Vendor: GMT Games
Type: Board Games
Price:
120.95
Designer | Bruce Harper |
Publisher | GMT Games |
Players | 2-5 |
Playtime | 360-480 mins |
Suggested Age | 12 and up |
Gathering Storm does for GMT's A World at War what Days of Decision did for ADG's World in Flames. It allows players to simulate the diplomatic, economic, and political maneuverings that preceded the Second World War, either as a stand alone game or as an expansion for A World at War. (Unlike Days of Decision, Gathering Storm covers only the European events leading to war.)
<From the publisher's website:>
Gathering Storm, both a game in its own right and a prequel to GMT’s A World at War, covers the period from 1935 to the outbreak of World War II, whenever that might be. Like A World at War, Gathering Storm simulates the military, economic, political, diplomatic, research and production preparations for the Second World War, allowing the players to explore what might have happened if:
- Admiral Doenitz had convinced his superiors of the importance of submarine warfare in the impending war with Britain.
- Germany had pursued the Z Plan earlier and more consistently.
- The development of the “Ural bomber” had been pursued.
- Poland had become a German satellite, rather than resisting German aggression.
- War had broken out over the Sudetenland, or even the remilitarization of the Rhineland.
- Mussolini had given a lower priority to naval armaments, to the benefit of the Italian armor and air forces.
- France had extended the Maginot Line.
- de Gaulle’s arguments to expand and strengthen France’s armor units had been accepted.
- Britain had rearmed sooner.
- Russia had deferred the Great Purges. Or accelerated them.
- The Spanish civil war had been won by the Loyalists.
- A civil war had broken out in Yugoslavia. Or Greece.
- Atomic fission had been discovered earlier.
- The Second World War had begun with a Franco-Italian conflict. Or a French pre-emptive attack on Germany. Or a Russo-German war, with Italy and the Western Allies neutral.
War comes early. Or later, in 1940 or even 1941.
- YOU had been in command.
Gathering Storm can be played as a separate game in a single session, with its own victory conditions, but A World at War players will want to press on and see how the war they have created plays out. While using different mechanics, Gathering Storm's structure is consistent with A World at War and allows for a seamless transition to whatever alternate war the players planned – or stumbled into. Some 30 years in development, with three years of design and playtesting, Gathering Storm, includes the following:
- Six random events each turn, providing unlimited replay value.
- Economics based on tiles and activity counters, eliminating any paperwork.
- Flexible mobilization rules, allowing players to emphasis civilian or military production – each at the expense of the other.
- Unit construction which allows players to activate reserve units for immediate benefits, at a cost of limiting future options.
- Variable research, which can focus on air, naval, military or intelligence projects, as well as short or long term gains.
- A fast-moving diplomatic system, with each player allocating diplomatic counters each turn. Diplomatic targets are public, but the points allocated to them are not.
- Shipbuilding that allows varied fleets, including the possibility of 5-factor super battleships.
- Ahistorical A World at War counters, including armor units of different strengths and additional ships.
- A dynamic crisis system, in which the Allies can appease or oppose the Axis, with neither side necessarily being certain whether war might break out.
- No dice.
Gathering Storm is a must-buy for any committed A World at War player, an excellent – and possibly dangerously time consuming – introduction to the A World at War universe for those unfamiliar with that game, and a enjoyable and instructive fast-paced game all on its own.
Vendor: GMT Games
Type: Board Games
Price:
85.95
Designer |
Gene Billingsley Mitchell Land |
Publisher | GMT Games |
Players | 1-2 |
Playtime | 60-480 mins |
Suggested Age | 14 and up |
The Middle East has long been a hobgoblin for foreign powers and, as much as Afghanistan, also a graveyard of empires. Sitting squarely astride ancient trade routes and with the added impetus of the world's addiction to oil, the area has been a hot spot for centuries.
Now, with the old regime teetering and losing its grip, Iran makes a bid for forcing the West to recognize its complete sovereignty and control over its own affairs by striking at the one thing they care about: the flow of oil. Mining the Straits of Hormuz and declaring it closed to all traffic, Iran defies the world. The US, and perhaps some of its allies, takes action to re-open the straits and get the black gold flowing to the world again.
Next War: Iran is the sixth game in the Next War series. It is unique in the series in that the Allied player has to do the attacking while the non-Allied player attempts to defend its territory against neo-imperial oppression. With a long logistical tail, few true allies in the region, and the menace of Iran's A2AD capabilities, re-opening the Straits is a tall order.
—description from the publisher
Vendor: GMT Games
Type: Board Games
Price:
27.95
This double-sided mounted map for Mark Simonitch’s France ’40 features the game's Dynamo map on one side and Sickle Cut map on the other. Enjoy!
Vendor: GMT Games
Type: Board Games
Price:
94.95
Designer |
Jarrod Carmichael |
Publisher | GMT Games |
Players | 1-4 |
Playtime | 120-240 mins |
Suggested Age | 14 and up |
Vendor: GMT Games
Type: Board Games
Price:
29.95
Vendor: GMT Games
Type: Board Games
Price:
37.95
Designers |
Volko Ruhnke Trevor Bender |
Publisher | GMT Games LLC |
Players | 1-2 |
Playtime | 180 mins |
Suggested Age | 12 and up |
Expansion For | Labyrinth: The War on Terror, 2001 – ? |
Expansion | Labyrinth: The Forever War, 2015-? |
Note on 2nd Printing: This will be identical to the original printing, except that all known errata will be corrected.
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 Arab Peninsula 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 not, 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 award-winning designer of Wilderness War and later Andean Abyss,Cuba Libre, A Distant Plain, and Fire in the Lake, 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.
“Let’s roll!”
Vendor: GMT Games
Type: Board Games
Price:
78.95
Note on 5th Printing: This printing will be identical to the 4th Printing, except that we will correct any known errata.
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 Arab Peninsula 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 not, 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 award-winning designer of Wilderness War and later Andean Abyss,Cuba Libre, A Distant Plain, and Fire in the Lake, 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.
“Let’s roll!”
Vendor: GMT Games
Type: Board Games
Price:
59.95
Designer | |
Publisher | GMT Games |
Players | 2-4 |
Playtime | 420 mins |
Suggested Age | 12 and up |
Honors |
Note on 4th Printing: This printing will be identical to the 3rd Printing, except that any known errata will be corrected.
Normandy '44 is a 2, 3, or 4-player, regimental level game of the D-Day landings on June 6th and the battles that raged in Normandy for the next 21 days. During this crucial period the Germans had their only chance to push back the Allied invasion before the preponderance of Allied men and material made the outcome certain. During this period, the U.S. 1st Army fought across the Cotentin Peninsula and captured the major port of Cherbourg while British forces took on the bulk of of the German panzer divisions near Caen.
Each turn represents 1 day. Each hex represents 3.8 kilometers (or 2.3 miles). Most units are regiments or brigades though most of the armor units are represented as battalions.
The game uses a simplified Ardennes '44 system: Move, Fight and Reserve Movement. All non-tank battalion units are rated for Troop Quality, while all armor units have a Tank Rating. In each battle these ratings are used to provide shifts for either the attacker or defender. Other important shifts are provided by air power, naval support, artillery and/or Tiger tanks.
The game includes a 22 turn Campaign game, a 7-turn Tournament Scenario that focuses on the Allies linking up the beaches, and a scenario covering the battle in the peninsula and the capture of Cherbourg. In addition, there are rules for allowing 3 or even 4 players to play the game.
Game Scale:
Turn: 1 day
Map: approx 2.3 miles /3.8 km per hex
Unit: Battalions to Brigades
COMPONENTS
Vendor: GMT Games
Type: Board Games
Price:
72.95
Designer |
Ted Raicer |
Publisher | GMT Games |
Players | 1 |
Playtime | 60-240 mins |
Suggested Age | 12 and up |
I, Napoleon is a solitaire historical role-playing card game in which you step into the boots of Captain Buonaparte (as he still was) in the year 1793. Louis XVI has just gone to the guillotine, the brothers Robespierre control the destiny of France, and all Europe has joined French Royalists to take down France, end the Revolution, and restore peace and safety for the hereditary principles that have underlain society for 1000 years.
As an ambitious but unknown young artillery officer, who speaks French with a Corsican accent, you would seem to be an unlikely agent of destiny. Can you harness a brilliant mind, titanic energies, and a sometimes terrifying charisma to leave your mark on history? Or will you die a minor footnote in the story of France?
Vendor: GMT Games
Type: Board Games
Price:
91.95
Designer | Ed Beach |
Publisher | GMT Games |
Players | 2-6 |
Playtime | 420 mins |
Suggested Age | 12 and up |
|
Virgin Queen: Wars of Religion 1559-1598 is a game of grand strategy for two to six players based on the military, political and religious conflicts within Europe during the reigns of Elizabeth I of England and Philip II of Spain. Each player controls one or more of the major powers that presided over European politics in that day. Spain is the juggernaut, able to draw upon the vast riches of their global empire. But such a dominant power is sure to have many enemies. The Ottoman expansion towards Spain's Mediterranean outposts remains unchecked. Elizabeth's English sea dogs are poised to raid Spain's overseas empire. And the forces of Protestant reform will soon drag Spain into eighty years of rebellion in the Netherlands. Will Spain find aid from its Catholic allies? Perhaps not from France, where the Catholic Valois dynasty is soon to engage another group of Protestant believers in the bloody French Wars of Religion. And even Philip's relatives in Vienna who rule the Holy Roman Empire may dabble in the Protestant faith instead of remaining loyal to their Catholic heritage and Spanish brethren.
The six powers in Virgin Queen are:
Virgin Queen: Wars of Religion 1559-1598 is the sequel to Here I Stand, another card-driven game of grand strategy that covered the previous forty years (from Martin Luther's posting of his 95 Theses in 1517 through the abdication of Charles V in 1556). Players familiar with Here I Stand will find much that is familiar in Virgin Queen as over half of the rule book remains unchanged. New game systems have been put in place to emphasize the changing nature of the conflicts here in the late 16th Century:
There are several different scenarios included allowing your play sessions to be tailored to the number of players and time available:
Vendor: GMT Games
Type: Accessories
Price:
17.95
The games with counters on the sheet are:
Vendor: GMT Games
Type: Board Games
Price:
96.95
Designer |
Hermann Luttmann |
Publisher | GMT Games |
Players | 1-4 |
Playtime | 120-150 mins |
Suggested Age | 12 and up |
Vendor: GMT Games
Type: Board Games
Price:
64.95
Designer |
Mike Denson |
Publisher | GMT Games |
Players | 1-2 |
Playtime | 60-240 mins |
Suggested Age | 14 and up |
Expands | The Last Hundred Yards |
Vendor: GMT Games
Type: Board Games
Price:
96.95
Designer |
Carlos Diaz Narvaez |
Publisher | GMT Games |
Players | 4 |
Playtime | 240-360 mins |
Suggested Age | 14 and up |
Vendor: GMT Games
Type: Board Games
Price:
129.95
Designer |
James M. Day |
Publisher | GMT Games |
Players | 1-3 |
Playtime |
60-180 mins |
Suggested Age | 14 and up |
Panzer North Africa is designer James Day's newest game in his acclaimed Panzer system of World War II small-formation armored and infantry combat. Now players can take command of armored formations of German, Italian, or British forces and refight key engagements in the North African desert from mid-1940 to late 1942. For Panzer veterans and newcomers alike, this stand-alone game requires no previous ownership of other games or modules in the Panzer series.
Contains rules for solo play, Italian, British and German units, and 30 scenarios.
Vendor: GMT Games
Type: Board Games
Price:
65.95
Designer |
Ralph Shelton |
Publisher | GMT Games |
Players | 1-2 |
Playtime | 60-240 mins |
Suggested Age | 12 and up |
Vendor: GMT Games
Type: Board Games
Price:
89.95
Designer |
Mitchell Land |
Publisher | GMT Games |
Players | 1-2 |
Playing Time | 120-1200 mins |
Suggested Age | 14 and up |
Honor | 2020 Charles S. Roberts Best Modern, Hypothetical Wargame Nominee |
Expansion | Next War: Supplement #3 |
Vendor: GMT Games
Type: Board Games
Price:
92.95
Designer |
Richard Borg |
Publisher | GMT Games |
Players | 2 |
Playing Time | 60 mins |
Suggested Age | 14 and up |
Accessory |
Commands & Colors: Samurai Battles - Dice Set |
Expansion | CDG Solo System |
Vendor: GMT Games
Type: Board Games
Price:
69.95
Designer | Richard Borg |
Publisher | GMT Games |
Players | 2 |
Playtime | 60-180 mins |
Suggested Age | 14 and up |
Expands |
Generals, Marshals, Tacticians is the fifth expansion for GMT’s Commands & Colors: Napoleonics game system.
The Commands & Colors Napoleonics game system allows players to effectively portray epic Napoleonic battles, as well
as smaller historical actions. The scale of the game is flexible and varies from battle to battle. In some scenarios, an Infantry unit may represent an entire division, while in others a unit may represent a single regiment or battalion. During play, the Command cards drive movement, while creating a “fog of war”, and the battle dice resolve combat quickly and efficiently.
The stylized battlefield maps emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. Finally, the Napoleonic tactics you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to the various Napoleonic National Armies of the day and the battlefield terrain features on which they fought.
Generals, Marshals & Tacticians is the fifth expansion for GMT’s Commands & Colors Napoleonics game system. There are 18
historical scenarios in this expansion. A number of the scenarios focus on the engagements of the French army of 1813 against the Russian, Austrian and Prussian armies around Leipzig.
The expansion also introduces a brand new deck of Tactician cards. The Tactician cards, along with the updated deck of Napoleonic Command cards, are designed to spice up each and every player’s Napoleonic experience by enhancing the role
of Leaders on the battlefield, without adding additional complexity or pages of rules. Overall, the Tactician cards add some exciting new command possibilities to the scenarios included in this expansion. Also included is a comprehensive listing of Commander tactical ratings for all Commands & Colors Napoleonics scenarios released to date. This listing will allow players to refight any previously released Napoleonic scenario using the
new Tactician card deck, the updated set of Command cards and these Generals, Marshals & Tacticians rules.
Welcome to some enhanced fun!
Richard Borg
(In order to play many of the scenarios in this expansion, the basic game or earlier expansions, you will need a copy of the Commands & Colors Napoleonic game and the Spanish, Russian, Austrian and Prussian expansions.)
Vendor: GMT Games
Type: Board Games
Price:
85.95
Designer | Richard Borg |
Publisher | GMT Games |
Players | 2 |
Playtime | 60-120 mins |
Suggested Age | 12 and up |
Accessory | Commands & Colors: Medieval - Mounted Mapboard |
Vendor: GMT Games
Type: Board Games
Price:
66.95
Designer |
David Fox Ben Hull |
Publisher | GMT Games |
Players | 2 |
Playtime | 90-180 mins |
Suggested Age | 12 and up |
Vendor: GMT Games
Type: Board Games
Price:
55.95
Designer |
Mark Herman |
Publisher | GMT Games |
Players | 2 |
Playtime | 60-120 mins |
Suggested Age | 14 and up |
Rebel Fury, Volume I of the Civil War Heritage Series, uses the low-complexity Gettysburg system featured in C3i #32. The Battles featured are Chickamauga, Chattanooga, Wilderness, Spotsylvania, Chancellorsville, and Fredericksburg (solitaire).
This design features a new system on Civil War combat akin to the old SPI Blue and Gray Quads. Each game in Rebel Fury is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle.
Rebel Fury places you, the player, in the role of the Army Commander (Lee, Burnside, Hooker, Bragg, Rosecrans, Grant). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets.
Units are portrayed at the Infantry/Cavalry division level. The Civil War Heritage Series game system features a new Zone of Influence/Zone of Control mechanic that controls unit formation (March/Battle) based on their proximity to your opponent. As your units close with the enemy, your forces naturally break into battle formation, where they then maneuver the last distance to engage. Unlike most hex and counter wargames, this system allows you total freedom to move units in any order multiple times, unleashing the full range of historical tactics in a simple and clean format.
—description from the publisher
Vendor: GMT Games
Type: Board Games
Price:
60.95
Designer |
Brad Stock Brian Stock |
Publisher | GMT Games |
Players | 2 |
Playtime | 360 mins |
Suggested Age | 14 and up |
Vendor: GMT Games
Type: Board Games
Price:
88.95
Designer |
Francisco Gradaille |
Publisher | GMT Games |
Players | 2 |
Suggested Age | 16 and up |
Vendor: GMT Games
Type: Board Games
Price:
64.95
Designer |
Mark Simonitch |
Publisher | GMT Games |
Players | 1-2 |
Playtime | 120-240 mins |
Suggested Age | 12 and up |