Brass: Birmingham is an economic strategy game sequel to Martin Wallace's 2007 masterpiece Brass. Brass: Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution between the years of 1770 and 1870.It offers a very different story arc and experience from its predecessor. As in its predecessor you must develop build and establish your industries and network in an effort to exploit low or high market demands. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game score the most VPs. VPs are counted at the end of each half for the canals rails and established (flipped) industry tiles.Each round players take turns according to the turn order track receiving two actions to perform any of the following actions (found in the original game):1) Build - Pay required resources and place an industry tile. 2) Network - Add a rail / canal link expanding your network. 3) Develop - Increase the VP value of an industry. 4) Sell - Sell your cotton manufactured goods and pottery. 5) Loan - Take a £30 loan and reduce your income.Brass: Birmingham also features a new sixth action:6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)
Welcome to the Rococo era during the reign of Louis XV when it’s safe to say that holding lavish balls is quite trendy. Important personalities wrap up in noble coats and dresses anxious to outshine one another. As the biggest event is coming up in just a few weeks everyone is turning to you with their requests: an elegant coat here a stunning dress there or a donation to fund the fireworks at the event. Soon you realize that it’s not just about your dressmaking business anymore — it’s about managing the most prestigious ball of the era…and now it’s time to roc(k)!Rococo is a Eurostyle board game with an interesting take on deck-building. Each turn you play one of your employee cards and let that employee perform a task: hire a new employee buy resources manufacture a coat or dress or invest in the ball’s decorations. But not every employee is up to every task so you must choose and lead your employees wisely — especially since each employee grants a unique bonus and some of these bonuses generate prestige points.After seven rounds the game ends with the big ball and a final scoring. Then you gain prestige points for certain employee bonuses and for coats and dresses that you rent out to guests at the ball as well as for decorations that you funded. The player who collected the most prestige points wins.
The middle of the 17th century was a period of great changes; with the advent of the scientific method came what we now call the Scientific Revolution. Many great scientists with their theories and ideas changed and shaped our perception of the universe: Galileo Galilei Copernicus Kepler Bacon and above all Sir Isaac Newton.In Newton the players take the role of a young scientist who wants to become one of the great geniuses of this era. To reach their ultimate goal they travel around Europe visit universities and cities study to discover new theories build new tools and work to earn money.The game is played over six rounds. Each round every player plays five cards from their hand and each played card allows the player to perform one of the many actions of the game. An action can have a variety of effects which depend on the symbols on the board. At the end of the round a player can take back all the cards except for one. One card has to remain on the board which means that you give up one possibility of doing that action but also that that very action will be carried out with greater strength. Fortunately you can acquire new cards with additional powers to perform more actions.After six rounds you calculate your final score and the player with the most VP wins.The New Edition includes: - Newton: Great Discoveries Expansion - Newton: Robert Hooke Promo Card - Newton: Stephen Hawking Promo Card Any other promos are not included.—description from the publisherUPC 889696009043
In 1697 the Sun King Louis XIV emerged from a decade of war with his Continental ambitions still unsatisfied. Meanwhile King William III of England sat easier on his new throne than he ever had before. With the Spanish succession crisis unresolved and looming there were no illusions that the new century would be a quiet one. But neither France nor England could have anticipated the tumult of the years to come: a Second Hundred Years' War during which these two tenacious adversaries would compete fiercely and proudly along every axis of human achievement. On battlefields from India to Canada to the Caribbean Sea their armies and fleets would clash; in the salons of Paris and the coffee-houses of London the modern world’s politics and economics would be born; and finally a revolution would rock the foundations of society – a revolution that could have ended not in blood and terror but in a triumph of democracy and liberty that might have transformed the world beyond imagining.Imperial Struggle is a two-player game depicting the 18th-century rivalry between France and Britain. It begins in 1697 as the two realms wait warily for the King of Spain to name an heir and ends in 1789 when a new order brought down the Bastille. The game is not merely about war: both France and Britain must build the foundations of colonial wealth deal with the other nations of Europe and compete for glory across the span of human endeavor.Imperial Struggle covers almost 100 years of history and four major wars. Yet it remains a low-complexity game playable in a short evening. It aims to honor its spiritual ancestor Twilight Struggle by pushing further in the direction of simple rules and playable systems while maintaining global scope and historical sweep in the scope of a single evening. In peace turns players build their economic interests and alliances and take advantage of historical events represented by Event cards. They must choose their investments wisely but also with an eye to denying these opportunities to their opponent. In war turns each theater can bring great rewards of conquest and prestige but territorial gains can disappear at the treaty table. At the end of the century will the British rule an empire on which the sun never sets? Or will France light the way for the world as the superpower of the Sun King's dreams or the republic of Lafayette's?—description from the publisher
A Few Acres of Snow is a two-player deck-building Strategic level board-wargame about the French and British conflict in North America.The card-play contains a focus on a deck-building mechanic similar to Dominion each card will have multiple uses like card-driven games. The players have to choose only one aspect of the card to use when it is played. Each space captured by a player will add another card to the capturing player's deck.From the box description:A war fought at the edge of two mighty empires. For over one hundred and fifty years Britain and France were locked in a struggle for domination of North America. Thousands of miles from their homes settlers and soldiers were faced with impenetrable forests unpredictable American tribes and formidable distances. Despite these obstacles they were able to engage in bitter warfare with the British ultimately taking the prize of Quebec. A Few Acres of Snow is a two-player game that allows you to recreate this contest. You can change the course of history by your decisions.A Few Acres of Snow takes an innovative approach to the subject using cards to represent locations and manpower. As the game progresses you add to your selection of cards increasing the range of actions available to you. There are many strategies to be explored. How quickly should you build up your forces do you employ Native Americans what energy should be expended on your economy?The game is about more than just fighting – you must successfully colonize the land to have a chance.
The Birth of America series continues with The American Revolution.In 1775: Rebellion players take the roles of the American Continental Army and Patriots against the British Army and the Loyalists. Each side tries to control the colonies provinces and territories. They call on the aid of Native Americans as well as the German Hessians and French Army in order to successfully birth a revolution or quell the rebellion. The four factions each use their own deck of cards to move their units into positions. Battles are resolved quickly with custom dice. If you can control an entire colony province or territory you raise a flag. When the game ends with the signing of the Treaty of Paris the side with the most flag markers is the winner.1775: Rebellion uses the same basic mechanisms as 1812: The Invasion of Canada but to a different end result. The game is quicker (being 2-4 player) and the intermingling of units at the beginning of the game allows the action to start immediately. There are a few core rules that changed in order to better portray the goals of the war.The game also comes with an advanced scenario The Siege of Quebec. We recommend this for players comfortable with the basic rules.Winner of BGG Golden Geek 2013 Award for Best Wargame.
Horizons of Spirit Island features the core mechanisms of Spirit Island but features a new double-sided game board with a streamlined set-up punchboard components and five new Spirits designed to be ideal for those playing a Spirit Island game for the first time. These new Spirits are compatible with all existing Spirit Island components but to play with expansions like Jagged Earth you would need a copy of Spirit Island itself.
In 1703 Czar Peter the Great founded Saint Petersburg in Russia which quickly earned the nickname Paris of the East. The Winter Palace the Hermitage the Church of the Resurrection of Jesus Christ and many other buildings still amaze visitors from around the world today. To accomplish this he needed a new administration and brought the aristocrats under his control. This was also a golden time for the workers as their skills were much needed to reform and build the new Russia.In Saint Petersburg players play important roles in building the city of Saint Petersburg. To do this they will take turns selecting and purchasing cards from the display of available workers buildings and nobles. Each type of card has an associated phase and at the end of each phase players earn rubles and score victory points based on the cards they have collected of that type. When one of the decks runs out the players play until the end of that round then the game is over. Additional victory points are awarded at the end of the game depending on the number of unique nobles that each player has and the player with the most victory points wins the game.This new edition of Saint Petersburg features an additional optional module the Market which adds a new card type the market cards and a new Market phase with its own rules for scoring points. These cards bring in new resources and not only allow for new tactical opportunities as having a majority in provides extra victory points during the market phase scoring but also allow for a fifth player to join the game. This edition also includes the two expansion modules from the original edition plus four entirely new modules that can be used on their own or mixed and matched as players like.
It is 1729 in pre-revolution France a time when the aristocracy has all the power and the means to rule the country. As a wealthy well-educated aristocrat you have travelled the world and had the fortune to enjoy your life to the fullest – but you see that history is about to change course and you know that in order to stay strong your family must prepare well. You need to find new allies. You must absorb smaller families and use their potency to strengthen your kin. You have to arrange wise marriages nurture strong connections at court obtain titles build mansions and find the right spouses for your daughters and sons...Legacy: The Testament of Duke de Crecy enables you to build a powerful dynasty in 18th century France as you step into the shoes of a French noble and compete for lasting honor. Over three generations you – a resourceful patriarch or matriarch – will attempt to create a lasting legacy by establishing a house with ties to many different wealthy and powerful families from France and abroad (Spain Italy Russia and other countries).This card game offers endless possibilities. Each time you build a family you write a unique story bringing to life the diverse relationships between parents and their children between cousins uncles aunts nephews and nieces. Whether you are looking for the best husband for your only daughter or a suitable wife for one of your two sons whether you are looking to add new blood to your family by marrying into foreign nobility – you will be working to make your family rise in status through prestige and wealth new skills and abilities.In Legacy: The Testament of Duke de Crecy – known previously as Nobles of Paris and winner of Ducosim Spelontwerp in 2009 – you will find 75 spouse cards with unique traits more than twenty secret missions nine titles and nine contribution to the family cards. This all culminates in a highly thematic card game that will satisfy players who enjoy exploring many different paths to victory.Legacy is a worker placement game in which you take actions to improve the standing and/or wealth of your family. You will expand your family creating an ever-growing tableau the family tree. You will need to balance the three 'currencies' in the game Prestige (converts to Honor points at the end of each generation of which there are three) Income (your income which converts to hard cash at the end of each round of which there are 9) and Friend cards (which are actual connections/friends and are the only way to marry into wealthy/famous families and can only be received through actions such as marrying a woman who brings some of her social contacts with her).Prestige Income and Friend cards can be gained and lost. You can for example lose some prestige by marrying someone infamous or lose some Honor points (i.e. reputation) by asking friends for money. There are also numerous actions you can take that will affect one of the three 'currencies' detrimentally such as bribing someone to get a title (for which you need to pay but also in the loss of friends who felt they deserved that title and not you) or the maintenance of a beautiful new park you have built for the people (losing you income). Finally you can also take actions that result in the loss of some of your social contacts (friends) due to jealousy or people simply no longer wanting to be associated with you.These currencies are carefully balanced by the male and female friend cards in the game. Generally men will give you income and possibly prestige but will cost you a dowry/wedding costs. Women on the other hand will give you connections (new friends you can choose from the current socialites (cards lying open on the table) and possibly prestige and will sometimes even earn you a dowry!The card interactions allow for multiple different paths to success but you must choose your road strategically planning out where you want to be headed else you will be left behind in the dust by those with greater and more successful plans than yours.
Volume V in GMT’s COIN Series takes us back to the struggle of the American Patriots against their parent British government. A unique multi-faction treatment of the American Revolution Liberty or Death: The American Insurrection will take 1 to 4 players between lines of clashing red and blue infantry Indian raids European politics British control of the seas French intervention and the propaganda war.Building off the good works of COIN Series Creator Volko Ruhnke and Series Designers Jeff Grossman Brian Train Mark Herman and Andrew Ruhnke Designer Harold Buchanan applies his knowledge of the American Revolutionary period to take a new look at the struggle that built a nation. COIN Series Developer Mike Bertucelli continues his work on this project and Volko Ruhnke is an active advisor.Liberty or Death: The American Insurrection features the same card-assisted counterinsurgency game system as GMT's Andean Abyss Cuba Libre A Distant Plain Fire in the Lake and Gallic War with a set of twists that take the COIN Series to the 18th Century including:Each faction in Liberty or Death brings new capabilities and challenges:As the British you have to deal with an Insurrection across a massive region. With control of the seas (at least until the French arrive) you have extreme flexibility and can move across the coast and cities at will. You will muster Tories to support your efforts. They will march with you to battle but they need your cover. You can control any space you choose but you cannot answer every threat on the map. The Indians will work with you but like the Tories will need you to coordinate and protect them when the Patriots become aggressive. With the leadership of Gage Howe and then Clinton you will be able to strike a potentially decisive Brilliant Stroke if the stars align. Each leader brings something new to the war effort. If you can strike the decisive blow and Win the Day you will be able to build Support and reduce Opposition in short order. If the option to Battle the French in the Colonies presents itself it will be hard to pass up!As the Patriots you initially aren’t powerful enough to counteract the British Army. You will need to pick your battles and initially spread the Militia to key areas. Over time you can train a force of Continentals to take on the British Regulars. Until then Rabble-rouse and work with the French to challenge British dominance. Skirmish with the British in small numbers to make their stay expensive. Will the French be there when you need them? Persuade the local population to give you resources to keep the heat up. Watch the Indians on the Frontier because if they develop their forces unanswered you won’t be able to win the game regardless of what happens with the British.As the Indian player you have selected the lesser of two evils in aligning with the British. You will work with them to lower Opposition using Raids but you will be developing your footprint by Gathering forces and building villages. The British can help you to protect them from the Patriots and in return you can assist the British in controlling the region. War Chief Joseph Brant and later War Chief Cornplanter give you the ability to mount a decisive attack with your War Parties but will it be worth exposing your villages to Patriot attack?As the French you have the ability to be the thorn in the side of the British in North America. With the Hortalez Rodrigue et Cie Company formed to feed the Patriots resources you can fund the Insurrection. Your agents can rally assistance in and around Quebec and you can facilitate privateers to steal resources from the British. When you sign the Treaty of Alliance with the Patriots you can bring French Regulars to America to March and Battle. You can also increase French Naval Intervention Blockade Cities move Regulars by sea and Skirmish with the British.As with earlier COIN Series volumes players of Liberty or Death: The American Insurrection will face difficult strategic decisions with each card. The innovative game system smoothly integrates political cultural and economic affairs with military and other violent and non-violent Commands and capabilities. Rabble-rousing Indian Raids Persuasion Naval Pressure Letter of Marque Looting Trading Skirmishing and Foraging and more options are available. Flow charts are at hand to run any faction short a player—solitaire 2-player 3-player or 4-player experiences are equally supported.COMPONENTS A 22” x 34” mounted game board. A deck of 110+ playing cards. 166 red green tan blue and white wooden playing pieces some embossed. 6 black and 6 gray wooden pawns. 4 foldout Faction player aid sheets. 2 foldout Non-player Faction aid sheets. 2 Sequence sheets. A Random Spaces sheet. 2 sheets of markers. Rulebook. Playbook. 1 black six-sided die 3 blue six-sided dice marked 1-3 twice. 3 red six-sided dice marked 1-3 twice. 9 plastic leader stands.DESIGNER: Harold Buchanan SERIES DEVELOPER: Mike Bertucelli SOLITAIRE SYSTEM DEVELOPER: Orjan Ariander MAP ART: Terry Leeds COUNTER ART: Charles Kibler Terry Leeds and Mark SimonitchTIME SCALE: One year per Campaign between Winter Quarters MAP SCALE: Area movement NUMBER OF PLAYERS: 1 to 4(source: GMT website)
Govern one of Europe's great nations through the Ages of Discovery Reformation Absolutism and Revolutions — spanning more than three hundred years of history. Lift your nation out of the slumber of the Dark Ages and create a glorious empire through clever diplomacy brave exploration and ruthless conquest. Each of the playable nations have their own unique opportunities and challenges.Europa Universalis is a Strategic level board-wargame that gives players a full 4X game experience in a historical setting. Through the strategic use of cards and careful management of resources you can expand your realm on the map board while at the same time developing the internal machinery of the state on your player board. You must build diplomatic relations that support your ambition and you can explore far-away parts of the world. By recruiting skilled advisors and carefully investing monarch power in great ideas province development and long-term strategies you may well be able to outshine your historical counterparts.This is a game for 1–4 players (depending on the various scenarios included and up to 6 with the expansion). The goal of the game is to build the most successful empire and points are scored for (amongst other things) owned provinces explored territories diplomatic relations victories in wars and secret objectives that have been accomplished.The board game is based on the famous strategy game series by Paradox Interactive and captures the heart and soul of the grandness that makes the computer game so magnificent.Includes solo mode by Dávid Turczi—description from the publisher
In Villainous: Despicable Plots each player takes control of one of three Disney characters each one a villain in a different Disney movie specifically Lady Tremaine (Cinderella) the Horned King (The Black Cauldron) and Gaston (Beauty and the Beast). Each player has their own villain deck fate deck player board and 3D character.On a turn the active player moves their character to a different location on their player board takes one or more of the actions visible on that space (often by playing cards from their hand) then refills their hand to four cards. Cards are allies items effects and conditions. You need to use your cards to fulfill your unique win condition.One of the actions allows you to choose another player draw two cards from that player's fate deck then play one of them on that player's board covering two of the four action spaces on one of that player's locations. The fate deck contains heroes items and effects from that villain's movie and these cards allow other players to mess with that particular villain.Villainous: Despicable Plots is playable on its own and its characters can also face off against those in the other Disney Villainous games.—description from the publisher
Your task in the tile-laying game Sanssouci is to create a flower garden for the world-famous Sanssouci Palace. Competing against up to three other landscape architects you'll have your own garden layout game board on which you'll build rose gardens and vineyard terraces labyrinths and fountains – but not just anywhere mind you. No the landscapers must meet certain building requirements and unfortunately you won't always have at hand everything that you might need.In game terms each player has a personal garden that's divided into rows and columns; each row shows a color while each column shows one of nine garden elements such as the wells or a pavilion. Players start with one noble at the top of each column. A shared tile supply board has five rows – with colored spaces matching the colors on each player board – and two columns which are unlabeled. At the start of the game ten tiles are placed on this supply board; each tile depicts one of the nine garden elements.Each turn a player plays one of his two cards in hand which determines the tile he can take from the supply e.g. take a pavilion tile take a tile from the red or gray spaces etc. The player has only a single card that lets him take any tile – but if he plays a card showing a garden element that isn't present then he can instead take any tile! The player must place this tile on his player board in the column that matches the image on the tile and the row that matches the color from which the tile was taken. If this space is already filled he flips the tile to show the gardener on the other side then places this tile on any free space in the same row or the same column. After placing the tile he may move one of his nobles along a path of placed tiles as long as the noble ends up in the same column in which it started but on a lower row. The player scores points equal to the row reached.The player then refills the supply and draws a new card. The game ends after 18 rounds. Each player then receives bonus points for each completed row and column. Furthermore each player has received two order cards at the start of the game each of which shows one of the nine columns; each player receives bonus points for the row reached by the noble in that column. The player with the most points wins.
Description from the publisher:It is 1754 and both France and Britain have thriving colonies in North America. New England has begun expanding into the Ohio River Valley but France has built a chain of forts extending from Lake Erie to protect their own claim on the land. Now fighting has erupted. France and its Native American Allies control the Ohio Valley but George Washington prepares an army to take it from them. A small war has started in the colonies between France and Britain but control of the world is at stake.In 1754: Conquest – The French and Indian War players play as the French and British Factions who fought for dominance over the Americas. This war is known as the French and Indian War in the United States the War of Conquest in Canada and was part of the Seven Years War which was fought around the world by the European Powers. The French players either play as the French Canadian Militia or the French Regulars. The British players play as the British Colonial Militias or the British Regulars. Both players can ally and fight with the Native Americans but the French start with more Native Allies.Players for each side work together in order to coordinate their strategies. To win each side attempts to control Victory Spaces on the map that represent towns and forts. The militia players receive reinforcements from muster points while the French and English Regulars must ship their reinforcements from overseas. The game ends when the Treaty of Paris is signed and the side controlling the most cities wins the game.1754 Conquest Introduces:1. Strategic Forts - Forts allow defenders an opportunity to negate hits in battle! 2. Valuable Muster Points - The new muster system for Native American and Colonial forces makes strategic alliances more dynamic and game changing! 3. Important Harbor Regions - Harbor regions govern regional reinforcements from British and French Regular Troops!
Take a ride through humankind's history with History of the World a game of conquest and cunning for three to six players. Expand your empire as you command mighty empires at the height of their power from the dawn of civilization to the twentieth century. Each game offers an epic experience as great minds work toward technological advances ambitious leaders inspire their citizens and unpredictable calamities occur while empires rise and fall.This remastered edition of History of the World contains a beautifully illustrated board revised rules to streamline the experience and everything you need to etch your name in the annals of history.—description from the publisher
The 7 wonders of the great civilizations were built by slave-power and societies' need to enslave weaker neighbors went unquestioned for millennia. Until the day an audacious petition was sent to Parliament not just to end slavery in England but throughout the entire world! In this game you assume the role of an abolitionist during the Age of Enlightenment either a Parliamentarian an evangelical or a private philanthropist. Assign warships to blockade slave ports or intercept slave ships install missions trading posts and colonies in foreign lands steeped in serfdom challenge the institution of slavery on moral and legal grounds in courts and sanction underground railroads slave revolts and revolutions. Play in cooperative-competitive cooperative or solitaire modes. If victorious you achieve the greatest political accomplishment in history: making slavery everywhere illegal.—description from the publisher
Bayonets & Tomahawks is a 2-player card-driven strategic wargame focusing on the French & Indian War 1755-1760. Its fluid yet rich system ensures fun for players of all levels. One player controls the British and the other controls the French and most Indians. Indian diplomacy raids constructions naval operations sieges: nothing is left out in order to immerse players in the fascinating military asymmetries of the 18th-Century colonial frontier. A game of Bayonets & Tomahawks can last 1 or more game years depending on the scenario chosen — up to the full conflict. During each game year there are 8 action rounds where players move their pieces on land and sea perform raids build forts and roads etc. Battles/sieges usually occur at the end of each action round. A game year also includes 3 logistics rounds: “Fleets arrive” “Colonials enlist” and “Winter quarters”.Bayonets & Tomahawks is card-driven. But unlike most card assisted wargames player don't manage a hand of cards. Each player starts the year with one undisclosed reserve Action card picked randomly. At the beginning of each Action round both players draw a new card. They must then choose one of their 2 cards to play for the current round. The other card becomes their reserve for the next round. At each action round the French player also gets a random Indians action card.The Action points (AP) on the cards in play determine how many stacks of pieces a player can activate during the current round. In addition the cards trigger events and determine initiative for the next Action round. Movement is point to point. Pieces can also move via sea zones.Each side has particular assets he must make the most of in order to achieve victory. The British have overwhelming numbers the French are more adept at wilderness fighting with the help of their numerous Indian allies. To win a player must control enough enemy key spaces to reach the scenario’s Invasion victory points requirement by game end. In one-year scenarios pieces removed permanently from play yield Invasion VP as well. The French player can also win if he succeeds in enough raids during the current year to reach the scenario’s Raid victory points requirement.By its nature the game lends itself to solitaire play. In bonus the rules allow to split the actions of each camp methodically. This way up to 2 British players (British Colonial) and 3 French players (French Canadien Indian) can relive the historic pains of shared command.
By design Commands & Colors Tricorne - The American Revolution is not overly complex. The game is based on the highly successful Commands & Colors game system where the Command cards drive movement while creating a “fog of war” and the battle dice resolve combat quickly and efficiently. Commands & Colors Tricorne - The American Revolution however introduces many new game concepts which will add historical depth and provide even the most veteran Commands & Colors player many new play experiences and challenges.The scale of the game fluctuates which allows players to effectively portray some of the larger American Revolution battles as well as smaller size skirmish actions. In some scenarios an infantry unit may represent an entire brigade while in others a unit may only represent a few companies of soldiers. Still the linear tactics of the period that you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to the various American Revolution Armies of the day and the battlefield terrain features on which they fought. To further emphasize the differences in battlefield doctrine between the British and Continental forces each army has its own unique deck of Combat cards.Players that are familiar with other Commands & Colors games will soon note that unit combat losses in a Tricorne game are typically not as great as other games covered in the Commands & Colors series. This is a direct result of the linear tactic fighting style of the armies that fought during the American Revolution. Unit morale is the main thematic focus in a Tricorne battle as it was historically. Knowing that an entire unit that has only taken minimal losses when forced to retreat may actually break and rout from the battlefield will definitely keep players on the edge of their command chairs during an entire battle.The 12 battles showcased in the scenario section of this booklet feature a stylized battlefield map that emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. These scenarios are a smattering of some of the better-known engagements of the American Revolution.Bunker Hill -17 June 1775 Long Island (Grant's Attack) - 27 August 1776 Long Island (British Flank March) - 27 August 1776 Freeman's Farm - 19 September 1777 Bemis Heights - 7 October 1777 Bemis Heights (British Redoubts) - 7 October 1777 Monmouth - 28 June 1778 Camden - 16 August 1780 Cowpens - 17 January 1781 Guilford Courthouse - 15 March 1781 Hobkirk's Hill - 25 April 1781 Eutaw Springs - 8 September 1781
Rating: 8.0 | Players: 2
Game Type:
WargamesThis all-in-one boxed package is composed of new editions of the flagship game in the series -Saratoga the long-out-of-print Brandywine and Guilford/Eutaw Springs. Below is more detail on exactly what you’ll find in the package. As you’ll note there are considerable additions and changes from the original games as designer Mark Miklos has endeavored to create and update the finest version of these games that we’ve produced to date. Plus the package includes double-sided mounted maps for all four battles!—description from the publisher
Game description from the publisher:In some of the best versions of reality the Egyptians discover America the industrial revolution happens early and eventually robots take over. In others the Renaissance produces a plutocracy which leads to a utopia — or perhaps to anarchy; it's all in the subtle details. As a time-traveler you've seen it all and it all has its place. What's important is who's in control in the long run when time travel is invented. With other time-travelers mucking with things for their own reasons your course is clear: you will tamper with history as much as is needed stepping on however many butterflies it takes to get a perfect world under your own benign rule.In Temporum the board shows the possible paths history can take and the actual path it currently takes. On your turn you can change history travel through time and visit a point in history. You draw cards play some of them for money and abilities and score some of them to advance your power through history. Having more power in a time period gives you abilities but your goal is to have all of your power in the last time period the time from which you come.
Rating: 7.6 | Players: 2
Game Type:
WargamesCategories:
(from Compass games website:)In November 1700 King Carlos II of Spain died without an heir. The long-standing feud between the Bourbons and Habsburgs erupted once again as both sides pressed their claim to the throne. No Peace Without Spain is a two-player Card-Driven wargame that elegantly recreates this epic struggle using a point-to-point map and a single deck of 55 cards. Action cards are used to activate armies for movement and siege while event cards bring historical and special events into play that can swing the tide of fortune when least expected. Each turn represents one year each corps represents 10,000 men of all arms and each leader represents a major commander and his staff.The game features an easy and intuitive battle system that highlights a unique aspect of this war: team-based battle command perhaps the most famous example being the extraordinary success achieved by the partnership of two of the war’s most prominent commanders the Duke of Marlborough and Prince Eugene of Savoy. The Bourbon cause has talented leaders as well notably Marshals Villars Vendome and Berwick. These and other leaders are rated for Tactical and Command capabilities and they significantly influence the course of events.The map stresses the importance of fortresses in a war that was probably the high-point of formal siege warfare. Fortresses in this era rarely held out against a besieger that had the necessary time and manpower to conduct a proper siege and the game neatly recreates this with a simple siege table that leaves room for unusually stout defenses or quick collapses.Victory points are gained or lost by the Alliance player and game victory comes either through automatic victory or based on final VPs after the 1713 turn.(BGG description:)No Peace Without Spain is a two player Card-Driven wargame depicting the War of the Spanish Succession. The war was fought primarily to determine the fate of the Spanish throne and its dominions but also represented a continuing struggle for political religious and economic dominance. One player represents the interests of the French claimant Philip V (the Bourbons) while the other player represents the interests of the Austrian claimant Charles III (the Alliance).Each turn is one year. Each unit represents approximately 10,000 men of all arms. Leader counters represent the named personality and his staff.24 pages of rulebook including extended example of play and designer's notes.
In Symphony No.9 players are the rich nobles of the 18th century. You will be the patron to various different musicians and in return you will gain ownership to their works.Players will take turns taking donation cubes from 6 different musicians. Donation cubes are taken from a career track which will reveal spaces that change the current reputation of each musician. Each space on the track also represents their remaining life and will die when all cubes are removed.Then the player who is currently the major patron to each musician will discard donation cubes to acquire a Composition tile from him. Every musician will have a different method of scoring for their Composition tiles. Then adjust the Popularity Ranking of all 6 musicians according to their relative reputation.At the final phase of each round players will blindly donate money to the Royal Concert and the combined total will decide which musicians are invited to perform. A successful concert will earn money for the patrons of the performers which is the main source of income.Can you become the most prosperous patron during the age of musicians? Will you work them to death and hold on to their final masterpiece? Or will you have to sell your belongings to provide for their talents? Enjoy showing off your wealth in the slightly historical game of Symphony No.9.at time.
It's the eve of the French Revolution and you are the leader of a revolutionary group trying to best position your faction to be ready for when the revolution inevitably begins. To do so you need money influence revolutionary leaders weapons to arm them and much more.In the bidding game Bastille each player has three influence tiles which will be placed one at a time in one of seven buildings around Paris. After all tiles have been placed the players resolve each building in the order of who placed the most influence with the player placing the most getting an extra benefit. There are only three places for influence in each building so players will have to weigh their options carefully.In each round a random mission that details which of the various items or symbols players have been collecting will give bonus victory points at the end of the round is revealed. After rounds four and eight (the end of the game) players score for their leaders how far they have advanced on the Bastille track and any secret missions they have collected. The player with the most points after eight rounds wins the game and becomes the leader of the Revolution!
Establish the most powerful and prestigious family dynasty through marriage alliances warfare and intrigue in feudal Europe.Among Nobles is a card game where players establish and expand a family dynasty in feudal Europe. Each player starts with a married couple the ancestral lord and his lady. Throughout the game new family members are added through birth and marriage. Three generational changes occur where the oldest generation perishes due to old age.The players take turns activating one of their characters or couples. An activation lets you pick a series of actions in a horizonal row on the character. Since a wife’s actions are added to her husband’s activating couples can be more efficient than activating single characters.Players advance their influence in the game by waging war earning gold and expanding their family. As the game progresses more powerful nobles come into play. Red nobles are commanders: strong on warfare actions. Blue nobles are devout: strong on piety actions. Yellow nobles are tradesmen: strong on commerce actions. Green nobles are negotiators with special abilities or intrigue actions.Gold is used to buy extra actions pay for wedding feasts muster armies and pay for the education and finer upbringing of male heirs. Armies are used to wage war bringing riches and prestige back from distant provinces. Prestige points are a measure of your influence on society. The player with the most prestige points at the end wins the game.While most daughters get married off to other families the sons continue your family’s bloodline. Games can be won and lost because of the right or wrong marriages.
Description from the publisher:The Table Battles system is a light battle game that recreates battles throughout human history with broad strokes and an emphasis on playability. Players roll and allocate dice to Unit cards with each card accepting specific die results or dice combinations. On a later turn those dice are removed to activate the Unit and attack an enemy formation removing wooden pieces assigned to the formation in question. But the enemy may be able to screen the attack (cancelling it) counterattacking (inflicting extra losses on the attacker) or absorb it via a strategic reserve. In fact in most cases the enemy MUST do so if they're able to. The result is a tense cat-and-mouse game in which both players make feints and counterfeints looking for an advantage and acting decisively once it presents itself.
Captain’s Log is a sandbox board game where you will be in charge of a ship from the colonial period and you will compete against other players to become the most famous captain of all.The game starts with the selection of our ship. You will have a choice between a swift and agile but fragile ship; a well-balanced ship if you want to play it safe; and a heavy and slow but strong ship. We can transform our ship into a frightening man-o-war and loot boarded ships or into the fastest sailboat ever imagined. We will be able to trade in the market to get doubloons grow our crew improve our weapons and load capacity enrol on a mission and get a reward explore the ocean to search for treasures fight against or with others and above all acquire wealth.Throughout the game we will make contact with other ships commanded by our friends (although we know in a board game is better not to rely on friendships). While exploring the map we will start catching sight of other ships belonging to the different nations in the game. These are Spain Holland France England and pirates and corsairs. During the game you will be able to decide if you want to side with any of these nations which will give you a variety of perks. However nothing in this life comes for free and your acts might take you to make enemies of some other nations which will make their ships come after yours and try to sink you into the ocean.—description from the designer
Amateurs to Arms! is a historical simulation game of the War of 1812. One player assumes the role of the British (including Canadian) forces and the other plays the Americans. This often-overlooked conflict ended in a draw historically but this was not the only possible outcome. The Americans clearly wished to annex Canada to their young nation while the British wanted to teach their former colonies a lesson. The game includes all of the theaters of battle from the war: the US/ Canadian border and the Great Lakes (of course) but also the wilderness of the old Northwest the Atlantic coast of the US the Civilized Indians of the south and the site of the final conflict at New Orleans.Each turn represents a few months of time (depending on the season). A typical turn consists of dealing out to each player the number of cards indicated on the turn track. The winter and spring turns require a few special tasks. The Americans will have more resources to commit to the war- until Napoleon is defeated in Europe and the English player can focus more resources on their efforts in North America. Each card can be played for the event described on the card or for the card’s Operations Points to move Expeditions build ships and fortifications or raise troops.Events on the cards and on the map will cause the markers on the Peace Track to move forward. This represents the war weariness of each side’s people: bad events will cause your people to demand peace. Most events push inexorably towards peace; only a few rally your people for a longer war. When the two markers meet on the Peace Track the game proceeds to the negotiations at Ghent and the winner is determined. Oh yes and then each player plays one more card while news of the peace travels across the Atlantic!
[English]Europe 1702. The death of king Charles II of Habsburg left the throne vacant and started a war all over Europe to settle the matter of the Spanish Succession. The Archduke Charles III of Austria the Habsburg heir was discarded by the last will of Charles II signed almost on his deathbed in favor of Phillip of Anjou Louis XIV’s grandson the Bourbon heir. The Grand Alliance has been formed by the Treaty of Den Haag by Great Britain the Dutch Republic Austria Portugal and Savoy to preserve Europe’s balance of power and reclaim the throne for the Archduke Charles.The players representing the powers of the Grand Alliance will fight the Bourbon forces composed by French Castilian and Bavarian troops. Their goal defined by a hidden agenda is to obtain the best commercial and territorial concessions and conquer the Bourbon territories. But this is no cooperative game: the winning player will need strategy and negotiation skills to achieve the best deals with the enemy and thus be the country with the most benefits thanks to the Peace of Utrecht.In previous turn reverse order each player decides how to play one of the seeded cards for the current turn. The players may pay from their resources to use the card’s text or may prefer to “sell” the card to execute one action. Each action is available only once for each turn and the players cannot execute the same action in two consecutive turns. The available actions are Recruit troops Move them across the map or Attack the enemy in adjacent areas. Other choices include obtaining Resources or paying attention to their own countries Public Opinion (a.k.a. Will to Fight) for this will decide the order in which the new Concessions will be dealed. The card deck composed by the most relevant battles events and characters throughout the war includes the exploits of the Bourbon armies to counter the player’s actions.[Català]Europa 1702. La mort del rei Carles II d’Habsburg ha deixat el tron desocupat i ha provocat una guerra per tot Europa per arranjar la qüestió de la successió espanyola. L’arxiduc Carles III d’Àustria l’hereu de la casa Habsburg ha estat descartat pel testament de Carles II signat gairebé al seu llit de mort i que afavoreix Felip d’Anjou nét de Lluís XIV l’hereu de la casa Borbó. S’ha format la Gran Aliança pel Tractat de la Haia signat per la Gran Bretanya les Províncies Unides dels Països Baixos Àustria Portugal i Savoia per mantenir l’equilibri de poder a Europa i reclamar el tron per a l’arxiduc Carles.Els jugadors representen els poders de la Gran Aliança i lluiten contra les forces borbòniques compostes per tropes franceses castellanes i bavareses. El seu propòsit definit per uns objectius secrets és aconseguir les millors concessions territorials i comercials i conquerir els territoris borbònics. Però no es tracta d’un joc cooperatiu: al guanyador li caldrà estratègia i negociació per assolir els millors tractes amb l’enemic i ser el país més beneficiat per la Pau d’Utrecht.En l’ordre invers del torn anterior cada jugador decideix com vol jugar una de les cartes que formen el torn actual. Els jugadors poden pagar amb els seus recursos per activar l’esdeveniment de la carta o poden «vendre» la carta per fer una acció. Cada acció està disponible un sol cop per torn i els jugadors no poden fer la mateixa acció en dos torns consecutius. Les accions permeten als jugadors reclutar tropes moure-les pel mapa atacar l’enemic situat en hexàgons adjacents obtenir més recursos o millorar l’opinió pública del seu país. Una bona opinió pública és clau a l’hora de triar les millors concessions abans que ho facin els altres jugadors. La pila de cartes inclou les batalles esdeveniments i personatges més rellevants de tota la guerra a més de les victòries borbòniques que contrarestaran les accions dels jugadors.
--- The Beast of Gévaudan is the historic name associated with a man-eating animal (or animals) that terrorised the former province of Gévaudan (consisting of the modern-day department of Lozère and part of Haute-Loire as well as the Auvergne and south Dordogne areas of France) in the Margeride Mountains of southern-central France between 1764 and 1767. The attacks which covered an area spanning 90 by 80 kilometres (56 by 50 mi) were said to have been committed by one or more beasts with formidable teeth and immense tails according to contemporary eyewitnesses. Most descriptions from the period identify the beast as a striped hyena wolf dog or wolf-dog hybrid.Victims were often killed by having their throats torn out. The Kingdom of France used a considerable amount of money and manpower to hunt the animals responsible including the resources of several nobles soldiers royal huntsmen and civilians. The number of victims differs according to the source. A 1987 study estimated there had been 610 attacks resulting in 500 deaths and 49 injuries; 98 of the victims killed were partly eaten. Other sources claim the animal or animals killed between 60 and 100 adults and children and injured more than 30. The beast was reported killed several times before the attacks finally stopped.
In Europe in the age of Ancien Regime in 7 Empires 2-6 players compete for political and military dominance. They gain and lose shifting control over seven old empires some of them more powerful than others: Great Britain Kingdom of France Kingdom of Prussia Russian Empire Habsburg Empire Ottoman Empire and Kingdom of Spain. Try to build up your influence on the most powerful Empires and let them fight with frigates ships of the line infantry and artillery all to your personal favor!—description from the designer
Luthier transports players to the height of classical music in Western Europe when the art of the instrument was upheld equally by skilled craftspeople noble patrons virtuoso performers and famous composers such as Bach Mozart and Beethoven.Using a new unique combination of hidden bidding and worker placement players manage resources to craft various musical instruments in their workshop while also courting actual historic patrons through an ever-changing personal tableau of actions and bonuses. Each player chooses how to balance improving skills across multiple tracks unlocking specialized worker abilities and other bonuses. The choice to concentrate on varying gameplay strategies and goals such as musical performances instrument building and repairs apprentice training and workshop expansion and overall reputation as an instrument maker provide multiple paths to victory.Luthier finds true harmony through an authentic and original marriage of theme and mechanisms resulting in a rich gameplay experience that equally speaks to both the strategic gamer and the classical music lover.—description from the publisher
Rating: 7.4 | Players: 2
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WargamesSupply Lines of the American Revolution: The Northern Theater 1775-1777 is a two-player game of supply logistics and deceit set during the first three years of the American Revolutionary War. One player called the Patriot Player controls the forces and destiny of the rebellious Americans; the other the Crown Player seeks to bring the rebels to their senses. The exact Victory Conditions of the game may vary depending on which historical events the players choose to re-enact.Many aspects of warfare have been abstracted to focus squarely on issues of supply: protecting moving capturing and effectively using it to further your goals and frustrate those of your opponent. Supplies come in two flavors and are represented on-board by wooden cubes. Food Supply is expended to move your units and War Supply to fight.There is no hidden information other than what your opponent intends to do but flexible movement rules allow for considerable bluffing and misdirection. The game rewards boldness but also punishes the slightest error-- that is if your opponent is clever enough to capitalize on it.
From the Clash of Arms May 2008 Works In Progress flyer:Fontenoy brings the highly successful Battles from the Age of Reason series to the War of Austrian Succession with several nationalities not yet seen in the series: French Dutch Hanoverians and English on the Continent. Fontenoy is a tight test between the greatest captain of the war - Maurice de Saxe commanding French forces behind defensive works against the inexperienced Duke of Cumberland commanding a mixed group of Allied troops.Aside from the classic historical battle in which the Allies try to breach the French defenses variants will allow players to explore options which allow the Allies to outflank the French add more forces to both sides and even take away the French defenses for a straight-up contest on the plains of Flanders.Fontenoy retains all of the aspects of the previous games of the series set in the Seven Years War. The scale is 100 yards per hex and 20 minute game turns with infantry battalions cavalry regiments and artillery batteries at the scale of 1 strength point equals 100 foot soldiers 50 horsemen or 2 cannon.Also included is the Battle of Melle 9 July 1745. This is a complete battle with a small number of counters per side played out on a half size map. Melle is a rare meeting engagement and is a swirling chaotic battle as each side seeks to obtain their objectives before night falls. Melle is a quick game ideal for BAR beginners or for those who want to play out a full battle in one sitting.Microbadge:
Rating: 7.5 | Players: 1
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Empires in America (EIA) is a solitaire States of Siege™ Series game of the conflict in North America between the French and British in the mid-18th century. This war known locally as The French and Indian War became embroiled in Europe’s Seven Years’ War (1756-63) which caused that conflict to expand into a true World War (this was World War 0 for those keeping count). The French and Indian War saw small armies (with Indian allies joining them particularly on the French side) march through vast wildernesses to fight battles which decided America’s fate. This war was a prelude to the American Revolution that broke out two decades later.In EIA you control the French (and Indian) forces and the game system controls the British (and their Indian allies).Empires in America (second edition) FAQ
It is the year of our Lord 1666. Emperor Leopold is dead. The election looms. European monarchs send their envoys to Vienna to participate. But the struggle for the Empire's future takes place not only at the noble courts. In Vienna's slums and alleys swashbucklers musketeers and thugs wage a secret war on behalf of their powerful superiors.Anno Domini 1666 is a tactical adventure miniatures game in which two players pit their bands against each other in order to achieve specific goals defined by a scenario. The game takes place on boards depicting 17th-century Vienna with a grid overlay. Dice rolls are replaced by cards either played from a player's hand or drawn blindly from a deck. A scenario's objectives may include defeating the opponents in combat but also stealing a valuable object or breaking out a hostage among others.The theme and characters of the game are based on real-world history historical novels (such as Three Musketeers) but also feature magic alchemy wizards and fantastical creatures. The participating factions are the Poles the French the Ottomans and the evil sect Broken Cross. They can get help from the Vienna locals (thugs urchins merchants) and famous mercenaries. The process of building a band is fast and streamlined thanks to a draft system.Game components will included top quality miniatures (with all unique sculpts) several sheets of counters custom card decks and multiple maps and scenarios.The game’s Kickstarter campaign is scheduled for spring 2018.—description from the publisher
Blue Cross White Ensign: The Imperial Russian Navy during the Age of Sail is the third volume in the Flying Colors series of games on naval combat. It focuses on the efforts of the Imperial Russian navy in its struggles against the navies of Sweden in the Baltic and Turkey in the Black and Mediterranean seas from 1770 to 1807.Like its predecessors this volume is completely independent of -- but fully compatible with -- the other volumes in the series. Nothing else is needed to play!This volume comes with an updated and expanded rule book that adds additional detail specific to the navies included herein. Particularly the introduction of explosive shells fired from the mighty Russian edinerogs (or unicorns).Included are a baker's dozen of battles pitting the Imperial Russian Navy against those of Sweden and Turkey. Each battle is fought by two players (or two teams of players) across one or several conjoined maps depicting shallows and shoals with individually named vessels that have been specifically rated for their abilities in combat.Players activate these ships through the command abilities of individually rated admirals present at each battle (including the mercenary adventurer and American naval icon: John Paul Jones). Players may also easily create their own scenarios with design your own rules and even pit these fleets against those from other volumes in the Flying Colors series. The command system provides an excellent solitaire experience as well.Time Scale: 5 to 10 minutes Map Scale: 100 meters per hex Unit Scale: One ship per counter Players: 1-4(from GMT website)