https://www.vaibhavhospital.com/collections/all.atom vaibhavhospital 2024-10-21T17:02:02-04:00 vaibhavhospital https://www.vaibhavhospital.com/products/7443302907955 2024-10-21T17:02:02-04:00 2024-10-21T17:02:02-04:00 Breaking the Chains: War in the South China Sea *PRE-ORDER* Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 65.95

Designer John Gorkowski
Publisher Compass Games
Players 1-10
Playtime 120-1200 mins
Suggested Age 0 and up

publisher's description

Breaking the Chains (BtC) simulates a hypothetical future military conflict over the South China and East China Seas around the year 2021. Conflicting claims of sovereignty have roiled those "near seas" since the Cold War. After decades of patient diplomacy, Beijing's new navy could offer military options for finally asserting sovereignty over prizes within the First Island Chain - that string of islands which runs from the Ryukus south through Taiwan, the Philippines and then curls back to the mainland via Malaysia. BtC presumes that China comes to blows with a Southeast Asian country in a conflict that could expand to possibly include: Australia, India, Japan, the United States as well as a variety of Southeast Asian nations. However, beyond China and one South East Asian nation, the exact composition of opposing coalitions is not predetermined but rather a function of the decisions players make as the game unfolds.

Two or more people play BtC with two reference cards, dice, and about 350 counters on a 22" X 34" map where each hex spans about 70 nautical miles (80 land miles) and each turn represents one day of real time. Players alternate maneuvering air, ground and naval units for up to 14 nations to resolve battles with a universal "strike" mechanism that applies across all types of combat; missile defense capabilities are central to survival. Air units represent from 30-90 aircraft each, most ground units are regiments, and naval units are small groups of surface ships/submarines or individual aircraft carriers. Specialized chit play simulates black ops, cyber warfare and various political developments.

BtC is solitaire friendly. The naval operations which dominate play are based on a roll-to-evade model rather than search-to-find model. That means, owing to a battle space awash in electromagnetic emissions, enemy positions - except for motionless submarines - are assumed to be known unless a last-minute dice roll determines a potential target has evaded detection. So there is no “hidden movement” to stifle solitaire play; and the “hidden placement” of submarines can be forgone. Finally, the special chits that govern black ops can be played at random to further enable solo game play.

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Availability_Out of Stock Availability_Pre-order BGG-Set NewProduct Pre-Order_New Product Type_Board Games Product-Not-International Release_No ETA https://www.vaibhavhospital.com/products/7443302907955 Default Title 65.95 1195 3588
https://www.vaibhavhospital.com/products/6573451214899 2021-06-15T15:50:13-04:00 2021-06-15T15:50:13-04:00 Indian Ocean Region: South China Sea – Vol. II Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 99.95

Designer John Gorkowski
Publisher Compass Games
Players 1-3
Playtime 120-240 mins
Suggested Age 11 and up

“The profound influence of sea commerce upon the wealth and strength of countries was clearly seen long before the true principles which governed its growth and prosperity were detected. To secure to one's own people a disproportionate share of such benefits, every effort was made to exclude others, either by the peaceful legislative methods of monopoly or prohibitory regulations, or, when these failed, by direct violence. The clash of interests, the angry feelings roused by conflicting attempts thus to appropriate the larger share, if not the whole, of the advantages of commerce, and of distant unsettled commercial regions, led to wars.”
- Alfred Thayer Mahan, The Influence Of Sea Power Upon History, 1660 - 1783

Although advertised as purely commercial ventures, China’s “String of Pearls” (a series of key ports) across the Indian Ocean Region (IOR) gives her the option to assert sea control of that theater, and for good reason. About 80% of the PRC’s oil transits the IOR before bottlenecking at the Strait of Malacca and then going on to terminate at ports in the PRC. Even a Gwadar-Kashgar oil pipeline, designed to bypass the full-length IOR route, would still require some initial sea transport, followed by a vulnerable off load, and couldn’t carry the full load anyway.

Therefore, in a modern interpretation of Mahan’s observations, China has used “legislative methods…monopoly…(and) prohibitory regulations” all via diplomacy to secure its oil-toting sea lanes throughout the IOR. Patient cultivation of relations with Pakistan over decades has delivered access to the updated, modern port at Gwadar, Pakistan. Buoyed by Chinese land leases and development projects, Maldivian President Yameen has drifted closer to China while his opposition looks to India. In Sri Lanka, China may have used “debt trap diplomacy” by forgiving debt to obtain certain rights to the port at Hambantota for 99-years. How ironic, after regaining Hong Kong, China is now using tactics reminiscent of Imperial British mercantilists to gain Ceylon! The confidential nature of certain aspects of these deals along with the close association of many Chinese firms to their military and government opens up the possibility of “dual use” facilities that might quickly transition from commercial to military applications.

Thus, as China secures its sea lanes other powers perceive corresponding threats to their own. India can’t help but feel surrounded. The United States has strategic incentive to preserve India as a counterbalance to Chinese expansion. And, any nation drawing oil from the Persian Gulf or Africa must wonder about the possible negative consequences of unrestrained Chinese power. The increasing presence of Chinese naval vessels in the region only strengthens these concerns. So, the IOR is not only a point of potential geopolitical friction, but also a critical theater in any larger global power conflict that erupts over friction elsewhere.

The game Indian Ocean Region enables participants to play out possible future conflicts, circa 2025, from their political beginnings to military endings with the same game mechanics as used in the South China Sea game. Players assume the roles of nations or groups of nations and deal cards in multiple rounds of play each representing three to seven weeks to advance their separate agendas. Each card play might trigger armed conflict. If violence comes to pass, the time scale compresses to three to seven hours per turn and players deploy their military units to resolve matters by force. Those forces include: individual capital ships, pairs or triples of smaller vessels, squadrons of aircraft, and battalions of ground troops all waging war at the far end of logistical shoestrings.

Product Information:
• Complexity: 7 out of 10
• Solitaire Suitability: 6 out of 10
• Time Scale: 1 turn = between 3 and 7 hours
• Map Scale: 1 hex = 45 nautical miles
• Unit Scale: aircraft squadrons, pairs of ships/subs, land battalions
• Players: Best with 2 players but can be played with up to 3 players, or solitaire
• Playing Time: 2-4 hours depending on scenario

Game Components:
• Three 22x 34” map sheets
• Three Countersheets totaling 390 3/4" counters
• Deck of 39 political cards
• Two player aid cards
• Rule/scenario book
• Two Dice
• Box and Lid

Game Credits:
• Designer: John Gorkowski
• Artist: Christopher Moeller

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2023-LD 2023-LD-20-1 Age_9+ Arrival-Jul 14 2022 Arrival-Jun 16 2022 Arrival-Mar-21-27-2022 Arrival-Nov 12 2022 Arrival-Nov 2 2022 Arrival-Oct 20 2022 Arrival-Sept 21 2022 Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-I Players Maximum_3 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220311 Restock-20220523 Restock-20220703 Restock-20220911 Restock-20220926 Restock-20221023 Restock-20230904 Stocky-Clearance Year Published_2020s https://www.vaibhavhospital.com/products/6573451214899 Default Title 99.95 CPA1081 3778
https://www.vaibhavhospital.com/products/6543644786739 2021-03-22T12:16:36-04:00 2021-03-22T12:16:36-04:00 Empire at Sunrise Board Games Hollandspiele

Vendor: Hollandspiele
Type: Board Games
Price: 102.95

Designer John Gorkowski
Publisher Hollandspiele
Players 2
Playtime 150 mins
Suggested Age 14 and up

As the guns of August were heard firing across Europe, the German kaiserliche marine began commerce raiding in the Pacific, targeting British shipping and colonial holdings to reduce their economic ability to fight on the continent. The Empire of Japan, eager to emerge as a global power and seeing an opportunity to expand at the expense of Germany's Asian and Pacific colonies, entered the Great War alongside their British allies.

John Gorkowski's Empire at Sunrise: The Great War in Asia, 1914 depicts the struggle for control of Pacific sea lanes during the opening months of World War I. Its focus is largely on naval operations - on the cat-and-mouse dance of destroyers and battleships. The game presents its action at three different telescoping scales using nested playing surfaces, representing the area around Tsingtao at six miles per hex, the fight over the Asian Pacific at 240 miles per hex, and the entire Pacific Ocean at 1440 miles per zone. From the Battle of Coronel off the coast of Chile to the Siege of Tsingtao in China, this game elegantly captures the sweep of a forgotten chapter in the history of World War I.

—description from the publisher

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2-Players-Only Arrival-Aug 26 2023 Arrival-Feb 10 2023 Arrival-Jun 29 2022 Arrival-Mar 2 2024 Arrival-May 20 2022 Availability_In Stock BGG-Set Category_Wargames INV-0-L INV-E 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-20220330 Restock-20220519 Restock-20220727 Restock-20230112_Full_Restock Restock-20230423 Restock-20240121 Year Published_2020s https://www.vaibhavhospital.com/products/6543644786739 Default Title 102.95 HS058 2757
https://www.vaibhavhospital.com/products/4638813945907 2020-08-07T15:25:49-04:00 2020-08-07T15:25:49-04:00 Red Poppies Campaigns: Volume 3 – Assault Artillery: La Malmaison Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 78.95

Designer John Gorkowski
Publisher Compass Games
Players 1-2

Assault Artillery (AA) recounts the Battle of La Malmaison, 23-27 October 1917, in which the French employed their Artillerie Spéciale (tank force) and creeping barrage to capture Pinon, Vaudesson, and the coveted Chemin des Dames ridge. The French victory confirmed their recovery from the mutinies spawned by the disastrous Nivelle Offensive fought over some of the same ground six months earlier.

In a six-day preliminary bombardment, French guns, with a three to one advantage, silenced most of their German counterparts and smothered German rear areas with dense gas to impeded German reinforcements. At 0515 on October 23, (zero hour) six divisions of the French XI, XIV, and XXI corps attacked on a 7.5-mile wide front. French infantry advanced in the predawn twilight behind an elaborate creeping barrage with 63 Schneider and Saint-Chamond tanks in support. Twenty-seven of the 63 tanks bogged before reaching the front line. A combination of German fire and mud stopped 15 more in no man's land. Twenty-one French tanks (1/3rd of the starting total) actually made it to the German second position. The French 38th Division captured Fort de Malmaison and XXI Corps took Allemant and Vaudesson. From 24 to 25 October, XXI and XIV corps advanced while I Cavalry Corps came forward to exploit a hoped-for German collapse.

With specialized “eingreif” companies sprinkled all along the front, the Germans launched numerous local counterattacks. However, the French wave was inexorable. Still, the German 7thArmy retired from the Chemin-des-Dames to the north bank of the Ailette in good order.

By October 26, the French had gained 3.5 miles in some places at a cost of only 12,000 casualties, far fewer than Germany’s 38,000 and a significant improvement over the 30,000 French losses suffered in the same area during April’s Nivelle Offensive. The French also bagged about 11,500 German prisoners. The Artillerie Spéciale proved its worth by smothering numerous German machine gun posts.

AA is the third volume in the Red Poppies Campaign (RPC) system for gaming World War I battles. Ownership of previous volumes, The Battles for Ypres and/or Last Laurels at Limanowa, is NOT required to play AA; everything you need to play AA is in this box. AA offers the same rules as The Battles for Ypres and Last Laurels at Limanowa except that sections 12 and 13, the scenarios and campaigns for volumes I and II, are intentionally left blank while section 14, the AA scenarios and campaigns, has been added.

Product Information

Complexity: 6 out of 10
Solitaire suitability: 8 out of 10
Time Scale: 10 minutes per turn
Map Scale: 200 yards per hex
Unit Scale: Companies, squadrons, sections

—description from the publisher

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Arrival-Aug 11 2022 Arrival-Jan 6 2024 Arrival-Jun 2 2022 Arrival-Sept 10 2022 Availability_In Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-R Non-TCG Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_15 Minutes Playtime Minimum_15 Minutes Product Type_Board Games Product-International Restock-20220515 Restock-20220707 Restock-20231022 Year Published_2020s https://www.vaibhavhospital.com/products/4638813945907 Default Title 78.95 CPS 1082 699
https://www.vaibhavhospital.com/products/1718791012403 2019-02-20T17:13:12-05:00 2019-02-20T17:13:12-05:00 The Great Game Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 67.95

Designer John Gorkowski
Publisher Legion Wargames LLC
Players 2
Playtime 120-180 mins

(from the company website)

The Great Game recreates the 19th Century Anglo-Russian struggle for supremacy in Central Asia. In the actual contest, Tsarist Russia resented British expeditions into the Steppe Khanates while Victorian Britain feared that Russian entreaties to Persia and Afghanistan would jeopardize India's security. So the two imperial powers wove a complex tale of diplomatic intrigue, colonial conquest and proxy wars that spanned 50 years.

In the game, players alternate moving officers (historical personalities) and troops across a point-to-point map of Central Asia in yearly turns. Imperial powers strive to enlist vassal states such as Afghanistan and Bokhara into their camp through diplomacy or combat. Vassals offer troops and tribute to their imperial patron. But there's a twist, vassals closest to Russia prefer alliance with Britain while those closest to India prefer Russia, so an engaging game of move-counter move unfolds across the chessboard of Central Asia. Random events such as the Crimean War, Sepoy Mutiny and American Civil War intrude to make each game different.

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2-Players-Only Arrival-Mar-7-13-2022 Arrival_Oct 11 2024 Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-G INV-M-Z INV-T Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220404 Restock-20241013 Stocky-Clearance Year Published_2010s https://www.vaibhavhospital.com/products/1718791012403 Default Title 67.95 WS-LWG-1701-TGG 2568
https://www.vaibhavhospital.com/products/1485824098355 2018-10-24T13:00:13-04:00 2018-10-24T13:00:13-04:00 South China Sea Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 79.95

Designer John Gorkowski
Publisher Compass Games
Players 2-5
Playtime 120-240 mins
Suggested Age 11 and up

South China Sea (SCS) provides an integrated political-military simulation of near future contention and conflict around the South China Sea. Players take on the roles of China, the United States, Malaysia, the Philippines, and Vietnam. They simulate current political tensions through card play and structured negotiation keyed to real world events in an effort to "move the needle" to their side. Unfortunately, the cards with the greatest chance of moving that needle, such as Chinese Coast Guard and U.S. Freedom of Navigation Exercise, are also most likely to trigger armed conflict. If and when that happens, play transitions to traditional hex-and-counter format on a map scaled at 45 nautical miles (nmi) per hex and turns of 3-7 hours.

SCS is derived from Breaking the Chains (BtC), but is definitely a different game. How do the two differ? SCS begins with political turns that can lead to victory without armed conflict. For armed conflict, SCS focuses more closely on the South China Sea (45 nmi per hex) rather than the larger southeast Asian region of BtC (70 nmi per hex) and uses smaller units such as air squadrons, ship pairs, and land battalions. Therefore, the SCS map shows more detail, but less territory. SCS employs streamlined versions of BtC's turn structure and strike mechanisms that expedite play by dispensing with numerous cycles and strike paths. SCS nodded to ergonomics by putting all scores on one side of each counter – less flipping. Most important, SCS allows naval units to move more than one hex in a single turn, but includes a mechanism, based on stealth, that enables the other side to "check" multi-hex moves to create a more dynamic, variable, and volatile environment. This last adjustment allows quick moves at a distance, but prevents close-in ships from "jumping" through the beaten zone of modern anti-ship cruise missiles (ASCM), 290 nmi in some cases. And, every turn has the option for a negotiations phase with some structure to enhance political play if desired.

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Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-S Players Maximum_5 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/1485824098355 Default Title 79.95 13378576089139 3022
https://www.vaibhavhospital.com/products/711131562035 2018-06-19T21:05:36-04:00 2018-06-19T21:05:36-04:00 Red Poppies Campaigns: Volume 2 - Last Laurels At Limanowa Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 74.95

Designer John Gorkowski
Publisher Compass Games
Players 1-2
Playtime 120-1440 mins

From the publisher:

Red Poppies Campaigns: Volume 2 - Last Laurels at Limanowa (LLL), simulates Austria-Hungary's last independent victory against the Russian Empire in World War I. In November 1914, Russia's 3rd Army pressed on Krakow, the center of Austrian Poland, while the Russian 8th Army threatened to break through the Carpathian passes into Hungary. Desperate to relieve the pressure, Franz Conrad von Hötzendorf, Chief of the General Staff for Austria-Hungary, gambled on a counter attack about 25 miles southwest of Krakow.

Conrad launched his 4th Army into the thinly held, 20-mile wide gap between the Russian 3rd and 8th Armies on December 3. Austro-Hungarian forces rolled forward about 12 miles in just three days along a front from Lipanow in the north to Limanowa in the south. Russian resistance stiffened on the 6th with fierce fighting erupting around the village of Limanowa. Several days of see-saw action ensued until the lines crystallized on December 11.

For once, Conrad's daring paid off. In response to his gains, the Russians scrambled to secure their front and so abandoned plans to drive on Karkow and Hungary. Conrad, however, paid a heavy price by suffering 12,000 casualties and expending the last of his elite 14th "Innsbruck" infantry corps to stop the Russians who easily absorbed and replaced their 30,000 losses. Never again would the Austro-Hungarian Army win an independent victory; from now on, all progress depended on German participation.

LLL is the second volume in the Red Poppies Campaign (RPC) system for gaming World War I battles. Ownership of volume one, The Battles for Ypres, is NOT required to play LLL; everything you need to play LLL is in this box. LLL offers the same rules as The Battles for Ypres except that section 12, the Ypres scenarios and campaigns, is intentionally left blank while section 13, the Limanowa scenarios and campaigns, has been added.

LLL offers a map of the Limanowa battlefield scaled at 200 meters per hex. Game play proceeds in interactive turns representing 10 minutes of real time each as players maneuver opposing cavalry and infantry companies across a rugged rural landscape typical of the Carpathian foothills.

Product Information

• Complexity: 6 out of 10

• Solitaire suitability: 8 out of 10

• Time Scale: 10 minutes per turn

• Map Scale: 200 yards per hex

• Unit Scale: Companies, squadrons, sections


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2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-R 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-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/711131562035 Default Title 74.95 8490369581107 2833
https://www.vaibhavhospital.com/products/5681709569 2016-04-09T04:28:00-04:00 2016-04-09T04:28:00-04:00 Red Poppies Campaigns: The Battles for Ypres Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 89.95

Designer John Gorkowski
Publisher Compass Games
Players 1-2
Playtime 120-1440 mins
Suggested Age 12 and up

Red Poppies Campaigns (RPC) enables players to game WWI battles from the perspective of battalion and regimental command posts. Players unleash opening bombardments and then maneuver infantry companies against machine gun fire to fight battles on historically accurate maps of actual battlefields. The streamlined system for fire and movement enables a rapid ebb and flow with minimal dice rolling and lots of historical chrome. Generally speaking, units can move or fire once per turn – machine gun fire is the notable, unpredictable exception – and can initiate melee after a move. Fire resolution requires only one dice roll, made by the target and modified for the relevant circumstances such as incoming firepower, terrain, visibility, etc. Throughout, players must effectively manage the dynamic tension between top down control and bottom up initiative to get their units onto the objective before their ever-eroding control crumbles to nil.

A tragic irony of WWI unifies all aspects of game play. For most of the war, effective command and control of tactical units required a degree of concentration which threatened their survival. In other words, the game illustrates the inverse relationship between a unit’s responsiveness to orders and its durability. So players must “form” infantry units to get them moving and then “disperse” them at the right moment to hold the ground gained. Enemy fire can force premature dispersion which must be remedied to get an attack moving again. For infantry, the formed condition represents troops arrayed for the convenience of top down command such as those deployed in skirmish line or a column-of-march while the dispersed condition represents troops spread out and hunkered down for their own survival.

The game illustrates the evolution of tactics during WWI. In time, gas wafts across the battlefield, unit statistics change to show better performance while dispersed, a new method of tactical command and control (the “blob”) emerges, mortars pop up like mushrooms after the rain, and artillery becomes more responsive. In addition to short, standalone scenarios, RPC has a “campaign” mechanism so players can link a series of interdependent scenarios to simulate battles that spanned days, and nights. During these campaigns, the results of one scenario affect the start of another so conservation of force, supply lines, and replacements all become issues. Players will get a sense of slogging forward in yards per day - at great cost – as they plot days of grinding combat.

Product Information

  • Complexity: 6 out of 10
  • Solitaire suitability: 8 out of 10
  • Time Scale: 10 minutes per turn
  • Map Scale: 200 yards per hex
  • Unit Scale: Companies, squadrons, sections
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2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-R 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-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/5681709569 Default Title 89.95 17441006401 3400
https://www.vaibhavhospital.com/products/1194145217 2015-06-12T23:26:00-04:00 2015-06-12T23:26:00-04:00 Balance of Powers Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 114.95

Designer John Gorkowski
Publisher Compass Games
Players 1-7
Playtime 120-1440 mins

They shall grow not old, as we that are left grow old:
Age shall not weary them, nor the years condemn.
At the going down of the sun and in the morning
We will remember them.
-For the Fallen, by Robert Laurence Binyon

Balance of Powers pays fitting tribute to the fallen with a respectful presentation of their bitter struggles in the air, on land, and at sea.

The game offers players a corps-level recreation of the entire First World War from the Somme through Dar-es-Salaam and on to Tsingtao. A roll-to-hit system enables air and (optional) naval combat to scale from the small dogfights of the Fokker Scourge to the mighty clash of dreadnoughts at Jutland. On land, corps entrench by flipping which opens up an in-hex dimension for every trench battle to simulate the tactical ebb and flow that animated the front even during strategic "stalemate".

Since victory hinges on territorial control, the opposing sides feed men into the mill hoping to win a war of attrition before accumulated demoralization triggers a domestic political crisis to upset their balance. The prospect of a "breakthrough" to the green fields beyond motivates ceaseless attacks, but it's ephemeral until tanks and planes arrive in numbers. The presence of specific admirals and generals, including the U-boat ace Lothar von Arnauld de la Periere, makes the game personal.

A haggle-based diplomacy system enables history buffs to recreate the land-swap politics of the period, or players can opt for a simpler, streamlined schedule of neutral entry with a dash of randomness added for surprise. Production is as simple as 1-2-3 to avoid excessive math while enabling players to comprehend the "cost" of their losses. In the end, victory goes to the side that beats its historical record.

Link to Zun Tzu module> https://www.vaibhavhospital.com/download/hrl36m0iko6by9c/Balance+of+Powers.ztb

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Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-B Players Maximum_7 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/1194145217 Default Title 114.95 3641296257 4345