Hell’s Gate is a simulation game of the Battle of the Korsun Pocket in Ukraine, during January and February of 1944. Two players direct the German and Soviet forces as they seek to capture or regain territory and inflict losses on the opposing side while minimizing their own losses. The simulation is also easily playable solitaire for those who wish to study the dynamics involved.
War games author, professor and designer Philip Sabin introduced Hell's Gate in his book, Simulating War, and this Victory Point Games edition has polished the game's original components to bring you a great simulation game experience.
Aliens vs. Zombies ("AvZ"), by designer Chris Taylor, is a two-player game about the life and death (mostly death) battle between two natural enemies: Aliens and Zombies. The Aliens attacked the Earth and destroyed 99% of humanity using orbital death rays. However, the weapon interacted strangely with human DNA and caused an unforeseen mutation! Within 24 hours of death, the recently dead arose and slowly shambled aimlessly with purpose in the general direction of the Alien attackers to take their revenge.
Aliens vs. Zombies is a small, low-complexity wargame for beginners, children and light-hearted fans of aliens and/or zombies. The aliens are invading a small town. A side effect of their weapons used to conquer humanity is the reanimation of the newly dead, who are out for revenge!
The alien player has fewer units but has the advantage of superior weaponry and armor. Zombies are plentiful and are divided into different types: rotting, tough and fast. Both sides can move or attack during their turn. Each side has one unique action: aliens can blast away with exploding dice and zombies can chomp their opponents to create new allies.
Each turn a tile is revealed with a number of zombie spawns and special events. After the 8th turn, the zombie dead (those deader than usual) are counted to determine the victor.
Which side will you choose? Choose wisely and conquer, in Aliens vs. Zombies!
Designed by Dennis L. Bishop, The Last King of Scotland is a hex and counter wargame that simulates the Tanzania-Uganda War of 1979 that ousted Uganda's President for Life Idi Amin Dada. One player takes control of the Ugandan forces while the other player commands the forces of Tanzania.
With a seeming fascination for all things Scottish, Idi Amin referred to himself as the "uncrowned king of Scotland". When Amin fled Uganda in a sense he truly became "The Last King of Scotland." Each game turn is a month of real time. Each hex covers 30 miles, and units range from platoons to battalions.
Arising once again from the grave, from designer Hermann Luttmann and lavishly illustrated by Vinh Ha, arises Dawn of the Zeds Second Edition as you've never seen it before. In this States of Siege™ solitaire game of horror and survival, your strategies will be put to the test. The world has gone crazy – a deadly virus has turned ordinary people into vicious, zombie-like killers. The undead, nicknamed "Zeds," are now converging on your corner of the world. You have been left to your own devices to stop them while the National Guard organizes a relief column and fights its way to you – but that could take days, or even weeks, before they arrive.
At the town of Farmingdale and its surrounding villages, you must coordinate its defenses. Regular citizens may emerge as heroes as you work to halt the Zeds' advances by (re)killing them, discovering and implementing a cure to this vile scourge, and preserving the area and its inhabitants as much as possible. In addition to this madness, the crazy Doctor Marteuse has been working in the underground tunnels and unleashing his uber-deadly Super Zeds, a nasty bunch of beasts that give havoc a whole new name. Bring him to justice, destroy the infectious Zeds, and save your city from peril!
In a game that requires the utmost test of skill and nerve, will you survive long enough? Will you be able to fight hordes of Zeds while protecting the townspeople? Test your heroics and unearth Dawn of the Zeds, a game that will keep you on your toes!
Ghosts in the Grid is a 2 to 4 player card game, with the flexibility to combine two or more games to increase complexity and/or numbers of players. Create the “Grid” by arranging 35 random square tiles to create the playing field, play cards to advance your “Ghost” or thwart opposing players by hacking them with “Virus” cards.
Your goal is to retrieve the Data from the Central Node at all costs! Escape with it before opposing players hack your Ghost and the System assimilates you. Each player begins on opposite corners of the assembled Grid. You play Ghost cards on yourself to move towards the center and attempt to retrieve the Data, or put a stop to other players getting to the object by playing Virus cards on them. If you have too many Virus cards on your Command Row mat at once, you will be Assimilated and will have to start over again!
Do you think you have what it takes? Prepare yourself with Ghosts in the Grid!
In Star Borders: Humanity 2nd edition, two factions: the Grand Imperium and the Free Alliance are fighting to establish control of a contested (if not particularly important) ‘backwater’ regionof the galaxy. Each player represents the commander of one faction’s forces. Unfortunately, each player’s position as a Governor / Viceroy / Satrap is tenuous in relation to their larger civilization which is why you were assigned here, to the armpit of space and with scant resources, instead of to your glorious core worlds controlling the newest and best forces.
In the grand scheme of things, you seek to build a good reputation and make the best of your near-exile to the Star Borders, so that you can leave by advancing your career and family name.
Star Borders is played on connected maps arranged to represent a contested region of space. Players vie for dominance in the regions created by controling planets, nebulas, and asteroid fields. One player controls the movement and combat of the Alliance (blue) spaceforce, while the other controls the movement and combat of the Imperium (red) spaceforce. Each player, in turn, moves and then engages in combat with his units, in an attempt to capture (or prevent from being captured) key locations (e.g., planets) on the map. Finally, resources called Logistics Points (LPs) are gathered.
Tensions mount in the war for the crown, and both sides are turning to new tactics and strange allies. Battlefields are haunted by ghosts, buffeted by invisible forces and wracked by lightning. Armies march under the auspice of statues, and secure formations are breached by attacks from odd directions. Which side will best master these new devices and capture the enemy sovereign?
For our popular deck-building game, For the Crown 2nd edition, comes the first expansion, Shock & Awe, introducing 13 new cards and 10 new unit types to pit against your opponent. Bolster your economy with the Caravan, duplicate key assets with the Changeling, and rule the battlefield with the mighty Amazon. Who has the wit and will to lead these new forces to victory, and who will succumb to Shock and Awe?
Note, the For the Crown Expansion Kit 1: Shock & Awe is not a ‘stand alone’ game. You must own a copy of For the Crown 2nd edition to use this expansion kit. This expansion kit cannot be used with the first edition of For the Crown.
In Tenka, each player takes the role of a local baron in the chaos of medieval Japan. The Emperor is powerless and the office of his sworn protector, the Shogun, is an empty shell. The realm is in turmoil as rival Daimyos struggle for control.
Two to four players compete in this fast-playing card game of consolidation and conquest, where each turn and every card play is a decision whether to PLACE a card in your court for a modest but long-lasting effect, or to PITCH a card for a stronger but single use.
Nobunaga realized his ambition and united almost a third of Japan under his rule; only one player can seize enough Provinces, or have all three Regalia, to control the realm. Play Tenka to find out if it will be you!
Each game covers one period of unrest in Feudal Japan lasting until a great warlord emerges victorious
Ever wanted to make your friend bark like a dog three times, while rubbing their belly and slapping their knee? Then we have the perfect game for you!
Rules Lawyer, by designer Nathan Hansen, is a fast-paced, light-hearted, family-fun card game for 3 or more players with ever-changing rules. Each player takes turns altering and then obeying the current rules ("Laws") of the game.
Your goal is to fulfill three Goal cards in your hand, therefore you must change the Laws (or hope someone else does) to your advantage. But beware, if you – or someone you spot – doesn't perform all of the Laws correctly or in order, you may lose some of your Goal cards, or players could steal Goal cards from you!
Great for parties, family, and friends, see what rules you can come up with in Rules Lawyer!
Following his failed invasion of Portugal in 1810, French Marshal André Masséna fell back into Spain with Wellington's Anglo-Portuguese Army in cautious pursuit. Assuming the wretched state of the French would allow him time to capture the key border fortress of Almeida, Wellington settled in for a leisurely siege. But Masséna quickly reorganized his forces and advanced on the British positions in an effort to resupply the beleaguered fortress.
Advancing on Almeida on 3 May, 1811, Masséna encountered Wellington's army in strong defensive positions along the Dos Casas River. Heavy fighting erupted, with the British barely managing to hang on to the key terrain. The next day, Masséna scouted the area and discovered that the British right was dangerously weak; that evening he conducted a daring night march that put strong forces into position to roll up Wellington's flank. When the French attack struck on the morning of 5 May, the British right nearly collapsed, and only the sacrifice of the British cavalry and heroic performance of Craufurd's Light Division barely managed to save the day. The savage nature of the fighting and the peril to the British position was revealed in Wellington's statement after the battle, "If Boney had been there, we should have been beaten."
Fuentes de Oñoro 20, by designers R. Nicasio Garcia and Jack Gill, allows players to examine this tension-filled battle of the Peninsular Campaign, fought along the Spanish-Portuguese Border. Featuring the same system as GMT's popular "Fading Glory" game, Fuentes de Oñoro 20 has low unit density (20 pieces or less on the game map) and modest complexity. The game focuses on dramatic, fast-playing turns and creates a strong historical narrative through the use of random event cards and the tracking of army morale providing a great feel for the parry-and-thrust of Napoleonic grand battle. Lead your troops forward into action to see if you can break your opponent's morale at bayonet-point before he puts your army to flight.
James Franklin—Patient Zero—collapses after stepping off a plane from the Congo at JFK International Airport. He is rushed to Forest Hills Hospital where he is placed in an isolation ward. It is quickly discovered he has Morbusian, a constantly mutating virus that is resistant to all known antivirals. The survival of humanity itself is at stake!
In Infection: Humanity's Last Gasp, by designer John Gibson, you are the director of the Department of Plague Control (DPC) field office in New York City. You make the decisions about what parts of the virus to study, which personnel to hire and what equipment to purchase. You’ll soon discover you are working with an eccentric group of scientists who don’t always work well together—and one very resourceful lab rat named Marvin. As the casualties increase, so does the stress and mistakes made, as you try to complete your vaccine before time runs out for all of mankind!
This strategy game uses simple mechanics in a multitude of combinations to create engaging, deep gameplay as you try to eliminate an evolving virus that could spell the end of the human race. While random events from the Status Report cards might throw a wrench in your plans (or occasionally help you out), you’ll use the Lab Personnel and Equipment cards you’ve hired to piece together randomly generated Proteins into the different parts of a Vaccine, all while managing dwindling Funding resources as the Death Toll Track climbs; each time that your Containment roll fails you come one step closer to losing this battle, so make sure that you push everyone to their limits before the INFECTION reaches critical levels.
It's spreading. What started as a petty feud has grown to engulf the nation, and even the most stoic spectators are now picking sides. And as the scope of the conflict changes, so must the strategy; each contender must learn to command larger armies and coordinate with new allies. This is truly a time where strong leadership could turn the tide of history...
For the Crown, by designer Jeremy Lennert, introduces All the King's Men, a four-player variant pack!
All the King's Men introduces two new variants: The Extended Game and the Team Game. The Extended Game (2-player) uses extra cards, with two options to play an extended game with a friend. The Team Game allows four players to play a single game, in two teams of two!
Note, the For the Crown: All the King's Men is not a ‘stand alone’ game. You must own a copy of For the Crown Second Edition to use this variant pack. This variant cannot be used with the first edition of For the Crown.
Swytch, the second in the BGO series by designer Nathan Hansen, is a symmetrically balanced abstract strategy game for 2 players. Each player has two types of Counters: Hexagonal and Circular. Hexagonal counters can move in 3 directions, while Circular counters can move in all 6 directions.
Each player tries to outmaneuver and eliminate all of the opposing player's pieces on the board. To do this, they can do one of three things on their turn. They can either: Move/Attack with a counter or stack of counters, prepare a stack of Hexagonal counters for an advanced move with changing directions, or "Swytch" (i.e., change the orientation of a Stack of Hexagonal counters, and thus what directions they can move). Every time that a player attacks with a stack of counters, they MUST also Swytch with that stack immediately after.
The number of spaces a stack of counters can move/attack is determined by its height. When a player attacks by moving into an opponents stack, they reduce the size of the target's stack of counters by the size of their own. If this is enough to eliminate the target, they do so. If not, they are forced to stop one space short and also reduce the size of their stack by 1.
Deeply strategic and full of possibilities, get the upper hand in Swytch!
From the far reaches of our galaxy, an alien race has come to Planet Earth with the intent to wipe out the entire human race. As cities crumble and fall to the onslaught, a few civilizations bravely gather resources to send the remnants of humanity out into space in a last ditch attempt to keep the species alive. Your people have gathered into two great cities awaiting word on how you will ship them to another world, their new home. It is time to Abandon Earth.
Introducing the first of the Bagged Game Originals ("BGO") series, Abandon Earth by designer Tom Decker is a multiplayer game in which you aim to get your people to a new world that they can call home. Manage your actions wisely by searching for survivors, researching new technology, training and sending off marines to fight back, and launching rockets containing the last remaining survivors of Planet Earth. Score more Victory Points before everyone else and declare yourself (and your people) victorious!
Each turn you are limited to one action per remaining city that you control. You will be able to choose between developing your infrastructure, researching technology, spending resources, or counter-attacking the aliens. Developing your infrastructure will allow you to search for refugees, train marines, or work on building a new, powerful underground city. Researching technology may allow you to send your colony ships further into space to better planets. After choosing your actions, you will be able to launch one of your ships, should you choose, into space and to a new world. Finally, your turn ends with an alien attack. As the neutral cities fall around you, your cities become increasingly attractive targets for the aliens.
Will you be able to escape earth before your last cities fall? Can you deliver your remaining citizens safely and peacefully to a new world? Get ready to blast off and Abandon Earth!
Circus Train Second Edition, by designer Tom Decker, is a 1-5 player game in which you are the owner and operator of a small circus train in prohibition-era America. In this game, you and your opponents are vying to employ the best talent while putting on the most magnificent show each month. While touring the country by train, you will have the opportunity to perform while adding talent to your show through hiring the performers stranded in cities by defunct circuses. Just remember to keep an eye on your wages, because your talent definitely will.
Through clever card hand management, you control the movement of your train around the American northeast, making strategic business decisions about talent, performances and payroll in this fast-paced strategy game. Each turn represents one week of real time, and after six months, the circus season closes for the year and the game ends with one player declared as having The Greatest Show on Earth.
Inspired by Sara Gruen’s novel, Water for Elephants, Circus Train Second Edition includes thematic elements such as improving your show’s reputation by picking up alcohol for your talent and staff (legally, in Canada), the high costs of supplying big cats and elephants, and the ability to “red light” (firing by throwing off the train) disgruntled talent or talent that has simply become too expensive to maintain. These elements are blended into the game’s mechanics, keeping it all simple while adding layers of depth and strategy.
What's New in 2nd Edition:
This new edition combines the first edition with its first expansion. Along with a graphic face-lift, it adds more players (3 more), thereby changing the experience for a gamer and how they play Circus Train 2nd Edition. It also adds new, never-before-seen Event cards into the mix.
When war in Europe broke out in 1914, the Ottoman Empire, pursuant to secret protocols, agreed to provide shelter to the fleeing German Battleship, Goeben, which was renamed Yavuz. After Britain refused to deliver newly ordered Turkish battleships, the Turko-German fleet bombarded Russian forts, signaling the Ottoman Empire’s entrance into World War One.
Ottoman Sunset 2nd edition, by designer Darin Leviloff, is a stand-alone solitaire States of SiegeTM game on World War One in the Near East from 1914-1918. The player controls the Young Turks (CUP or Committee of Union and Progress) as they try to keep the Ottoman Empire alive amidst the struggles of the Great War.
After many years of being the “Sick man of Europe,” by the late 19th century the Ottoman Empire attempted to reform and modernize itself. Ironically, such attempts convinced restive nationalities such as the Greeks, Romanians, Bulgarians, etc., to assert their independence and/or seek to expand their territory.
This weakness caused other Imperial Powers to seize Ottoman territory, both formally and informally. By the outbreak of World War One, the Ottoman Empire was reduced to a core of territory in Asia Minor, the Levant, the Hejaz, Mesopotamia, and a sliver of European territory. This collapse led the military-political leadership in Turkey to take over under the guise of the Young Turks.
The Ottoman Empire began with lofty strategic goals, but soon faced a hard slog, defending its core empire against far-flung British-led forces, Russian armies, and a Hashemite Arab revolt. Furthermore, ongoing campaigns on other fronts, such as those with Austria against Romania in the East, against Italy on the Isonzo, and of course the draining stalemate of the Western Front had a direct impact on events in this theater. Like Austria-Hungary, the Ottoman Empire needed direct German aid to keep it in the conflict.
Despite victories at Kut and Gallipoli, by October 1918, the Turks had about all they could take and surrendered. Can you lead the Ottomans in the Great War and achieve victory where your historical counterparts failed?
A new wave of refugees arrived yesterday, telling tales of hordes of shades overwhelming their homesteads. I immediately sent word to the Prince, though I don’t know if he can do anything for them. The monastery is now abuzz with word of a stranger who arrived this morning. Though his countenance was grave, he shone with an inner light…
Darkest Night: With an Inner Light, by designer Jeremy Lennert, introduces a quest system that requires the heroes to respond to crises throughout the kingdom and offers new ways to acquire items and powers. The expansion also adds four new playable heroes (the Crusader, Monk, Paragon, and Shaman) as well as new event and artifact cards.
Note: This game requires that you (or someone in your group of players) own a copy of Darkest Night.
Star Borders: Aliens from designer Lance McMillan and developer Alan Emrich is a complete, 2-player stand-alone game that introduces two new factions, the Rhame Swarm (a.k.a., the “Bugs”) and the C1B0R6 Collective (a.k.a., the “Bots”) that are fighting to establish control of a contested region of the galaxy in the Star Borders universe.
This game is completely mate-able with Star Borders: Humanity and introduces a few new wrinkles to the universe, including the first 3-engine ships, ships that morph, and other strange goodies. Of course, there are new maps, counters, and compatible cards that can be retrofitted to Humanity so the design-your-own-scenarios possibilities have been increased exponentially.
Star Borders: Aliens features 7 new scenarios exploring the very unexpected war between the Bugs and the Bots, and the inclusion of a bonus scenario to allow players to bring in the forces from Humanity. The tension between the asymmetrical abilities of these fleets creates a great player tension on the board that you will long enjoy!
Grab your digging tools and prepare for Gem Rush, an easy-to-learn, 1-6 player blitz to build a magical gem mine. Use your gem cards to construct new rooms, and use the rooms to replenish your gems. Race your friends for fortune in rush mode, or work together to save the mine in crisis mode. Either way, you've got to dig fast and manage your gems carefully.
A typical card includes two gemstones; you can count it as either – or as both if you can find the right spot to use them. The game board changes each time you play as the playing area is constructed out of modular room tiles, each with different abilities and different opportunities for further construction.
Get your mining picks ready and dig up Gem Rush today!
King's Ransom, from designer Frank Zazanis II, is a two-player strategy card game pitting royal rivals against each other. Using the basic mechanics of Chess, there's an additional layer of strategy due to each card entering play hidden from the opposing player's view.
On their turn, each player flips a face-down card so it is face up, and then moves any face-up card. He or she then announces check, if applicable. If no check is announced, then a card is placed face down, and a new card is drawn from the deck. If you can set traps and lure your opponent into making mistakes, you might be able to snatch their King and ransom him for control of the kingdom!
The Syrian Army’s attack against Israel on the Golan Heights in October of 1973 caught the Israeli Defense Force by surprise. From the afternoon of 6 October through the morning of 10 October, the issue hung in the balance. Several times it seemed as if nothing could stop the Syrians from sweeping down into the Jordan River valley and placing all of Northern Israel in artillery range again.
Then arriving Israeli reservists gained the upper hand and in a powerful counteroffensive broke the Syrian Army and sent it streaming back across the pre-war ceasefire line. The first several critical days of that struggle are the subject of Days of Battle: Golan Heights!
Trieste, from designer Matthew Ma, is a boxed card game in which three players take on the roles of Thief, Merchant, or City Watch. Each role has its own unique deck and victory conditions. Turns are played out simultaneously, with each player selecting an action without knowing those chosen by opponents.
The City Watch player levies taxes on the Merchant and patrols the streets for the Thief, looking to fill the city's jail with ne'er-do-wells. Players in the role of the Merchant are out to cut deals and line their coffers in a quest for untold riches. As the Thief, that player is attempting to pilfer coins from the Merchant, while earning infamy and the respect of the secretive Foxtail Gang.
The coastal city of Trieste is a flurry of trade and activity, but where there's power, there are always those who will compete to grab as much of it as they can. Conflict erupts in the streets, shops, and back alleys. Only one can truly rule Trieste. Will it be you?
Weeks on board the ship have taken their toll on me; I haven’t been this light since I was a boy and I can barely stand up even now that we’re on solid land again. Despite that, the view from this beach is amazing; I never imagined anyplace could as wonderful or wild as this new world. Our journey inland begins tomorrow and all of my men are showing their nerves tonight; my hope is good rest will grant us the strength to make our claim and return home someday soon…
In Old World New World, from designer Aaron Smith, you take command of explorers trying to find their destiny in a recently discovered land. The map is revealed as you play against up to three opponents, with each of you trying to shape the land to best benefit your own side. With player controlled events such as Barbarians, Tornados, and Bribery, no plan goes unhindered and anyone could find themselves mapping their own destiny!
Perfect for both new and experienced gamers, Old World New World has a great mix of simple mechanics and a variety of options that will keep you on your toes no matter how many times you play it.
This solitaire game, suitable for group and classroom cooperative game play, tells the story of the English Civil Wars (1640-53) through its key events and decision points. You attempt to stop the advance of four armies bent on destroying Parliament and Puritanism, whom you represent; simply holding on to London is not enough.
Each of the three English Civil Wars are replayed through the use of separate card decks that recreate the historical military and political events that could spell doom to the Parliamentarian forces. There are civil wars going on not just in England, but in Scotland and Ireland too; and each will have varying impact on the play of the game at different times.
The title comes from the purported response to the beheading of King Charles by his implacable foe, Oliver Cromwell, who remarked that this act of regicide was a “cruel necessity.”
The wind is from the north today, carrying a foul stench.
I used to think of necromancy as a black fog, thickening and spreading, covering us in oppressive gloom. I see, now, that this was wrong: A fog is made all of the same stuff, but our doom has many distinct facets, each one we penetrate revealing a new evil behind. Some have become terrified of the darkness; others made numb by despair. Many have had their bodies rent, while others are starting to lose their minds. A scout has just sent word of another new variety of monstrosity that has appeared near the village...but also the discovery of a new artifact that may help us fight them.
Fate, it seems, never runs out of ideas. We can only handle each new challenge as best we can as it arrives on shifting winds...
Darkest Night: On Shifting Winds from Jeremy Lennert expands the game with a variety of new content: It adds the Ranger, Scout, Wayfarer, and Wind Dancer as new playable heroes, introduces eight new blights and new treasures to search for, and also includes new Event and Artifact cards.
On Shifting Winds can be used either with or without the first expansion, With an Inner Light.
Note: This game requires that you (or someone in your group of players) own a copy of Darkest Night.
Darkest Night, by designer Jeremy Lennert, is a fully-cooperative board game for one to four players (up to six with variants), set in a kingdom broken under a necromancer’s shadow. Each player takes on the role of one of the kingdom’s last heroes (nine playable characters), each with a unique set of special abilities, just as they hatch a plan to save the realm.
The Necromancer Bundle contains the Darkest Night base game plus all of its current expansions and one promo.
Darkest Night: Nymph PROMO
Darkest Night: On Shifting Winds
Darkest Night: With an Inner Light
After storming the beaches in his D-Day series, and fresh from air landing in his Market-Garden series, designer Paul Koenig invites you to collect another World War II European Tour travel sticker, this time from the first 3½ days of the German 1944 winter offensive known as “The Battle of the Bulge.” In this first game of a new series, 6th Panzer Army takes you to the northern sector of this famous salient where Allied forces grimly confronted a winter onslaught by Hitler’s vaunted Panzers in the rugged Ardennes Forest. As a player, you must command your German or Allied forces so as to capture the objectives on the board while keeping your casualties down (and your opponent’s casualties high).
Using a fresh take on the venerable wargaming system presented in the D-Day and Market-Garden series, Battle of the Bulge authority and game developer Randy Heller has brought Paul’s system up in scale to handle the larger operations in this campaign and provides the great (but manageable!) gaming “chrome” that wargamers so enjoy when exploring history using a “paper time machine” like Paul Koenig’s The Bulge: 6th Panzer Army.
Sign of the Pagan from Richard Berg portrays the most famous battle of one of history’s most feared figures – Attila the Hun. It is considered by some to be the battle that saved Western Europe from the Huns and, for the most part, put an end to Attila’s wide-sweeping drives for loot.
The Battle of the Catalaunian Fields was fought as the age of the Roman West faded away and the Dark Ages began. As Attila’s Huns and their Germanic barbarian allies moved into Western Europe, leaving a trail of pillage and destruction behind and threats of more violence to come, the remnants of the Western Roman Empire joined with their former enemies, the mighty Visigoth tribe, to stop the deadly invasion.
The two coalitions squared off in battle in the summer of 451 A.D. in what is now central France. The result entered both history and mythic folklore, as one of the last armies of the Roman Empire stood in common cause with their bitter Gothic rivals to defend their lands and their peoples from the marauding terror of the Huns.
Cuba: The Splendid Little War, from designer Javier Garcia de Gabiola, is a two-player simulation of the third War of Cuban Independence, which lasted from 1895 to 1898. (This was the last of the three liberation wars fought between Cuba and Spain; the previous wars were the Ten Years' War (1868-1878) and the Little War (1879-1880). One player controls the forces of the Spanish colonial government, fighting to retain Cuba; the other player controls the Cuban rebels fighting for their independence.
Gameplay represents the main insurgency and counterinsurgency operations that took place, and players must make key strategic decisions to achieve their objectives while balancing their resources and preventing their opponent from doing the same.
There are event cards that help and hinder both players; disease, ambushes, assassinations, and the reactions of the American press and government. Steamships, railroads, telegraphs were all common, but there were no radios, almost no automobiles, and no airplanes. Newspapers and magazines were the cutting edge of media, so print was “king.”
As the Spanish player, can you maintain control of the island, keep the economy going (based on sugarcane plantations) and keep the U.S. out of the fight? Or, as the Cubans, can you stop the Spanish efforts and gain your independence.? Play Cuba: The Splendid Little War and find out!
As the newest pug on the block, you're ready to sock the next lug to enter the ring with you. The wise heads have finally let you challenge the champ and it's up to you to prove that you can sing that sweet chin music with the best.
This is a knock-down, drag-out slugfest from designer Fréderic Moyersoen that only one fighter can win; the last man standing takes home the dough and the dames.
Maybe once you've beaten back the roundheels in the one-off brawls, you can go on to fight in the bigger tournaments...
The Howling Skies are upon us! The greatest dog pilots of our time are battling overhead, each growl and yip bringing them closer and closer. As oil and wood rains down from their fight, I just hope I get to see the action up close some day...
In Dawgs of War from designer Nathan Hansen, you and up to seven additional friends take to the skies for aerial combat in the era of the Great Dog War. Each player takes on the role of a famous canine pilot as you battle both gravity and the other planes. All plays are made at the same time and you’ll be hard-pressed to see the moves coming, as danger can come from any of twelve possible directions. Get ready for the Howling Skies!
Part of the Bagged Game Originals line, Symmetric is a symmetrically balanced abstract strategy game for two players. A player wins by having one Counter in each of their opponent's three starting spaces at the center of the board.
Darin A. Leviloff's Hapsburg Eclipse is a solitaire States of Siege game on World War One in Eastern Europe from 1914-1918. The player controls the leadership of the Austro-Hungarian Empire and, peripherally, the German Central Staff who assumes greater and greater control over their ally. The Austro-Hungarians have unique challenges as they try to survive the onslaught of the “Russian Steamroller” and try to conquer the Serbs in the South. The mission will be complicated by the perseverance of those enemies; the difficulties with new fronts in Romania, the Balkans, and the Italian border; and the difficulty of keeping the Empire's restive nationalities from revolting from Hapsburg Rule.
The war started poorly for the Austro-Hungarians, with major Russian advances in the East and no progress against the Serbians. As time went on and the Austro-Hungarians bounced from one crisis to another, the Germans started to take more control as the price for their aid. In the end, the war was too much for the disparate nationalities of Austria-Hungary to take, and when it became clear that the Central Powers could not win the war, the Austro-Hungarian Empire disintegrated.
Can you succeed in keeping the Hapsburg Monarchy intact? Play Hapsburg Eclipse and find out!
Hapsburg Eclipse has a sister game titled Ottoman Sunset, depicting the struggle of their Central Powers ally, the Ottoman Empire. If in possession of both games, a Combined Game is playable, either as a two player co-op game or as a large two-front solitaire game. The rules for the Combined Game are included with Hapsburg Eclipse and modify the rules for each individual game.
Mound Builders, from the Charles S. Roberts Award-winning design team of Wes Erni and Ben Madison at Victory Point Games, is a solitaire States of SiegeTM game where you represent the two largest pre-Columbian Indian “mound builder” cultures that dominated eastern North America from before the time of Christ until the coming of the European colonists in the 17th century. Your empire represents the earlier Hopewell culture and the later Mississippian culture that derived from it.
Until the arrival of the Spanish late in the game, you will expand your control across the map of North America, extending it over the various chiefdoms encountered and incorporating them into your economic and religious sphere (“empire”). Your domain will grow and shrink, but be aware that rather than a military advance and retreat, this process represents the rise and decline of culture, religious ideology, and an economic way of life, threatened from outside by competing ideologies and lifestyles as much as by hostile armies.
Your goal is to extend Mound Builder culture and amass as many chiefdoms as possible before rival native powers (and the smallpox-ridden Spanish!) rise up to drive you back to your Mississippi River heartland and extinguish your vast capital city at Cahokia, Illinois – near modern St. Louis.
The South shall rise, and the North will follow fast upon its heels. Two titans will battle for this Nation, and they will not be, as the President had hoped, the “better angels of our nature.” Death will walk the land and not one of us will know peace, not even in the grave. - Private John Picket, in a letter home, Taunton, MA, June, 1861.
From designer John Welch comes your chance - with up to three additional friends to alter the course of a fractured United States, increasingly menaced by Confederate zombie soldiers (“Zebs”), and the dangerous Revenants and Glorious Dead that await you.
Based on the alternate history of author S.M. Cross’ The South Shall Rise (pending publication), this is a game of tactical combat set during the American Civil War, where those within the Confederacy take a terrible risk to use the dead as reanimated soldiers. With four unique and challenging scenarios to choose from, crawl out of the trenches and rise to glory… or die (again) trying.
Good luck... you’re going to need it!
I Say, Holmes! is a card game based on the classic adventures of Sherlock Holmes by Sir Arthur Conan Doyle. As observers on Holmes’ current case, you will play a variety of cards to push the case forward, creating the story as Holmes and Watson attempt to arrest the villain; the only problem is that at least one of you is acting as a double agent, endeavoring to assist the villains as they try to slip from the Great Detective's grasp.
This new version of I Say, Holmes! features completely new custom art created by Clark Miller (Darkest Night, Trieste) showcased on 125 playing cards, alongside custom-shaped, laser-cut counters; we’ve brought all of our expertise to bear on making I Say, Holmes! into one of our most stunningly beautiful game yet.
In Tenka: Shogun Edition, you will work to fill your Court with all of the tools necessary to rule Japan’s various provinces. Power can come from winning over Priests, lesser Lords, and Knights, or you can push for bringing Japan’s unique aspects to your side. No matter the direction you choose, you’ll be racing against time to restore order before Chaos breaks out.
Only one can seize enough Provinces or retrieve the Imperial Regalia (the three Sacred Treasures of Japan) to control the realm. Will it be you?
The second expansion to For the Crown, The World is Round introduces several new units with the ability to move in a cylindrical fashion – moving off the edge of the board and re-appearing on the other side. Rush your opponent with the vicious Raider, and command your troops with the Khan. Take charge of the battlefield and utilize maneuvers that will make your opponent's head spin with The World is Round.
Note: For the Crown expansion kit 2: The World is Round is not a "stand alone" game. You must own a copy of For the Crown 2nd edition to use it. This expansion kit cannot be used with the first edition of For the Crown.
In Who Stole the Cookie? you need to figure out who has both of your cookies because just one is never enough!
To set up, shuffle 2-3 cookie cards with 6-15 crumb cards depending on the number of players, then place two cards in the center of the table and deal two cards to each player, with everyone being able to peek at only one of their cards. On a turn, a player can:
Peek: Look at any one face-down card.
Switch: Switch the position of any two cards.
Shuffle: Have someone shuffle the two cards in front of you, then look at one of them.
Declare: Declare you know where two cookies are, choosing a card that you have or a card in the center of the table only if you can choose both of them. Secretly look at those cards, winning if you're correct and getting removed from the game if you're not. Find the cookies and you win!
For 2 to 4 players, Villainous Vikings is a rousing game of Viking exploration and conquest. With players confronted by constant Raid or Trade dilemmas, the decisions will take you to the highest seat in Asgard next to Odin.
Your goal in Villainous Vikings, by designer Jeremy Stoltzfus, is to amass as many Valhalla Points as possible so that after Ragnarök occurs your Captain has the best seat in Valhalla to tell his tales of battle and drink his mead. You will gain Valhalla Points by raiding, trading, and battling the other Captains who are also vying for Odin’s favor.
After one of the players has been declared the victor of Ragnarök, each player will tally up their Valhalla Points to determine their overall standing with Odin the All-Father and the other Gods; whoever is in the best standing is considered the greatest Viking(s) in history!
A portable game for two players. Players take turns adding one card at a time to either one of their or one of their opponent's three rows. Each row has certain restrictions to it that determine where a card can be placed. Some cards however can change these rules and either make it easier for yourself or harder for your opponent to complete a row. If the total value of a row after five cards are placed is 21 - 26 inclusive, the owner of that row gains a point. If not, the row is emptied and owner gains nothing.