fires of Midway

    Type: Wargame
    Ages: N/A
    Number of Players: 1 – 4
    Playing Time: 60 minutes

    Additional DescriptionMore Details
    The Fires of Midway - is the 2nd game in Steven Cunliffe's "War is Hell" series. Like its predecessor, "The Hell of Stalingrad", revolutionary mechanics drop you right into the seat of action as either Admiral Yamamoto of the IJN or Admiral Nimitz, USN. You make the strategic decisions that lead to the fierce battles deciding the outcome of World War II in the Pacific.

    The Fires of Midway explores in seperate scenarios the four major carrier battles of 1942: Coral Sea, Midway Island, Eastern Solomons and Santa Cruz. Also included is a campaign game linking them all together in which players must husband their assets not knowing which of these battles, if any, will yield the decisive result and turn the tide of war in their favor - as the historical battle of Midway did. Also included is a "what if" carrier battle for Wake Island, and a solitaire scenario of the Marianas Turkey Shoot. Scenarios can be played in as little as 40 minutes, up to 4 hours for the entire campaign

    Components:

    • 32-page Rule book;
    • 3 Play Mats;
    • 200 color playing cards;
    • 2 sheets of cardboard counters;
    • 1 Deck of "Super Cards" (carriers, Midway Island, etc.)..

    Price: $65.95
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    The God Kings

    Type: War Game
    Ages: 12 and up
    Number of Players: 2 – 4
    Playing Time: 240 minutes

    Additional DescriptionMore Details

    The God Kings is a new wargame covering the ancient wars of the Near East, from the 15th to the 13th century BC. Players control the armies of Egypt (New Kingdom), the Hittites, Mitanni (a Hurrian kingdom), and the Babylonian Kassites. The resurgent Assyria also makes an appearance in the game.

    The God Kings is a card-driven game, a system modeled on Mark Simonitch's Hannibal: Rome vs. Carthage. Each kingdom and its army is led by its King, and there are many Kings included; some great and some not so great... Ramesses II, The Pharaoh Queen Hatshepsut, Thutmosis III (the Napoleon of antiquity), Amenhotep IV (better known as Akhenaten), and of course Tutankhamun all appear for Egypt's greater Glory! Discover also Suppiluliuma, greatest of the Hittite kings, terror of his enemies, and Muwatalli II who would face and defeat the Egyptians at Kadesh.

    The object of the game is to establish the greatest Empire of the time, dominating provinces that will pay the Empire Tribute and provide you with timber, while defeating the armies of your neighbors and the Barbarians that always seem to appear at the worst possible times.

    The game is playable by 2 to 4 players, with numerous scenarios; playing time ranges from 15 minutes (Battle of Kadesh) up to six hours for the complete campaign.

    Components:

    • 1 22"x34" map
    • 2 sheets of double-sided counters
    • 1 deck of 110 playing cards (poker quality)
    • 1 rules and sceanrio book
    • 2 six-sided dice

    Price: $75.95
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    Through the Ages

    Type:
    Number of players: 2-4
    Age of players: 12+
    Length: 4 hours

    Additional DescriptionMore Details

    Through the Ages is an exciting game of strategy and resource management. Players guide their civilizations up from Antiquity, through the Middle Ages, and into Modern Times.
    What will your civilization be like? Will it be warlike? Technologically advanced? Religious? Artistic? Choose from Leaders such as Hammurabi, Napoleon, and Ghandi. Build the Pyramids, the Great Wall, or the Eiffel Tower? Your Civilization's culture is yours to shape and you can do it differently every time you play the game.
    Through the Ages is playable in three different difficulty levels. Play the short Tutorial Game to learn the game mechanics. Play the Advanced Game when you are ready to face the consequences of politics and corruption. And when you want an even greater challenge, play the Full Version of Through the Ages and take your civilization from spear-throwing to space flight.


    Price: $84.95
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    Twilight Imperium 3rd Edition

    Type: Fighting/Negotiation
    Number of players: 3-6
    Age of players: 12+
    Length: 4+ hours

    An open copy of this game is available for demonstration.

    Additional DescriptionMore Details

    Twilight Imperium Third Edition is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With geomorphic board tiles, exquisite plastic miniatures, hundreds of cards, and introducing a rich set of strategic dimensions that allows each player to refocus their game-plan, the original designer Christian T. Petersen has seamlessly incorporated the better qualities of other recently popular games to improve on the game-play of the original TI, making it at once perfectly well-rounded and pleasantly familiar to experienced gamers.
    TI3 is played by at least three players who belong to ten possible alien races, each with their own advantages and quirks. The 'designer notes' in the rulebook candidly and humbly acknowledge the inspiration for some of the improvements to the original game. The strategic game-play borrows the governing element from 'Puerto Rico' to involve players in an iteratively complex and yet fast-paced game experience with very little downtime. The game map, basic player progress and overall victory are dynamically determined in almost exactly the same way as they are by imaginative players of 'Settlers of Catan', while the "Command" system cleverly improves on the 'oil' logistical mechanism of 'Attack' to both manage turn-based activity and limit the size of armies, uniquely enabling weakened players to bounce back if they play their cards right.


    Price: $98.95
    $78.89Price:

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    Twilight Struggle

    Type: Area Control/Wargame
    Number of players: 2
    Age of players: 13+
    Length: 3 hours

    A copy of this game is available for play at Board Game Warriors.

    Additional DescriptionMore Details

    In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. 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 as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.
    Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon 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 Struggles' Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab- Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.


    Price: $64.95
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    War of the Ring

    Type: Area Movement
    Number of players: 2-4
    Age of players: 12+
    Length: 3 hours

    An open copy of this game is available for play at Board Game Warriors.

    Additional DescriptionMore Details

    In War of the Ring, one player takes control of the Free Peoples (FP), the other player controls Shadow Armies (SA).
    Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions, before they start to fight properly: this is represented by the Political Track, which shows if a Nation is ready to fight in the War of the Ring or not.
    The game can be won by a military victory, if Sauron conquers a certain number of Free People cities and strongholds or viceversa. But the true hope of the Free Peoples lies with the quest of the Ringbearer: while the armies clash across Middle Earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle Earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ringbearer from harm, against the attempt to raise a proper defense against the armies of the Shadow, so that they do not overrun Middle Earth before the Ringbearer completes his quest.
    Each game turn revolves around the roll of Action Dice: each die corresponds to an action that a player can do during a turn. Depending on the face rolled on each die, different actions are possible (moving armies, characters, recruiting troops, advancing a Political Track).
    Action dice can also be used to draw or play Event Cards. Event Cards are played to represent specific events from the story (or events which could possibly have happened) which cannot be portrayed through normal gameplay. Each Event Card can also create an unexpected turn in the game, allowing special actions or altering the course of a battle.


    Price: $82.95
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    Warcraft: The Board Game

    Type: Wargame
    Ages: 12+
    Players: 2-4
    Length: 60-90 minutes

    Additional DescriptionMore Details

    Based on the popular series of video games, Warcraft: The Board Game continues FFG’s tradition of high-quality, innovative board games. Warcraft features an adaptable/expandable geomorphic board, exciting components, and the innovative "Command/Movement" system that simulates the real-time action and excitement of the Warcraft computer game.

    Player take command of an army of Night Elves, Humans, Orcs or Undead. Harvest gold and wood, build a strong village, and set out to conquer
    and destroy!


    Price: $51.95
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    Warriors

    Type: Car/Battle Game
    Ages: 8 and up
    Number of Players: 2 – 4
    Playing Time: 30 minutes

    Additional DescriptionMore Details

    The Game of Monsters, Myth, & Mayhem.
    For centuries, the kingdoms of earth have been at peace, dominated by the rule of men. But now, powerful Wizards, Dwarves, Elves, Trolls, and Goblins are ready to challenge man's reign. Even the Undead are rising up. Chaos is about to erupt as creatures battle each other and even amongst themselves for control. You must lead your armies (infantry, archers, cavalry, and more) into the fray or be crushed by the assault. It is the age of WARRIORS.


    Price: $26.95
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    Warriors: Dragon Horde

    This is an expansion for the game Warriors, and requires the base game to play.

    Additional DescriptionMore Details

    Dragons. Will they be your ally? Or will they be a new foe? Fire away and see!
    DRAGON HORDES is not a stand-alone game.

    It is the first Expansion Set for the basic WARRIORS game. You must own WARRIORS to be able to use DRAGON HORDES. With this expansion, the game becomes suitable for 2-6 players


    Price: $23.95
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