https://www.vaibhavhospital.com/collections/all.atom vaibhavhospital 2020-05-28T01:34:11-04:00 vaibhavhospital https://www.vaibhavhospital.com/products/4558938374195 2020-05-28T01:34:11-04:00 2020-05-28T01:34:11-04:00 Dawn of Empire: The Spanish American Naval War in the Atlantic, 1898 Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 62.95

Designer Stephen Newberg
Publisher Compass Games
Players 2
Playing Time 120-180 mins
Suggested Age 12 and up

Dawn of Empire is an uncomplicated game centered on the naval aspects of the Spanish-American War of 1898 in the Atlantic Ocean. The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms. The intent of the game is to provide a broad overview of the historical events while being fun to play.

It all really started in February of 1895 when Spain unilaterally suspended constitutional guarantees to Cuba and its population. This lead to open revolt on the island and serious retaliatory measures by the Spanish administration of Captain General Weyler, including concentration camps for non-combatants. This was too much for the American press, and as a result, the American public, and eventually U.S. pressure led to Weyler’s removal, but not to a decrease in tensions between the US and Spain. And then, the Maine happened. On 15 February, 1898, well into the darkness of the night, the USS Maine, anchored in Havana Harbour to visible enforcement of U.S. interests on the island, blew up. 268 U,S. naval personnel were killed, about 2/3rd of the crew of the vessel. The American press exploded also. Headlines shouted “Spanish Treachery” and William Randolph Hearts newspapers stirred the pot of American anger vigorously. By late March a Naval Court Of Inquiry set down a judgment that the Maine was destroyed by an external explosion, pointing the finger by implication at the Spanish. Before the end of the following month, the United States would declare war on Spain.

The object of the game for the United States player is to control the sea areas around the US Atlantic coast and Caribbean Sea to prevent Spanish combatants from supporting their island holdings and to destroy the naval forces of Spain. The object of the game for the Spanish player is to disrupt United States sea control, retain sea control around the Spanish coastline for as long as possible, and destroy United States naval forces. Both players must deploy their naval resources into the sea areas on the map to earn victory points at the end of each turn for areas under their control, blockaded, and for opposing units destroyed.

Product information
Complexity: 4 out of 10
Solitaire Suitability: 4 out of 10
Time Scale: 11 days per turn
Map Scale: variable (area movement maps)
Unit Scale: individual warships

—description from the publisher

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2-Players-Only Age_9+ Arrival-Aug 11 2022 Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-D Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220731 Restock-20230507 Restock-20240526-Long Year Published_2020s https://www.vaibhavhospital.com/products/4558938374195 Default Title 62.95 CPS 1108 1361
https://www.vaibhavhospital.com/products/4283234058291 2019-10-16T12:45:58-04:00 2019-10-16T12:45:58-04:00 Once We Moved Like the Wind: The Apache Wars, 1861-1886 Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 69.95

Designer Stephen Newberg
Publisher Compass Games
Players 2
Suggested Age 15 and up

Their names are virtually synonymous with the long conflicts with the native indigenes of the American West. Cochise, Victoria, Chato, Geronimo. These great war band leaders all come from the various tribes of the Apache, and the Apache Wars dominated the attention of the US government in its westward development for the critical 25 years from the American Civil War to the final capitulation of the natives of the area.

What the Game Looks Like:

Once We Moved Like the Wind covers these central conflicts of the American South West. The game is played as a series of turns, each of which follows a sequence of play that begins with determining how bad a provocation results in conflict for the turn. The provocation level determines the forces each player will have for the turn and their general placement on the map. Next the Apache player moves the Apache forces and then the Army Player moves the US and Mexican forces. Combat may then occur between opposing player forces that share a location. After any combat is resolved, victory points are counted up and the player with the most for the turn earns one increase in victory level on the Victory Track. Play then repeats for the next turn to the end of the game when the player with the higher level on the Victory track is the winner.

Central to the game is that the playing pieces are all wooden blocks with the information about each particular piece only on one side and hence hidden during play from the opposing player until action occurs which must reveal particular blocks. And not all of these blocks are actually opposing forces. For the Apache player in particular, many playing pieces each turn will represent rumors of Apache actions and forces which the Army player must chase down to determine if they are real or false. Similarly, for the Apache player, not knowing which Army pieces represent which forces means not knowing if an opposing group is small enough to attack and win, or is in reality a force big enough to hand out a devastating defeat.

Once We Moved Like the Wind is played on a 22”x 22” mounted game board with a scale of about 14 kilometers per centimeter or 22 miles per inch. The terrain represented is divided by a number of features. Overall the area is divided into 4 large Territories: the Arizona Territory & the New Mexico Territory in the US and the Sonora Territory & the Chihuahua Territory in Mexico. Dividing up all of the Territories, and often crossing their borders, are the Areas. These represent sections of land of differing types between which the players move their forces.

Product Information:
• Complexity: 3 out of 10
• Solitaire Suitability: 5 out of 10
• Time Scale: 3-4 years per turn
• Map Scale: Areas covering parts of Arizona, New Mexico, Texas, Sonora and Chihuahua
• Unit Scale: A wooden block represents an Army Troop or Apache War Band
• Average Time to Play: <2 Hours

—description from the publisher

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2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-O Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_15 Minutes Playtime Minimum_15 Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.vaibhavhospital.com/products/4283234058291 Default Title 69.95 30775600087091 2644
https://www.vaibhavhospital.com/products/1469237690419 2018-10-10T12:36:26-04:00 2018-10-10T12:36:26-04:00 Lebensraum: The War For Europe 1941-1945 Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 107.95

Designer Stephen Newberg
Publisher Compass Games
Players 2

Lebensraum! is a grand strategic, moderate complexity game of the war between Nazi Germany and the Allied Nations, starting with the German invasion of the USSR in late June of 1941, through to the final battles to Berlin in 1945. The game includes both East and West Fronts, and can be played in a number of small (3 to 13) turn historical scenarios starting with Barbarossa in the East and Italy in the West, or in campaigns for each front individually, or a combined East and West front campaign.

The game focuses on the Army group level, with players controlling subordinate armies as their main combat formations. Leadership is a major component of the game, with each player having a pool of named and rated leaders available. Airpower, naval support, partisans, production centers, and transportation networks are all featured. Turns are quarterly, with a map scale of 50 miles (80km) per hex.

This game is a new edition of the Simulations Canada games of Lebensraum and West Front. The two games have been updated to include all known errata, some small additions, and have been combined into one game, but can be played as separate scenarios. With fresh new artwork this large, strategic level game now has lew life breathed into it.

—description from the publisher

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2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-L Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.vaibhavhospital.com/products/1469237690419 Default Title 107.95 13225889300531 4080
https://www.vaibhavhospital.com/products/215382622234 2017-12-06T20:46:59-05:00 2017-12-06T20:46:59-05:00 Sovereign Of The Seas Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 123.95

Designer Stephen Newberg
Publisher Compass Games
Players 1-2
Playtime 90-720 mins

SOVEREIGN OF THE SEAS is an uncomplicated war game centered on the naval aspects of the series of wars between England and the various European powers between 1756 and 1805 for dominance of the world’s oceans.

The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms. The intent of the game is to provide a broad overview of the historical events while being fun to play. SOVEREIGN OF THE SEAS owes its original inspiration to the game concepts of WAR AT SEA published by The Avalon Hill Game Company, a game which covered the war in the Atlantic in World War Two. SOVEREIGN OF THE SEAS borrows a number of these concepts from this earlier game as a starting point, such as area movement, individual capital ships, individual leaders, battle line resolutions, and rolling sixes to hit, and then diverges significantly to reflect the sailing warship era situation.

The object of the game for the English player is to destroy the naval forces of the European Powers player and prevent them from obtaining control of vital sea areas around the world. The object of the game for the European Powers player is to escape the forces of the English player and obtain temporary sea control of vital areas to support the continental and colonial objectives of various European nations. The game uses over 650 counters, a two piece map, and numerous organization cards and play aid sheets.

Product Information

Complexity: 4 out of 10
Solitaire Suitability: 7 out of 10
Time Scale: Yearly turns
Map Scale: Area
Unit Scale: individuals ship
Players: 2 or solitaire
Playing Time: 3-4 hours hours
Designer: Stephen Newberg

Components:

Two 22 X 34 inch maps
Six Countersheets – approximately 600 counter
One Rulebook
Rules and Scenario book
Player Aid Cards
Dice
One Box and Lid set

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2-Players-Only Arrival-Jun 18 2023 Availability_In Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-S Non-TCG Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_90 Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.vaibhavhospital.com/products/215382622234 Default Title 123.95 3185120509978 816