https://www.vaibhavhospital.com/collections/all.atom vaibhavhospital 2023-05-09T12:01:52-04:00 vaibhavhospital https://www.vaibhavhospital.com/products/6916923949107 2023-05-09T12:01:52-04:00 2023-05-09T12:01:52-04:00 Ancient Civilizations of the Middle East Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 92.95

Designer Mark McLaughlin
Chris Vorder Bruegge
Publisher GMT Games
Players 1-6
Playtime 120-420 mins
Suggested Age 16 and up

If you liked Ancient Civilizations of the Inner Sea, you are going to love Ancient Civilizations of the Middle East!
Ancient Civilizations of the Middle East (ACME) is brought to you by the same team that created Ancient Civilizations of the Inner Sea —designers Christopher Vorder Bruegge and Mark McLaughlin with developer Fred Schachter. ACME is not a sequel nor an expansion but a stand alone game using the same multiplayer and solitaire systems as its predecessor with many new and exciting features to intrigue its players.

ACME is a game of the chaos-inducing wrath of gods & men—a chaos each player does their utmost to manage, survive, and guide their civilization through to triumphant victory. Spanning the ancient world from the Hellespont to the Indus, from the Caspian to the Red Sea, and from the early Bronze Age to the Hellenic Age, Ancient Civilizations of the Middle East allows you to command not just 10 but 17, SEVENTEEN CIVILIZATIONS!

If you want a War Game, you got it. If you want a friendly game, this is it too! As in Ancient Civilizations of the Inner Sea, Ancient Civilizations of the Middle East can be all about war, but it doesn't have to be. It can be a friendly game of exploration, city building, trade, and faith. Players (solitaire, a group of up to six, or even a mix of live players with a system-driven civilization of two or more) can make of ACME what they wish or imagine. Competition can be martial or cultural, warlike or friendly, or a combination of both—how the game unfolds depends entirely on how the players want it to play. The duration of the game is also up to the players: from a multi-hour odyssey of all four Epochs to a pre-arranged shorter contest of an hour or two or to an agreed Sudden Death Victory Point threshold.

—description from the publisher

]]>
Arrival-Apr 28 2024 Arrival-Aug 13 2023 Arrival-Dec 17 2023 Arrival-Feb 10 2024 Arrival-Jan 20 2024 Arrival-New-Aug-7-13-2023 Arrival-Sept 27 2023 Arrival-Sept 30 2023 Arrival_Jul 26 2024 Arrival_Oct 11 2024 Arrival_Sept 29 2024 Availability_In Stock BGG-Set Category_Wargames INV-0-L INV-A Non-TCG Players Maximum_6 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20231112 Restock-20231225 Restock-20240310 Restock-20240901 Year Published_2020s https://www.vaibhavhospital.com/products/6916923949107 Default Title 92.95 2215 3211
https://www.vaibhavhospital.com/products/6579712655411 2021-07-07T03:30:34-04:00 2021-07-07T03:30:34-04:00 War and Peace: Game of the Napoleonic Wars (6th Edition) Board Games One Small Step

Vendor: One Small Step
Type: Board Games
Price: 184.95

Designers John W Gant
Mark McLaughlin
Publisher One Small Step
Players 2-5
Playing Time 20-3000 mins

This is the 6th Edition printing of Mark McLaughlin's War and Peace. This edition incorporates all known errata and updates from the previous printing.

On December 2nd, 1804, Napoleon Bonaparte was crowned Emperor of France. By placing the crown upon his head with his own hands, Bonaparte brought all of Europe to the brink of war. For by its very nature, the act of self-coronation threatened the rule and challenged the legitimacy of every government then in existence.

To restore the sanctity of the divine right and position based on noble birth, the European monarchies branded Bonaparte an international outlaw and pledged to remain at war against France until the Corsican usurper was overthrown and the Bourbon was restored. For the next ten years, the fate of the French Empire rested on the on the abilities of the man: as a warrior and as a peacemaker.

Now YOU command Napoleon's Grand Armee! From the autumn of 1805 through the climactic summer of 1815, the entire ten-year conflict between France, England, Austria, Prussia, Russia, and Spain, is re-created in ten separate scenarios. Each historical scenario is presented as a separate two-player game with an average playing time of 2-3 hours.

"War and Peace", Mark McLaughlin's classic wargame on Napoleonic conquest, is here revitalized and enhanced with completely updated graphics and production, and a completely revamped rulebook that incorporates all known errata, additional scenarios, and all official variants and optional rules. What you get with this new version is all of the Napoleonic Campaigns in one box, plus a newly revised Grand Campaign Game, with an all-new map, components, modern artwork, and greatly updated rules with new optional rules for chrome and increased emphasis on the Operational Arts.

The thirteen scenarios (not including the Grand Campaign Game) are as follows:
I. THE ITALIAN CAMPAIGN OF 1796-97
II. THE ARMY OF THE ORIENT: BONAPARTE IN EGYPT 1798-99
III. MARENGO – THE ITALIAN CAMPAIGN OF 1800
IV. THE SUN OF AUSTERLITZ - 1805
V. NAPOLEON’S APOGEE: 1806-1807
VI. WAGRAM - 1809
VII. THE CAMPAIGN IN RUSSIA - 1812
VIII. STRUGGLE OF NATIONS – 1813
IX. NAPOLEON AT BAY – 1814
X. THE WATERLOO CAMPAIGN - 1815
XI. THE PENINSULAR WAR
XII. SPAIN: 1811-1814
XIII. THE FINAL GLORY (Linking 1812, 1813, and 1814)

—description from the publisher

]]>
Availability_Out of Stock BGG-Set Category_Wargames INV-M-Z INV-W NewProduct Players Maximum_5 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_30 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2020s https://www.vaibhavhospital.com/products/6579712655411 Default Title 184.95 6991
https://www.vaibhavhospital.com/products/140823658522 2017-10-05T00:51:37-04:00 2017-10-05T00:51:37-04:00 Ancient Civilizations of the Inner Sea Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 89.95

Designer Mark McLaughlin
Publisher GMT Games
Players 1-6
Playtime 120-300 mins
Suggested Age 12 and up

Description from the publisher:

Ancient Civilizations of the Inner Sea allows you to create or conquer the great civilizations of the ancient Mediterranean in a single night, alone or with up to five other players - and without having to roll a single die!
Build great Wonders to glorify a peaceful, thriving, commercial empire - or sack cities and conquer new lands as you spread your domain across the waters and around the shores of the Inner Sea. Start from humble beginnings in isolated settlements at the dawn of the Bronze Age or leap ahead to scenarios that put you in charge of the mighty civilizations of Troy, Egypt, Carthage, Mycenae, Minos, Phoenicia, Rome and the Celts as they contend for supremacy and survival in numerous historical environments.

Solitaire rules challenge the player to save Egypt from invaders, defend Rome from the barbarians or march as the Greeks against Persia in exciting solitaire scenarios from the desperate days at Marathon to the conquests of Alexander. The game’s 110 Event Cards grant civilizations great generals, prophets and architects, along with military and commercial advantages ranging from chariots to triremes and from caravans to traders. There are also Events which can inflict plagues and famines, foment civil wars, incur barbarian invasions from all directions of the compass and unleash volcanoes, floods and earthquakes of apocalyptical proportions.
With a very short rule book that lets players get into the game quickly, Ancient Civilizations of the Inner Sea is an exciting, fast-playing, easy-to-learn, easy-to-play but challenging to master and always different abstract game in which player's guide the legendary civilizations that surged and receded around the shores of the Mediterranean: which the Romans aptly called the Mare Internum, or Inner Sea.

Ancient Civilizations of the Inner Sea is not just one game but many games. From one to six players will each take the role of one, two or even three of these civilizations as they compete across up to four epochs, each Epoch taking up to four turns, on land and sea, each seeking to make their indelible mark on history. The scenarios are of much shorter duration of only a few turns each (depending on which is selected).

]]>
Age_12+ Arrival-Aug 13 2023 Arrival-Aug 23-25 2022 Arrival-Dec 17 2023 Arrival-Dec 3 2022 Arrival-Jan 13 2023 Arrival-Jan 20 2024 Arrival-Mar 2 2024 Arrival-May 27 2023 Availability_In Stock BGG-Set Category_Strategy Category_Wargames Google-True INV-0-L INV-A Non-TCG Players Maximum_6 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220731 Restock-20221020 Restock-20230103 Restock-20230112_Full_Restock Restock-20231112 Restock-20231217 Restock-20240218 Year Published_2010s https://www.vaibhavhospital.com/products/140823658522 Default Title 89.95 1911 3211
https://www.vaibhavhospital.com/products/47239725082 2017-08-26T03:28:11-04:00 2017-08-26T03:28:11-04:00 Hitler's Reich Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 63.95

Designer Mark McLaughlin
Fred Schachter
Publisher GMT Games
Players 1-2
Playtime 120 mins
Suggested Age 14 and up

No stacks of armies, no hexes, no overly-lengthy rules to learn - Hitler’s Reich takes five minutes to set up and two hours (or less!) to play. Players fight over Europe, across the North Atlantic and Mediterranean and into Russia using a combat mechanism similar to the traditional card game “War” with dice added in. High-quality wooden pieces mark their progress, which is aided economically, politically and on the battlefield through the competition for and play of Event Cards drawn from three unique decks: one for the Axis, one for the Allies, and one from which either side can attempt to draw.

Hitler’s Reich is the first of the Card Conquest System game series in which players recreate epic military contests of history in short, comparatively simple and easy to learn, but hard to master games. Designed to be set up in minutes and played to conclusion in one sitting, these are not simulations but games, albeit ones packed with enough historical flavor, excitement, and decision making to give you the feeling of being there at the highest levels of command.

]]>
Age_12+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-H Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120 Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.vaibhavhospital.com/products/47239725082 Default Title 63.95 415861178394 2417
https://www.vaibhavhospital.com/products/9351586829 2017-03-15T16:54:00-04:00 2017-03-15T16:54:00-04:00 Kutuzov Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 34.95

Designer Mark McLaughlin
Fred Schachter
Publisher GMT Games
Players 2-4
Playtime 360 mins
Suggested Age 12 and up

Kutuzov is an interactive, play it complete in one-sitting card-driven game of sweeping manoeuvres, epic battles, storied sieges, lethal attrition and crucial-to-win troop morale for one to four players from the designer of The Napoleonic Wars and Wellington.

In the spring of 1812 Emperor Napoleon of France gathered the regiments of 20 nations together into the largest military force yet raised in Europe. That June he led this Grand Army of over 600,000 men across the Nieman River to begin what he believed would be his greatest and perhaps final triumph: the invasion and subjugation of Russia. As the defending armies fell back before this prodigious onslaught, Tsar Alexander turned to a pugnacious and crafty old warrior to help save his country, his people and his Romanov Dynasty: Marshal Mikhail KUTUZOV.

Kutuzov uses the same basic rules system as found in The Napoleonic Wars, as it has been modified for even more interactive play in Wellington . As with the later title, there are no diplomatic or political rules: other than those which come into play should Imperial morale fall so low as to trigger the desertion of the Austrians or outright revolt of the Prussians. There are no naval rules other than a Russian ability to move between friendly ports and a "Hornblower" Home Card that allows for a Russian invasion on the Baltic Coast). Kutuzov is thus primarily a game of manoeuvre and combat, where players can recreate the sieges and legendary battles made so familiar to gamers as brought to life in such great books as Leo Tolstoy's War and Peace.

As this is Russia, however, not all enemies stand in solid ranks before you. Players must contend not only with their opponents but with Cossack raiders, Polish Lancers, often brutally horrifying attrition, fragile morale, treacherous allies, political events from outside the theatre of war and, of course, "Scorched Earth" and "General Winter" himself, whose scourge effects both invader and defender of Holy Mother Russia.

110 Cards, most with quotes from the actual participants in that great struggle, drive the game and bring to it the flavour of being in Russia during the 1812 Campaign. The Imperials and Tsarists each have mini- "Home Decks" of a dozen cards each to share, thus increasing the chance that events, forces and options that were presented to the original contenders will arise during play. The other 86 cards, which include many "Must Play" political events, however, ensure every playing of the game will be very different.

Kutuzov comes with a campaign game that can last one, two, three or four turns - but which includes numerous mechanisms that can bring the game to a "Sudden Death" ending at the conclusion of or even DURING A TURN.

Mark and Fred, in seeking to deliver more value, variation and enjoyable gaming have provided two other game start scenarios which allow for the game to begin at the commencement of what would be turn two (On to Smolensk!) or turn three (Napoleon in Moscow) of the campaign. A fourth and rather unique method of play allows for two players to each take ONE of the powers from EACH side, in a highly competitive and unusual game of labyrinthine think and double-think. A fifth version allows for two players to play the game using a SINGLE hand of cards each, with "chips" to buy additional cards for their side as the play progresses.

The Campaign and the Scenarios:

"Invasion": A Turn One game start should see the French and their Allies' military juggernaut smash across the border and attempt to catch and annihilate the Russians before they can mass to defend their Motherland Can the players surpass their historical counterparts?

"On to Smolensk !": This permits players to avoid the border battles and initial French advances to begin play at a watershed of the Campaign: The Grand Army confronting concentrated Russian forces defending Smolensk immediately before Kutuzov arrives to take command. Will the French advance on Moscow as they did historically or seek victory through an alternative offensive direction…north to St. Petersberg or south to seize the Ukraine and other southern victory points?

"Napoleon in Moscow": In this version of Kutuzov the bloody Battle of Borodino has been fought. The Grand Army reposes in Moscow awaiting Russian surrender or at least agreement to terms. The first chill snow of Winter has fallen, harbinger what's to come: should the French remain deep in Russia hoping to conquer the country or is it time to withdraw to better defences for the 1813 Campaign?

In all of the scenarios, the Imperial Powers have an initial advantage in numbers, leadership, Resources, and Morale. They are, after all, an Army that has never known defeat; a superb military instrument, led by the most powerful man in Europe with his devoted retinue of almost legendary Marshals. They face an enemy who has not tasted victory in Battle in nearly a generation, let alone full-scale war of the likes of which Napoleon wages.
The French must take advantage of their superiority quickly, as that will soon dissipate in the immense marshes, unending steppes and fiercely fought over fields and cities of Russia. If they do not or can not succeed, then the advantage slips away to the forces of the Tsar, who, under Kutuzov, will not just be defending Russia, but will be advancing into the outer marches of that yet fragile empire led by their archenemy… Napoleon.

]]>
Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-K Players Maximum_4 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_2000s https://www.vaibhavhospital.com/products/9351586829 Default Title 34.95 34157503821 1321
https://www.vaibhavhospital.com/products/9351254029 2017-03-15T16:18:00-04:00 2017-03-15T16:18:00-04:00 Rebel Raiders on the High Seas Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 62.95

Designer Mark McLaughlin
Publisher GMT Games
Players 2
Playtime 360 mins
Suggested Age 12 and up

Rebel Raiders on the High Seas is a comparatively short and simple game of the naval conflict at sea and on the great rivers in the American Civil War. Easily playable in less than three hours, Rebel Raiders on the High Seas is a strategic contest between two players, one seeking to reunite the Union by force, the other to maintain its new independence in the face of the escalating industrial might and resolve of its northern brother. More of a representation than a detailed simulation of that conflict, the game is intensely engaging, highly interactive and moves along quickly, with players constantly responding and reacting to their opponent’s moves.

Although Rebel Raiders on the High Seas is not a card-driven game, the cards ensure that each game is very different, and that a strategy which worked in one game may not prove as efficacious in the next. The game is also customizable with a menu of elective rules to provide each side with a variety of “what if” options to further vary play.
Components

* One 22 x 28 map
* One Rule Book
* One Play Book
* One Players Aid Card
* Eight six-sided dice
* Two decks of 55 cards each (one Union, one Confederate)
* 6 Plastic Stands for Leaders
* 176 5/8” ship counters
* various round, hexagonal, rectangular cargo, victory point, leader, control and informational counters
* 30 small red opaque plastic tokens (to mark pieces which have moved)

]]>
Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-R Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.vaibhavhospital.com/products/9351254029 Default Title 62.95 34156095949 2379