https://www.vaibhavhospital.com/collections/all.atom vaibhavhospital 2023-08-05T22:51:45-04:00 vaibhavhospital https://www.vaibhavhospital.com/products/368573393 2023-08-05T22:51:45-04:00 2023-08-05T22:51:45-04:00 Rommel in the Desert Board Games Columbia Games

Vendor: Columbia Games
Type: Board Games
Price: 94.95

Designer
Publisher Columbia Games
Players 2
Playtime 150 mins
Suggested Age 12 and up

Rommel in the Desert is a pre-"Front" game touching on the conflict between the British and Germans in North Africa during WWII. A game of maneuver, each side has to move with precision and know when to strike, since a cut in supply spells disaster for either side. The supply system is card driven. The game comes with a well painted map of North Africa and 100 wooden blocks to represent the British and Germans.

This title uses Columbia Games Block system. While there are variations in the rule sets for each of their games none the less all of their games are based on block system. Basically this means that rather than the traditional use of counters to represent units on the map the game instead uses wooden blocks that stand upright and with unit details only shown on one side of the blocks. This does two things: First it provides an easy way of producing a "fog of war" because your opponent can not tell, save through good memory, what type of unit a specific piece is and its current strength. Second, by having the blocks stand on end it provides a way to keep track of a units strength by rotating the block so the current strength is the top number. Most war games have some type of mechanism that lets units take steps in their overall strength. Counters normally have at most two steps because of they only have two sides, however blocks have four and so now you can easily keep track of twice the amount of detail that many other war games provide. With the use of blocks Columbia has provided a way of adding a good deal of depth to their war games without adding further complex layers of bookkeeping and thus allow for interesting and relatively short sessions of play.

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2-Players-Only Age_9+ Arrival-Aug 6 2023 Arrival-Feb 17 2024 Arrival-Jan 27 2023 Arrival-Mar 26 2023 Arrival-May 21 2023 Arrival-May 25 2024 Availability_In Stock BF-2023 BGG-Set BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Discount_On Sale Google-True INV-M-Z INV-R Non-TCG Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20230205 Restock-20230402 Restock-20230409 Sale Type_Regular Year Published_1980s https://www.vaibhavhospital.com/products/368573393 Default Title 94.95 3421 1524
https://www.vaibhavhospital.com/products/1913975105 2021-12-27T09:14:54-05:00 2021-12-27T09:14:54-05:00 Triumph and Tragedy (Third Edition) Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 119.95

Designer Craig Besinque
Publisher GMT Games
Players 2-3
Playtime 240 mins
Suggested Age 12 and up
Honors 2015 Golden Geek Best Wargame Nominee

Triumph and Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1935-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily.

The 22 x 34 area map covers Eurasia to India and the Urals, with the Americas and the eastern British Empire represented abstractly. Military units are 1/2 blocks, of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine), in 6 different colors (Germany/Italy/Russia/Britain/France/USA). The mix of approximately 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 50 markers of various types.

The game starts in 1935, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace).

You can win peacefully by:

Economic Hegemony (total of Production + secret Peace Dividend values is the greatest in 1945, or reaches 25 at any time) OR
Technological Supremacy (build the A-bomb which takes 4 stages).
If there is war, you can still win by either of the above methods, or by:

Military Victory (capture of TWO enemy capitals each Great Power has 2).

Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards). Powers can spend their current economic Production on either:

Military units (new 1-step units or additional steps on existing units), OR
Action cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR
Investment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels).
Building a unit step or buying a card costs 1 Production. Simple. You can’t inspect cards bought until after you have spent all Production.

Initially, the Axis economy is Population/Resource limited, but ahead in [war] Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling/limiting rival economies by denial of Population/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control minor nations and their Population/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces.

The early phase of the game tends to revolve around:

Diplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources.
and Industrial buildup (via Investment cards),
with Military buildups (with the nature of forces being built being unknown to opponents)
and some Technology advancement (also via Investment cards),
and some military movement (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails.
If the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way.

At some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not.

Unit movement is by Command card, which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall), so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security.

Combat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (land, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move).

Triumph and Tragedy is a true 3-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each each other), and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and cooperation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours.

Components:
• 22x34" area map
• Approximately 200 5/8" Blocks:
• label sheet (+/- 200 1/2" labels)
• 100 5/8" TWO-SIDED diecut markers
• 55 card Action deck
• 55 card Investment deck
• 16 pp Rulebook
• 16 pp Playbook
• 4 dice

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Age_9+ Arrival-Aug 30 2023 Arrival-Feb 10 2024 Arrival-Mar 2 2024 Arrival-May 21 2023 Arrival-May 25 2024 Arrival-Nov 5 2023 Arrival-Oct 21 2023 Arrival_Aug 30 2024 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 100 BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True Incomplete INV-M-Z INV-T Non-TCG Players Maximum_3 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220815 Restock-20230112_Full_Restock Restock-20230409 Restock-20230904 Restock-20230918 Restock-20240407 Restock-20241013 Year Published_2010s https://www.vaibhavhospital.com/products/1913975105 Default Title 119.95 1501-21 4534
https://www.vaibhavhospital.com/products/6602955259955 2021-12-27T09:07:03-05:00 2021-12-27T09:07:03-05:00 Conquest and Consequence Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 94.95

Designer Craig Besinque
Publisher GMT Games
Players 2-3
Playtime 240-360 mins
Suggested Age 12 and up

Conquest and Consequence brings the Triumph & Tragedy system to the Pacific/East Asia theater during the same 1936-1945 time period. Like T&T, it is designed for three players, maintaining the three-sided dynamic that adds so much variety and intrigue to the system. Those three sides are:


Militarist Japan, the first Asian power to modernize, which seeks to replace the European colonial empires in East Asia with a true "all-Asian" empire, with itself as the natural leader.
The Communist Soviet faction, which is comprised of the Siberian USSR and the Red Chinese revolutionaries.
The Capitalist USA faction, which consists of the United States, the British Empire, and the struggling regime of Nationalist China.


The game begins in 1936 with the Militarists in control of Japan and expansion on the agenda. Its [war] industry is well-developed, but it is weak in population and particularly resources. Its battle-hardened army has easily overrun resource-rich Manchuria, and a weak China awaits. Japan (like Germany in T&T) has the early initiative due to its well-prepared military. Will it:


Move south into China?
Take the "Northern Road" into resource-rich east Siberia (as favored by the army)?
Pursue the "Southern Road" to the oil-rich Dutch East Indies advocated by its navy?
Or bide its time, seeking a better position via diplomatic arrangements with neutrals including independent Chinese warlord states?


Japanese aggression in China will likely irritate the sleeping giant that is the USA, but it is far away across the wide Pacific, and Japan has special naval abilities that allow it to compete at sea.

The Red Chinese have just completed their Long March and re-established their base in inland Shaansi, far from areas of Japanese (or Capitalist) interest. The Red Chinese are very weak militarily but have a secret weapon: Partisans. These are non-military "political" organizations (represented on-map with cardboard counters) that are difficult to eradicate, multiply if ignored, and can be converted into military units when desired (this being ill-advised without sufficient concentration). The Soviet Union, also acutely aware of Japanese expansionism, is desperately fortifying eastern Siberia, which is otherwise thinly defended. Nationalist China is aware of the Japanese threat but must also deal with the internal Communist threat. The United States is disarmed, disinterested, and distracted by the Great Depression. The British Empire is woefully under-defended and overconfident. The USA alliance must build up its economy while somehow improving the military capabilities of the British Empire, Nationalist China, and itself.
The game combines the Pacific naval war and the land war in Asia (including the Chinese Civil War), both equally weighing upon victory. The naval war is dramatic, featuring short, decisive battles and expanded roles for airpower and island bases. In the tradition of Triumph & Tragedy, the three-sided aspect features negotiation, diplomacy, and subterfuge within a multitude of strategic possibilities. Like T&T, the game allows players freedom to diverge from the inclinations and policies of the historical actors and plays in 4-6 hours of constant tension and involvement.

—description from the publisher

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Age_9+ Arrival-Dec 10 2022 Arrival-Feb 10 2023 Availability_Out of Stock BD-2022 BD-2022-Special BF-2022 BF-2022-Special BF-2023 BGG-Set BoardGameGeek Rank_Top 500 Category_Wargames Discount_On Sale Google-True Incomplete INV-0-L INV-C Players Maximum_3 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20231126 Sale Type_Regular Stocky-Clearance Year Published_2020s https://www.vaibhavhospital.com/products/6602955259955 Default Title 94.95 GMT1501-21 2449
https://www.vaibhavhospital.com/products/368571901 2020-12-27T00:13:33-05:00 2020-12-27T00:13:33-05:00 WestFront II: The War in Europe 1943-45 (Second Edition) Board Games Columbia Games

Vendor: Columbia Games
Type: Board Games
Price: 109.95

Designer
Publisher Columbia Games
Players 2
Playtime 240 mins
Suggested Age 12 and up
Expansion EuroFront II


Westfront II
is the second edition of WestFront. It details the conflict between Germany and the Western allies during WWII. Players have to contend with production, supply, command control and weather to try and break the other sides' lines. Individual, linkable 6-month scenarios cover the war from June 1943 through May 1945.

This title uses Columbia Games Block system,wooden blocks that stand upright with unit details only shown on one side, and rotate to take step reductions in strength. This provides a "fog of war"

WestFront II is part of a re-release of the entire EuroFront series. The new series consists of EastFront II, WestFront II, and EuroFront II.

WestFront II includes two maps: each 22" x 34" for a 44" x 34" playing area. The map area spans all of western Europe from Spain to Norway. All of the original WestFront scenarios are included

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2-Players-Only Age_9+ Arrival-Feb 17 2024 Arrival-Jan 27 2023 Availability_Out of Stock BF-2021 BF-2021-2 BGG-Set Category_Wargames Discount_On Sale Google-True INV-M-Z INV-W Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20230205 Restock-20240331 Sale Type_Regular Stocky-Clearance Year Published_2000s https://www.vaibhavhospital.com/products/368571901 Default Title 109.95 951601525 4156
https://www.vaibhavhospital.com/products/368571705 2020-12-27T00:07:37-05:00 2020-12-27T00:07:37-05:00 EastFront: The War in Russia 1941-45 (Second Edition) Board Games Columbia Games

Vendor: Columbia Games
Type: Board Games
Price: 99.95

Designers
Publisher Columbia Games
Players 2
Playtime 240 mins
Suggested Age 12 and up
Honors 2007 Golden Geek Best Wargame Nominee
Expansion EuroFront: The War in Europe, 1936-45 (Second Edition)


Eastfront II
is a update to the classic EastFront. It details the conflict between Germany and the Soviet Union during WWII. Players have to contend with production, supply, command control and weather to try and break the other side's lines. Individual, linkable 6-month scenarios cover the war from June 1941 through May 1945.

This title uses Columbia Games Block system, wooden blocks that stand upright with unit details only shown on one side, and rotate to take step reductions in strength. This provides a "fog of war."

EastFront II is part of a re-release of the entire EuroFront series; the new series consists of EastFront II, WestFront II, and EuroFront II.

EastFront II includes two maps: each 22" x 34" for a 44" x 34" playing area. The map area includes the Trans-Volga area, the Balkans, and Baku and Finland. All of the original EastFront scenarios are included and the larger playing area improves them.

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2-Players-Only Age_9+ Arrival-Mar-7-13-2022 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 100 BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-0-L INV-E Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220926 Restock-20230112_Full_Restock Restock-20240526-Long StoreFront-2P Year Published_2000s https://www.vaibhavhospital.com/products/368571705 Default Title 99.95 951600957 1179
https://www.vaibhavhospital.com/products/368573165 2014-09-20T23:11:00-04:00 2014-09-20T23:11:00-04:00 EuroFront: The War in Europe, 1936-45 (Second Edition) Board Games Columbia Games

Vendor: Columbia Games
Type: Board Games
Price: 109.95

Designer
Publisher Columbia Games
Players 2-6
Playtime 600 mins
Suggested Age 14 and up
Expansion For


Eurofront II
is an update to the classic EuroFront and adds the Northern Front, Middle East and Turkey not found in the prior version. It details the conflict between Germany and the Allies during WWII. Players have to contend with production, supply, command control and weather to try and break the other sides' lines. Several scenarios cover every major point of the war.

This title uses Columbia Games Block system, wooden blocks that stand upright with unit details only shown on one side, and rotate to take step reductions in strength. This provides a "fog of war"

EuroFront II is part of a re-release of the entire EuroFront series. The new series consists of EastFront II, WestFront II, and EuroFront II.

EuroFront II includes additional blocks for Finns, Swedes, and Norwegian forces as well as the Axis units that invaded Norway. Turkish and Iraqi troops are among new units for the Middle East.

Playing time: The stated 10 hour playing time is for a shorter scenario. A complete game takes 60-100 hours.

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Age_12+ Arrival-Mar-7-13-2022 Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-E Players Maximum_6 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220926 Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2000s https://www.vaibhavhospital.com/products/368573165 Default Title 109.95 3407 1451