Vendor: Leder Games
Type: Board Games
Price:
56.06
Vendor: GMT Games
Type: Board Games
Price:
15.95
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: Renegade Game Studios
Type: Board Games
Price:
68.95
Designer |
Charlie Catino Steven Kimball |
Publisher | Renegade Game Studios |
Players | 2-4 |
Playtime | 60-90 mins |
Suggested Age | 12 and up |
Honor | 2006 Golden Geek Best Wargame Nominee |
In the distant future, a potent and rare energy resource known as rubium controls the interstellar economy. Several galactic corporations compete for control over this resource in hopes of securing riches for themselves. When their military forces arrive to harvest rubium found on a foreign moon, they are greeted by the many indigenous life forms. They quickly conscript the alien creatures and begin marching against their competitors. Far out on the galactic frontier, away from oversight or public scrutiny, these four corporations now do fierce battle for control of the moon’s rubium.
How it’s Different from Previous Versions
Features:
Contents:
Vendor: Consim Press
Type: Board Games
Price:
15.95
Contents:
Vendor: GMT Games
Type: Board Games
Price:
54.95
Designer | Mark Simonitch |
Publisher | GMT Games |
Players | 2 |
Playtime | 240-900 mins |
Suggested Age | 16 and up |
Expansions | Holland '44: Operation Market-Garden - Mounted Map Set |
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:
54.95
Designer | Gregory M. Smith |
Publisher |
GMT Games |
Players | 1-2 |
Playtime | 120-180 mins |
Suggested Age | 12 and up |
Honors |
2016 Golden Geek Best Wargame Nominee 2016 Golden Geek Best Solo Board Game Nominee |
2nd Printing contains all known errata/corrections from First Edition.
Silent Victory is a solitaire tactical level game placing you in command of an American submarine during WWII in the Pacific. Your mission is to destroy as much Japanese shipping and as many warships as possible while advancing your crew quality and decorations - all while remembering you have to make it home.
Silent Victory is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of one of the major U.S. Fleet submarine types in service. Patrols will take you to differing parts of the Pacific as time progresses in the war. The most successful commanders will be those that can manage the risks they take while prosecuting as many targets as possible.
The game engine is built upon the successful Hunters design and has proven to be a solid, playable experience. All the major U.S. Fleet boat types are accounted for with every level of detail including period of service, armaments, crew makeup, damage capacity, and more.
Game contents will comprise:
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:
76.95
Designer | Jim Krohn |
Publisher | GMT Games |
Players | 1-4 |
Playtime | 180 mins |
Suggested Age | 12 and up |
Honors | |
Expansions |
Space Empires: Close Encounters Space Empires: Replicators |
Note on 5th Printing: This 5th Printing will come in a 3" box. The game will be identical to the 4th Printing, except that we will correct any known errata. LIVING RULES
Space Empires is a game in the finest tradition of 4X space games - eXplore, eXpand, eXploit, and eXterminate. Make no mistake, all four "X's" are included in this game. This is a wargame where the purpose of building your empire is not to feel good about your achievement, but to destroy your enemies and burn their colonies.
One difficulty in games of this genre is that they are often either overly simplistic or tediously detailed. Space Empires has been almost 20 years in the making and, during that time, many elegant solutions have been developed to keep the theme rich without a lot of rules. The game includes carriers and fighters, mines, cloaking, a very large technology tree, fifteen ship classes from scout to dreadnaught, merchant shipping, colonization, mining, terraforming, bases, shipyards, black holes, warp points, and non-player aliens, yet the rules are short and intuitive and the game can be finished on one sitting. This is NOT a game that is hard to get into. The playtest rules are only 8 pages long for the basic game and increase to 11 pages in length when the advanced rules are included.
Exploration is easy (well, easy for you, it is actually dangerous for your ships) and fun and reveals different terrain (such as asteroids and nebulas) that affect your movement and your combat. The map is mounted.
This is a game made by people who love the genre, but play other games too.
Vendor: PHALANX
Type: Board Games
Price:
115.95
Designers |
Jaro Andruszkiewicz Mark Simonitch |
Publisher | PHALANX |
Players | 2 |
Playtime | 40-200 mins |
Suggested Age | 12 and up |
Expansions |
Hannibal & Hamilcar: Sun of Macedon |
Accessories |
Hannibal & Hamilcar: Wooden Card Holders Hannibal & Hamilcar: Giant Play Mat |
Honors |
Vendor: Wizards of the Coast
Type: Board Games
Price:
139.95
Designer | Larry Harris, Jr. |
Publisher | Avalon Hill Games, Inc. |
Players | 2-6 |
Playtime | 360 mins |
Suggested Age | 12 and up |
Honors |
2009 JoTa Best Wargame Nominee 2009 JoTa Best Wargame Audience Award 2009 Golden Geek Best Wargame Nominee 2008 JoTa Best Wargame Winner 2008 JoTa Best Wargame Nominee |
The year is 1941. The Axis war machine appears invincible. The Balkans have fallen. Pearl Harbor has been attacked, and Rommel has the British on the run in North Africa.
At this explosive point in history, the Axis & Allies Anniversary Edition challenges you and your opponents to decide the outcome of World War II. As one of the world powers struggling for supremacy in 1941, you must spearhead your country's military drive.
Axis & Allies celebrates its 40th anniversary with the re-release of this deluxe edition, designed and developed by Larry Harris, the original creator of Axis & Allies. This edition includes an all-new, huge 24" by 46" game board, new cruiser units, and Italy as the third Axis nation.
Contents:
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: PHALANX
Type: Board Games
Price:
119.95
Designers |
Jaro Andruszkiewicz Mark Simonitch |
Publisher | PHALANX |
Players | 2 |
Playtime | 40-200 mins |
Suggested Age | 12 and up |
Expansions |
Hannibal & Hamilcar: Sun of Macedon |
Accessories |
Hannibal & Hamilcar: Wooden Card Holders Hannibal & Hamilcar: Giant Play Mat |
Honors |
Vendor: Decision Games (I)
Type: Board Games
Price:
124.95
Designer | John H. Butterfield |
Publisher | Decision Games (I) |
Players | 1-2 |
Playtime | 480 mins |
Suggested Age | 12 and up |
Honors |
D-Day at Omaha Beach recreates America's most bloody and heroic day of World War II. In this solitaire game from the designer of the solo classics RAF and Ambush, you control the forces of the US 1st and 29th Divisions landing under fire on the Normandy shore, and struggling desperately to establish a viable beachhead. This solitaire game is also great for two players playing cooperatively, each controlling one US division. US units include assault infantry, amphibious tanks, artillery, engineers and HQs. The game system controls the hidden German defenders in Widerstandsnest resistance points on the bluffs overlooking the beaches. US forces that manage to break through the deadly coastal defenses and reach the high ground must then contend with German mobile reinforcements in the bewildering hedgerows of Normandy’s bocage. An innovative diceless combat system highlights unknown enemy deployments and the importance of utilizing the right weapons and tactics.
Vendor: GMT Games
Type: Board Games
Price:
89.95
Note on 5th Printing: This printing will be identical to the 4th Printing, except that we will correct any known errata.
Commands & Colors: Napoleonics allows you to re-fight epic battles of the Napoleonic era. In this core volume, the focus is on the French and the British, two bitter rivals in the struggle for European preeminence during the time of Napoleon.
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.
Vendor: Catalyst Game Labs
Type: Board Games
Price:
24.95
Designer | L. Ross Babcock, III, Sam Lewis, Jordan Weisman |
Publisher | Catalyst Game Labs |
Players | 2-4 |
Playtime | 120 mins |
Suggested Age | 14 and up |
The comm line abuzz with pre-battle orders.
The pounding rhythm of a metal titan on the prowl.
The shifting glow of your BattleMech's controls spread before you.
Then the abrupt tone-lock of incoming fire wails in your cockpit as missiles, autocannon shells, and lasers fall like Thor's hammer against your armor. Seize your 'Mech's controls, draw its weapons into line, and unleash a hellish response!
Battle Tech is the world's greatest armored combat game, filled with a myriad of epic stories and gaming experiences to satiate any player: miniatures to RPG play, hobby painting to fiction, and beyond. The BattleTech Beginner Box is the first step on that fantastic journey and includes everything you need to get started: two high-quality miniatures, quick-start rules, a mapsheet, cards to represent your MechWarrior's unique skills, dice, and more.
Do you have what it takes to plant the banner of victory and become a legend? Leap into the action and find out!
Contents:
2 high-quality, fully assembled un-painted miniatures
18" x 22" full-color game map
Die-cut 'Mech & terrain tokens
Quick-start rules
Universe booklet
24-page fiction novella
Record sheets
MechWarrior cards
d6 dice
Vendor: GMT Games
Type: Board Games
Price:
74.95
Designer | Matt Calkins |
Publisher | GMT Games |
Players | 2 |
Playtime | 180 mins |
Suggested Age | 14 and up |
Honors |
Sekigahara is a three-hour, low-complexity block wargame based on Tokugawa's campaign in 1600 that would unify Japan for over 250 years.
The game features some unusual mechanisms:
Vendor: Compass Games
Type: Board Games
Price:
72.95
Designer |
Joe Carter |
Publisher | Compass Games |
Players | 1 |
Playtime | 15-60 mins |
Suggested Age | 14 and up |
Hornor |
Vendor: Ares Games
Type: Playmat
Price:
67.95
Number of Players: 2-4
Playing Time: 120+ Minutes
Recommended Ages: 13+
War of the Ring Second Edition is widely recognized as the best strategy board game based upon the works of J.R.R. Tolkien and the ultimate gaming experience set in Middleearth. The War of the Ring Anniversary Edition, produced in a limited number of copies, included a larger game board, and players have been asking for a similar board to be offered as a regular product.
Ares Games went a step further, and it is now producing the of cial War of the Ring Deluxe Game Mat a giant neoprene playing mat (laser cut, 128 x 88 cm size) with an enlarged playing area, for easier gameplay, printed on high-quality, foldable material. This beautiful mat features the amazing John Howe’s depiction of Middle-earth created exclusively for War of the Ring.
The game mat provides a gaming surface similar in size to the Anniversary Release game board 50% larger than the normal board included in 2nd Edition. With this deluxe game accessory, players will have a durable game board with even more room to maneuver the 205 miniatures used in the game.
Contents:
Vendor: GMT Games
Type: Board Games
Price:
99.95
Designer |
Gene Billingsley |
Publisher | GMT Games |
Players | 1 |
Playtime | 360-600 mins |
Suggested Age | 14 and up |
Vendor: Compass Games
Type: Board Games
Price:
113.97
Designer | John H. Butterfield |
Publisher | Compass Games |
Players | 1-2 |
Playtime | 600 mins |
Honors |
2015 Golden Geek Best Solo Board Game Nominee 2015 Golden Geek Best Wargame Nominee |
Enemy Action: Ardennes is the first in a series of card-driven war games on pivotal operations and campaigns in World War II, from John Butterfield, designer of RAF, D-Day at Omaha Beach, Ambush! and Hell’s Highway. Each game in the series allows for play by two players or one player, playing either side in the conflict.
Enemy Action delivers fun, tense wargaming with a focus on command and capabilities:
- Low complexity with constant decision points for both sides;
- Two-player competition;
- Solitaire play of either side with an innovative system governing enemy command and tactics;
- Card-driven impulse system, with multi-purpose cards that can be played to activate formations, implement command events, or gain tactical advantages in combat.
- Diceless and chartless combat system – players draw combat chits that build a narrative of each combat.
EA: Ardennes portrays the German offensive against the western Allies in December 1944 -- the Battle of the Bulge. Each player controls the German or Allied (US and British) side. If playing solo, the game system controls the other side.
- Map scale: 2.5 miles per hex. Hexes are oversized for easy counter handling.
- Unit Scale: Regiments, brigades and divisions
- Time scale: One day per turn, with several impulses in each turn.
Preliminary components for EA: Ardennes –
- Three 22"x34" maps, each portraying the entire Ardennes battlefield -- one for the 2-player game, one for Allied solo play, one for German solo.
- 110 cards (poker quality)
- 504 .65” counters
- Several player aid cards
- Three rules books – one for each game.
Developed by John Foley. Scheduled to be published by Compass Games January 2015.
Vendor: Compass Games
Type: Board Games
Price:
59.95
Designer |
John Edwards |
Publisher | Compass Games |
Players | 2 |
Playtime | 360 mins |
Suggested Age | 12 and up |
Honor |
1976 Charles S. Roberts Best Strategic Game Winner 1976 Charles S. Roberts Best Strategic Game Nominee |
Vendor: GMT Games
Type: Board Games
Price:
77.95
Designer | Mark Herman |
Publisher | GMT Games |
Players | 1-2 |
Playtime | 360 mins |
Suggested Age | 12 and up |
Honors |
Empire of the Sun (EotS) is Mark Herman's third card driven design since he introduced the system to the hobby in We The People. EotS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbor until the surrender of Japan. EotS is the first card driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of MacArthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to Australia. This is represented on a single map based on a 1942 equal area projection of the entire theater of conflict.
As in other games using the CDG system, players try to maximize the impact of their cards even as they hide their intentions and traps from their opponent. The player is faced with a wide set of clear strategic choices. The focus of EotS is on directing major offensive axes of advance. The Japanese early in the game are challenged to achieve their historical expansion as Allied forces battle the clock to react with their in-place forces trying to achieve maximum damage to the hard-to-replace Japanese veteran units.
Combat in EotS is based on successfully bringing superior combined land, air, and sea forces to bear in a two-tiered combat system. The first tier is the resolution of air-naval combat, the second tier covers ground combat. The culmination of both tiers results in one side prevailing in battle.
The key variable in determining strategic victory is the level of U.S. political will. The Japanese win the game by forcing the U.S. into a negotiated peace, which was not achieved historically. The Japanese achieve this by knocking countries like India, China, and Australia out of the war, while inflicting massive casualties on the United States. The delivery of the A-bomb on its historical schedule is not a guarantee, often necessitating Operation Olympic and the invasion of Japan. It is often in its darkest hour that the Japanese find victory in EotS.
EotS scenarios were designed with the busy enthusiast, grognard, and competitive tournament player in mind. EotS was designed to be played n yearly scenarios (1942, 1943, and 1944) of three turns each that play in under two hours. If you are a fan of CDG's, EotS takes the genre into a familiar, but new direction. If you are a fan of classic hexagon wargames, this game has all of the features that brought you to this hobby in the first place, but with a new level of excitement and replayability. The game is comprehensive, but easy to learn.
Vendor: GMT Games
Type: Board Games
Price:
99.95
Designer | Mark Herman |
Publisher | GMT Games |
Players | 1-3 |
Playtime | 60-300 mins |
Suggested Age | 12 and up |
Honors |
2016 Goblin Magnifico Nominee 2015 Meeples' Choice Nominee 2015 Golden Geek Most Innovative Board Game Nominee 2015 Golden Geek Best Wargame Winner 2015 Golden Geek Best Wargame Nominee 2015 Golden Geek Best Strategy Board Game Nominee |
Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues.
The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is an historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his sides effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various' issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence).
The game then moves into a post conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of place a network or remove an opponents network the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies.
Once this has all been sorted out the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advance toward Germany, Italy, and Japan. Using a very simple combat mechanic each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender shutting down military operations although clandestine and political activity continue until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion.
If at the end of Potsdam conference Germany, Italy, and Japan have not surrendered the Allies as represented by the players collectively lose the game. If the Axis have been defeated then tthe winner is the player with the most Cold War points portioned out for governments and networks aligned to your side, global issues, and a list of conditional situations. For example colonies with no network or political authority give Churchill points for keeping colonialism alive or which fronts caused axis surrender.
As I stated this is not a wargame, but a three player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...