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This War of Mine: The Board Game

This War of Mine: The Board Game

Rating: 7.8 | Players: 1–6

Game Type:

Thematic

This War Of Mine: The Board Game is the tabletop adaptation of the award-winning video game that pictures the drama of civilians trapped in a war-torn city. You will enter this experience as a group of civilians trapped in a besieged and conflict-ridden city enduring many hardships that often test the essence of humanity. During your struggle as the survivors you will experience dramas connected with making extremely difficult decisions and choices and have to face the consequences of your actions sooner or later.TWOM: The Board Game features a multiplayer experience for up to 6 players as well as a solo variant. You will be able to personify one of the well-known characters from video game and face hundreds of new challenges and difficult choices. The boardgame significantly broadens the original game’s universe and emphasizes the depth of plot yet its main focus will be on human interactions driven by survival instinct and group decision-making. TWOM: The Board Game is an instant play game with no need for reading the manual before starting the adventure.During day time you will take shelter in a ruined tenement house which you will care about and manage by: removing rubble searching through various rooms (often behind barricaded doors) you will build beds improvised workshops stoves tools water filters small animal traps you will cultivate an improvised vegetable garden fix the tenements’ shelled facilities reinforce the security of your shelter and should winter come you’ll try to keep it warm.Upon nightfall your main duties will consist of guarding your shelter and what little possessions you can accumulate against bandits and raiders. Those in your group fit for such a task will use the cover of the night to carefully explore dozens of the ever-changing locations scattered throughout the dangerous city in search of all the things that a person needs to survive (materials food meds equipment etc.). On your way you will meet tens of characters each with a unique story (residents of the locations you visit thieves bandits soldiers war victims refugees neighbors traders and members of local communities) each encounter is a potential unique adventure. To guide you through all these events you will have the special SCRIPTS mechanism responsible for implementing the deep and complex story and a coherent plot (each game will be unique and different than the previous).Your goal is to survive until the cessation of war hostilities. However survival itself will often prove not to be enough. The price each of you will decide to pay might be too high in the final outcome. So the goal is really to survive in a way that will let you live on with the decisions you made. The EPILOGUES mechanism will kick in here.

Captain Sonar

Captain Sonar

Rating: 7.5 | Players: 2–8

Game Type:

Party

At the bottom of the ocean no one will hear you scream!In Captain Sonar you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate the Radio Operator and the Engineer.All the members of a team sit on one side of the table and they each take a particular role on the submarine with the division of labor for these roles being dependent on the number of players in the game. Roles include: the Captain who is responsible for moving the submarine and announcing some details of this movement; the Radio Operator listening to the opposing captain's orders and try to decipher where that sub might be in the water; the Engineer working in the munitions room to prepare torpedoes mines and other devices that will allow for combat.Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up all the members of a team take their actions simultaneously while trying to track what the opponents are doing too. When a captain is ready to launch an attack the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor.Multiple maps are included with varying levels of difficulty.

Fire in the Lake

Fire in the Lake

Rating: 8.1 | Players: 1–4

Game Type:

Wargames

Volume IV in the Series: COIN (GMT) dives headlong into the momentous and complex battle for South Vietnam. A unique multi-faction treatment of the Vietnam War Fire in the Lake will take players on US heliborne sweeps of the jungle and Communist infiltration of the South and into inter-allied conferences Saigon politics interdiction of the Ho Chi Minh Trail air defense of Northern infrastructure graduated escalation and media war.Fire in the Lake features the same card-assisted counterinsurgency game system as GMT's Andean Abyss Cuba Libre and A Distant Plain with twists that take the Series to another level including:-- description from publisher

Cuba Libre

Cuba Libre

Rating: 7.7 | Players: 1–4

Game Type:

Wargames

In December 1956 paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and—after a disastrous initial encounter with government forces—a total of just 12 men. Two years later through masterful propaganda and factional maneuver Castro his brother Raúl and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans’ deep opposition to their dictator Fulgencio Batista y Zaldívar. Castro’s takeover of the country became a model for Leftist insurgency.Castro’s InsurgencyFollowing up on GMT Games’ Andean Abyss about insurgency in modern Colombia the next volume in the COIN Series Cuba Libre takes 1 to 4 players into the Cuban Revolution. Castro’s “26 July Movement” must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile anti-communist student groups urban guerrillas and expatriates try to de-stabilize the Batista regime from inside and out while trying not to pave the way for a new dictatorship under Castro. Batista’s Government must maintain steam to counter the twin insurgency while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive.COIN Series Volume IICuba Libre will be easy to learn for Andean Abyss players—both volumes share the same innovative Series: COIN (GMT) system. Like Volume I Cuba Libre is equally playable solitaire or by multiple players up to 4—and with a shorter time to completion than Andean Abyss. But Cuba Libre’s situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life and includes …• The Twelve: The first wave’s escape to the Sierra Maestra—inspirational legend or harbinger of defeat? • El Che and Raúl: Brilliant in the field or bungling hostage-takers? • Operation Fisherman: Can the rebels pull off a second invasion? • General Strike: Urban disruption or rebel embarrassment? • Radio Rebelde: Are the masses tuning in or just the Army direction finders? • Pact of Caracas: Can the rebels unite? • Armored Cars: Mobile striking power but in whose hands? • Rolando Masferrer: Brutal pro-government tactics—will they help or hurt? • Fat Butcher: Can the Mob’s enforcer protect its casinos? • Sinatra: Frankie’s Havana show a boom or bust and who collects? … and much more.New twists match the COIN Series system to the situation in 1950s Cuba:• It’s the insurgents who build lasting capabilities while the Government is limited to fleeting bursts of momentum. • The Syndicate’s bases are Casinos—expensive to build but so important to Cuba no army will destroy them. • Syndicate special activities include calling in the “muscle” of Government troops and police to protect mob assets. • Stacks of Syndicate cash awaiting launder can fall in anyone’s hands—even the corrupt Government’s. • The Government has its own terror tactic—reprisals—and can skim a portion of Syndicate profits. • The eroding US Alliance with Batista overshadows all Government actions not just through aid levels but also through the day-to-day ability of troops and police to operate. • Even if Batista flees the struggle may not end—the counterrevolutionary government may even become stronger!Multiplayer 2-Player SolitaireCuba Libre provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games players can represent alliances of factions or the game system can control non-player factions . Or a single player as the Cuban Revolutionaries can attempt to topple Batista and seize power for themselves. The non-player sides will fight one another as well as the players but too much power in the hands of any one of them will mean player defeat.More COIN Series Volumes to ComeAndean Abyss and now Cuba Libre present a game system on modern insurgency readily adaptable to other conflicts particularly those featuring the interaction of many sides (thus the name COunterINsurgency Series). A rich and under-represented history of guerrilla warfare beckons as modern insurgency offers virtually unlimited under-gamed topics for the COIN Series. Volume III is A Distant Plain—Insurgency in Afghanistan. Volume IV is Fire in the Lake—Insurgency in Vietnam.

1989: Dawn of Freedom

1989: Dawn of Freedom

Rating: 7.8 | Players: 2

Game Type:

Strategy

History punishes those who come too late. - Mikhail Gorbachev1989: Dawn of Freedom is an exciting fast paced game simulating the end of the Cold War in 1989. During this amazing year a series of democratic revolutions ended the 40 year Soviet empire in Eastern Europe. 1989 simulates the political social and economic aspects of these revolutions using a card-driven system similar to Twilight Struggle.No man is so old he cannot live one more year. - Leszek KolakowskiOne player plays the Communist. At the start of the game he holds unquestioned power across the six nations of the Warsaw Pact. But there are ominous clouds on the horizon. The new leader in Moscow has declared no more will Soviet tanks prop up tottering Communist governments. The economies after decades of central planning and stagnation have reached various stages of crisis. Inside the churches and among the students and their professors there are dissident movements that have been emboldened. From crushing dissent to offering concessions the Communist player will have to use a variety of strategies in a struggle to hold on to his empire.A bad regime is never in so great danger as when it tries to improve. - Alexis de TocquevilleThe other player plays the Democrat. At the dawn of 1989 behind the iron curtain no one considers revolution possible. The goal of dissidents is to create a civil society outside the control of the Communist regimes. On their side are students who are fascinated with the style and pop culture of the west and the Church. Against them is the vast apparatus of the Communist state. Their challenge is to persuade the workers who are the bulk of society to join their cause.Mr. Gorbachev open this gate. Mr. Gorbachev tear down this wall! - Ronald Reagan

13 Days: The Cuban Missile Crisis,1962

13 Days: The Cuban Missile Crisis1962

Rating: 7.2 | Players: 2

Game Type:

Strategy

Experience the dense Cold War suspense and scratch that Twilight Struggle itch in only 45 minutes.13 Days: The Cuban Missile Crisis is a nail-biting theme saturated two-player strategy game about the Cuban Missile Crisis. Your fate is determined by how well you deal with the inherent dilemmas of the game and the conflict.1) Will you push to gain prestige at the risk of escalating the crisis to global nuclear war? 2) How do you best manage your hand of cards to further your own plans while depriving your opponent of options?Work out these dilemmas in order to emerge as victor of the Cuban Missile Crisis after thirteen suspenseful days.13 Days: The Cuban Missile Crisis is a meaty filler utilizing the card-driven game mechanisms. Rich with history yet accessible to gamers with no prior knowledge of the crisis. It is targeted specifically at catering to two groups of gamers: the enthusiasts that just don't have the time they used to and the curious newcomers that are scared off by the heavy commitment and long play times of the classics in the genre.Official FAQ/ERRATA Designer Diary

A Distant Plain

A Distant Plain

Rating: 7.8 | Players: 1–4

Game Type:

Wargames

This volume in Volko Ruhnke's COIN Series takes 1 to 4 players into the Afghan conflict of today’s headlines this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke the award-winning designer of Labyrinth: The War on Terror with Brian Train a designer with 20 years' experience creating influential simulations such as Algeria Somalia Interventions Shining Path: The Struggle for Peru and many others.A Distant Plain features the same accessible game system as GMT's recent Andean Abyss and upcoming Cuba Libre but with new factions capabilities events and objectives. For the first time in the Series two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency.A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for Series: COIN (GMT) players to learn A Distant Plain will transport them to a different place and time. New features include:... and more.As with each COIN Series volume players of A Distant Plain 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 operations and capabilities. Flow charts are at hand to run the three Afghan factions so that any number of players—from solitaire to 4—can experience the internecine brawl that is today's Afghanistan.

Andean Abyss

Andean Abyss

Rating: 7.6 | Players: 1–4

Game Type:

Wargames

(from GMT website:)Colombia: Nation at the Edge of AbyssColombia in the 1990s hosted one of the world’s last Marxist guerrilla armies brutal drug lords and right-wing death squads and appeared close to failing as a state. A decade later its Marxists had lost their top leaders and rural sanctuary its big drug bosses were dead or in prison and its paramilitaries were negotiating demobilization. The Government had extended its writ to most of the countryside restored its popularity and improved the economy and respect for human rights.Andean Abyss takes 1 to 4 players into this multifaceted campaign for control of Colombia: guerrillas and police kidnapping and drug war military sweeps and terror. Each of four factions deploys distinct capabilities and tactics to influence Colombian affairs and achieve differing goals. Players place and maneuver 160 wooden pieces across a colorful map and exploit event cards that cannot be fully predicted. Accessible mechanics and components put the emphasis on game play but Andean Abyss also provides an engrossing model of insurgency and counterinsurgency in Colombia—smoothly accounting for population control lines of communication terrain intelligence foreign aid sanctuaries and a host of other political military and economic factors.From the award-winning designer of Wilderness War and Labyrinth Andean Abyss features unique mechanics relating events and operations that guarantee difficult player decisions with each card flip. Most of the game’s 72 events are dual-use representing alternative historical paths: players can choose either version of the event or from an array of operations and special faction activities. Every choice has implications for how the next card will be played. There is no hand management: the focus is on the map and on planning for the foreseeable—and the unforeseeable. Die rolls are only a small part of game: the key to victory is not luck but the ability to organize the most effective campaign.Multiplayer 2-Player SolitaireAndean Abyss provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games players can represent alliances of factions or the game system can control non-player factions . Or a single player as the Colombian Government can take on the leftist FARC the right-wing AUC and the narco-trafficking cartels. The non-player insurgents will fight one another as well as the players but too much power in the hands of any one of them will mean player defeat.Series: COIN (GMT) Volume IAndean Abyss presents a game system on modern insurgency readily adaptable to other conflicts particularly those featuring the interaction of many sides (thus our new COunterINsurgency series). A rich and under-represented history of guerrilla warfare beckons. Series: COIN (GMT) Volume II is Cuba Libre—Castro's Insurgency 1957-1958 Volume III is A Distant Plain—Insurgency in Afghanistan and Volume IV is Fire in the Lake—Insurgency in Vietnam.TIME SCALE: multiple years per Propaganda round MAP SCALE: Area Movement UNIT SCALE: Varies NUMBER OF PLAYERS: 1-4 (full solitaire system)DESIGNER: Volko Ruhnke DEVELOPER: Joel Toppen MAP and CARD ART: Chechu Nieto COUNTER ART: Chechu Nieto & Xavier CarrascosaThe first edition does not include a bot to play the Government faction. The second edition added a government bot. See the Versions tab for more details.Volume I of the COIN Series.

Thunderbolt Apache Leader

Thunderbolt Apache Leader

Rating: 8.0 | Players: 1

Game Type:

Wargames

Thunderbolt-Apache Leader puts you in the cockpits of the world’s best Close Air Support aircraft. In Thunderbolt-Apache Leader you’ll zoom through canyons hunting enemy tanks and troops while dodging their AAA fire and SAMs.Stuffing all this heavy metal in one box has allowed us to expand the normal Leader component set! This game comes with 168 cards and 5 counter sheets!Thunderbolt-Apache Leader puts you down in the weeds in 8 campaigns spanning the globe. The game system creates immense replayability by pairing a Tactical Situation card with the Campaign card to create a unique environment for the campaign. This means that your campaign in North Korea might be part of a Holding Action Show of Force Rapid Deployment or General War.The game places you in command of the pilots and aircraft of a squadron of U.S. Close Air Support (CAS) aircraft in hostile campaigns around the world. The aircraft and weapons available for each campaign are historically accurate.A major part of the game is mission planning. You decide how to arm your aircraft and which pilots are best for the mission. Pilots are rated for skill level. Deciding which pilots to fly each mission is a major consideration. Your pilots will become fatigued with every mission. If you fly a pilot too often his skills will degrade. Your pilots also gain experience with every mission flown. This makes for some great decision-making. Should you keep flying the top pilots and further fatigue them to get the job done or fly the new guys to prep them for the tough missions ahead?Missions are quickly resolved using an area movement system to display tactical combat over the target. Speed and realism take top priority in this game. Terrain cards randomly generate each battlefield. The cards include mountain ranges that block lines of sight from both you and the enemy forces. If you plan it right you get to fly nap of the earth through the canyons and come screaming over the ridge-line to rain fire down on the enemy before they can react. Beware! During each battle enemy air defenses will pop-up on the map to ruin your day so watch were you’re flying!You get to resolve every missile launched at enemy bandits and every air to ground attack against the enemy targets. Each enemy tank S.P. Artillery APC Infantry etc is represented by its own counter on the battlefield. You also get to resolve the enemy SAM AAA and Bandit attacks against your aircraft.While performing each mission you get to decide how your pilots engage the enemy Bandits SAMs and AAA Sites. This makes for some tough choices. Do you hit the high value targets first or take out the enemy SAM and AAA assets?Thunderbolt-Apache Leader aircraft are usually able to survive more than one attack. These aircraft are rugged and made to soak-up damage. This also factors into your decision-making. How long should you loiter over the target blowing-up enemy tanks before heading for home? If your aircraft is too shot-up it won’t be able to fly the next day.Thunderbolt-Apache Leader features an operation combat sheet that tracks the progress of enemy formations attempting to overrun your sector. You get to select the formation you want to engage each day and assign the air assets you think are best suited to the task.If you’ve played Hornet Leader or Phantom Leader you’ll make an easy transition into Thunderbolt-Apache Leader.We’ve included the cards for every pilot to progress in experience from Newbie to Green Average Skilled Veteran and Ace!Thunderbolt-Apache Leader includes the following aircraft: A-10A Thunderbolt II A-10C Thunderbolt II AH-64A Apache AH-64D Apache Longbow AH-1 Cobra F-16 Fighting Falcon AV-8B Harrier II AC-130 Spectre RQ-1 Predator UAV MQ-1 Predator UAVScheduled Campaigns: Iraq 1991 Pakistan 2013 Libya 1984 Iran 2014 Taiwan Defense 2008 North Korea 2011 Israel Defense 2001 North Atlantic WWIII 1986Thunderbolt-Apache Leader includes the following weapons: Mk.82 Iron Bomb Mk.83 Iron Bomb AGM-65 Maverick AIM-92 Stinger LAU-68 LAU-61 ECM Pod AGM-114 Hellfire AIM-9 Sidewinder Mk.20 RockeyeTarget Audience: This game is perfect for both expert level military gamers as well as first time gamers. The core rules are easy to grasp and very intuitive while still giving players a wide variety of decision-making options and tactical choices.The game can also be played co-op (like our other Leader games) by splitting-up the aircraft and planning/resolving missions as a team.Each mission requires only in 30 to 60 minutes.Each campaign consists of 2 to 6 turns in which you’ll fly one or more missions each day.

Warfighter: The Tactical Special Forces Card Game

Warfighter: The Tactical Special Forces Card Game

Rating: 7.7 | Players: 1–6

Game Type:

Wargames

Command the world's best Special Forces operators and complete vital assault missions around the world!Warfighter is a card game for 1 to 6 players. You play cooperatively with your friends against the system to complete present day squad-level combat missions.At the start of each mission you each select a soldier equip him/her with skills weapons and combat gear within the mission's Resource limit.You then fight your way through hostile territory engaging hostiles as you attempt to reach and complete your mission objective.Every mission is a stand-alone game. You build your Soldiers select your Gear and then run your mission. Within 30 to 60 minutes you will have succeeded or failed.Warfighter uses a new combat system that takes into account the fire mode you select for your weapon range running out of ammo suppression and cover - all in the same dice roll! This system creates an incredibly deep narrative with every attack.As you eliminate hostiles you gain experience to Upgun your Action cards.

Colonial Twilight: The French-Algerian War,1954-62

Colonial Twilight: The French-Algerian War1954-62

Rating: 7.7 | Players: 1–2

Game Type:

Wargames

Colonial Twilight takes 1 to 2 players into the tangled web of military and political actions comprising the French-Algerian war of 1954-62.The insurgent Front de Liberation Nationale (FLN) starting from modest beginnings must build massive and enduring popular support for its cause and organize to assume power when Algeria finally gains its independence. The Government representing both the colonial authorities and France’s military leadership must engage the nationalist insurgency decisively while striving to preserve the support and commitment of the civilian government and society. Players will enter the “heart of darkness” as they use military political and economic actions and exploit events to build and maneuver forces to influence or control the population or otherwise achieve their aims along the twisting route to independence.This installment in GMT’s popular COIN Series system is the first to be designed for two players. You must carefully consider just what it is you want to do and how much of it before the initiative slips from your fingers.It also includes rules for a solitaire FLN bot AI opponent. (There is no French bot so the only solitaire option is for the human to play as the government against the insurgent bot.)From the Casbah to the Aures are you ready to run the gauntlet?

Mr. President: The American Presidency,2001-2020

Mr. President: The American Presidency2001-2020

Rating: 8.5 | Players: 1

Game Type:

Thematic

Mr. President is a solitaire game about governing as the President of the United States. It's not an election game. It begins after you've been elected. It's about sitting in The Chair and trying to advance your agenda while navigating ongoing crises political enemies public opinion your relations with Congress and the press and keeping your country secure in a world of rival nations and agendas that just seems to keep blowing up around you. Mr. President is a resource management game where you never have enough resources to achieve your entire agenda and the path you take through an always unpredictable storyline rests on the choices you make. Depending on the results of those choices and on the unfolding of a different every game story you'll either be thinking POTUS? Piece of Cake! or Why was it that I WANTED this job? many times in each game.Like the actual President you'll have an array of allies and resources to help you as you navigate both the corridors of power in the nation's capital and the uncertainties of international relations. These allies and resources will vary from game to game but you'll always be able to rely on your Secretary of State and Secretary of Defense to help you with foreign policy and with the use where you deem necessary of the combat power of the U.S. military. You'll also have a bevy of domestic advisors and friends in Congress to help you navigate the many challenges in Congress and domestic life and politics. And you'll always have access to at least one truly exceptional talent (this too will vary from game to game) someone who excels in their particular job and is a force multiplier for you in their own unique way. How you lead and utilize this mix of talents and experience at your disposal will go a long way toward determining your success or failure during your shot at being Mr. President.Game PlayThe Map. The game map allows you to see and track the domestic and world situation that the game creates. It is divided into sections:1. Congress. This is where you track progress of legislation as well as keep track of your friends and opponents in Congress.2. Advisors and Assets. This section of the map is a holding area for all of your advisors available action points and military assets.3. Crisis Management. This is where you manage the Crisis Cards and keep track of crisis status and how well you've dealt with each crisis.4. The World portion of the map (about half of the map) is divided into eight world regions with additional sections for Russia and China (your key potential antagonists in the game). Here's a look at the South America Region as an example of the regional displays:Crisis Cards. At the heart of Mr. President are the 150+ Crisis Cards that help create the storyline for each game. These cards - see the 12 sample cards on this page - are a mix of cards representing Domestic or World Crises Terrorism Events Unexpected Benefits and Opportunities. The Crisis Cards help drive but do not completely control the storyline in each game. Here's how it works:Each game of Mr. President is divided into eight turns each representing six months in office. These turns are further divided into six Rounds each representing one month.At the start of each turn you get to perform assessment and planning actions where you get to lay out your rough plan re-examine strategy re-evaluate the threats and opportunities that were presenting as the previous turn ended (or at game start). So there is definitely a proactive strategy piece to the game. Unfortunately though your plans are not often going to survive intact once the turn gets going. The world stage is a dynamic platform.Once you have your plans made (and the Mr. President gods laugh at you!) you perform the six monthly rounds in order. During each round you draw three Crisis Cards that represent that main world or domestic events that happen (these are usually bad from your point of view but occasionally they are events or resources that help you) during that month. Most of the events on the Crisis Cards present you with both an urgent problem that may immediately alter the board state and a longer term issue that may linger and cause you pain down the road if you don't address it well.After you flip and resolve the three Crisis Cards for the round you get to take actions using any of your available personnel and resources. These actions allow you to make progress on your legislative agenda attempt to address any new crises presented by the round's three actions cards deal with any lingering world or domestic issues fight terrorism perform diplomacy and attempt to better your situation in the world or in the eyes of the American people.Once you finish your action portion of the round that round (month) is finished and you move on to the next round drawing three new Crisis Cards and repeating the round process until the 6-month turn is complete.Seeded within the 18-card mix that makes up a turn you have six cards for Russian and Chinese Actions Terror Actions War Progress Crisis Checks and White House Life. You know that each of these six cards will show up sometime during each turn but you don't know when. The variable timing of these cards' appearance each turn adds uncertainty and spice to the game while ensuring that major players in the game present challenges for you every single turn. Russia and China offer deeper challenges with four possible postures (aggression levels) for each country and a country-specific AI for each. Postures may shift in-game in response to your actions or to storyline events making dealing positively with each nation an evolving challenge all game.Please note that Mr. President is NOT a beer and pretzels surface-level game. This game is intended to be deep and immersive one that will both frustrate and delight the solitaire player. Playing time is four to eight hours (depending on your experience level) to play an entire 4-year term. I've tried to pack as much fun as possible into each 6-month turn so that even if you only have time to play one turn on a weeknight you'll be engaged frustrated challenged and immersed throughout. That said I hope you're going to find it difficult to stop playing after each turn. I've designed Mr. President to be an experience that will wrap you up in each new game's story and beckon you back to the game table after each round turn or completed game.I designed this game to provide massive replayability. With over 150 Crisis cards in the mix and multiple subsystems representing the US Economy Congress Homeland Security the Press Presidential Prestige Russia China Hostile Rogue States and staunch Allies no two games of Mr. President will ever play remotely alike. If you think you're ready for that challenge go ahead. Raise your right hand and swear the oath. Then settle in behind the desk in the Oval Office and let your imagination run wild!I hope playing Mr. President brings you as much enjoyment as designing it has brought me!- GeneComponentsOne 5 deep Game Box One 22 x 34 mounted game board One 22 x 17 mounted game board 180 Cards 500+ counters and markers One How to Play rulebook One How to Play a Turn FlipBook One Scenario Book One World Chart Book One Domestic Chart Book Two Peer Competitor Action Books for Russia and China Six Player Aid cards One 10-sided die One 6-sided die

Days of Ire: Budapest 1956

Days of Ire: Budapest 1956

Rating: 7.3 | Players: 1–4

Game Type:

Wargames

It's 1956 and waves of protest in Poland are once again showing cracks of the Eastern European communist bloc. Emboldened by these signs students and intellectuals in Budapest the Hungarian capital organize a protest of previously unseen magnitudes. As the communist leadership sweeps in to kill the movement in its tracks a violent response is provoked thus sparking the Revolution of the 23rd of October.One player takes charge of the Soviet forces trying to shape the headlines to his liking and uses the militia and snipers of the State Protection Authority to stop the revolutionaries at all cost. The other player(s) (from 1-3 opponents) co-operatively play as the ringleaders of the revolutionary forces collecting resources (represented as icons on their cards) and recruiting other fighters to ensure the revolution's events end up in favor of their side while fighting off tanks and soldiers in this exciting historically inspired card driven game.Days of Ire: Budapest 1956 is played over seven days — the last week of October 1956. The Soviet commander plays headline cards at the beginning of every turn gathering Command Points and triggering effects that sometimes help sometimes hinder the revolutionary effort. This card-play reminiscent of well-known card-driven wargames (CDG) such as Twilight Struggle or Labyrinth: War on Terror is what drives the tempo and the strategic thrust of the game. The other player(s) form the revolutionary side. They collect cards and fighters for two reasons: to resolve events for boosts to their side and to fight off militia snipers and Soviet tanks in a drastic fight for survival. They have to manage their positions while spreading across Budapest carefully dividing their actions as a team and always keeping an eye on their morale lest they run out of cards. This team-playing aspect — reminiscent of highly successful cooperative games such as Pandemic — guarantees ease of access to players who would otherwise be more intimidated by a traditional CDG.If any of the revolutionary ringleaders suffer too many wounds or if they fail to resolve enough events by the end of the game history changes and the revolution falls. But if they keep the streets of Budapest free from oppression the revolution lives on to fight another day.Historical Note: In real life the revolution succeeded and Hungary was free for less than a week. On the 4th of November the Soviet forces quickly recaptured the country but that is a subject for a different game...

Twilight Struggle: Red Sea – Conflict in the Horn of Africa

Twilight Struggle: Red Sea – Conflict in the Horn of Africa

Rating: 7.6 | Players: 1–2

Game Type:

Wargames

Part of GMT's Lunchtime Series Twilight Struggle: Red Sea – Conflict in the Horn of Africa is a two-player card driven game that builds on the award winning Twilight Struggle.The year is 1974 and the Soviet Union and the United States have been locked in a life-or-death struggle across the globe. As so often happened during the Cold War a relatively obscure region of the globe suddenly took center stage. Emperor Haile Selassie I of Ethiopia a bedrock U.S. ally in Africa had grown old and increasingly dictatorial. When he was overthrown in 1974 a Marxist coalition took the reins of power. This new revolutionary leadership initiated a chain of events that upset the regional balance of power and unleashed all the familiar elements of Cold War competition in the Horn of Africa.With a more limited scope and much shorter playtime Twilight Struggle: Red Sea is the perfect way to introduce new players to the Twilight Struggle system while maintaining all the tension decision making and theme of the original classic. The cards from Twilight Struggle can be used in TS: Red Sea and vice versa.

Gandhi: The Decolonization of British India,1917 – 1947

Gandhi: The Decolonization of British India1917 – 1947

Rating: 7.9 | Players: 1–4

Game Type:

Wargames

Gandhi: The Decolonization of British India 1917–1947 is Volume IX in GMT’s acclaimed COIN Series. Exploring one of the world’s most prominent experiments with nonviolent resistance Gandhi takes us to the subcontinent of India the jewel in the crown of the British Empire for a detailed look at the final decades of the British Raj. 1 to 4 players compete to determine the future of India; will the transition to home rule be a peaceful one will India be split apart by partition or civil war or will it remain firmly in the grip of empire?Gandhi offers a fresh perspective on the history of insurgency with the addition of a new type of faction to the COIN Series the Nonviolent (NV) faction while retaining the multi-faction asymmetrical card-assisted system of earlier titles in the COIN Series. COIN veterans will be able to jump right in.In Gandhi players will face a range of difficult and interesting strategic choices. Following in the innovative footsteps of previous COIN titles Gandhi weaves together historical political and cultural threads and offers an opportunity to study nonviolent and violent resistance in one of the most significant colonial possessions from the age of European imperialism. Civil disobedience and non-cooperation protests and terror imperialism and constructive programme growing unrest negotiation agitation assassination persuasion boycotts martial law and many other options await.“Gandhi made it impossible for us to go on ruling India but at the same time he made it possible for us to abdicate without rancor and without dishonour.” — British Historian Arnold Toynbee

Brotherhood & Unity

Brotherhood & Unity

Rating: 8.0 | Players: 2–3

Game Type:

Wargames

Winston Churchill once said - The Balkans produce more history than they can consume. And the history of Bosnia and Herzegovina showed just that. The war that erupted in the spring of 1992 brought bitter fighting indiscriminate shelling of civilians and a wave of atrocities. The war was fought by: three local ethnic groups (Bosniaks Serbs and Croats) paramilitary formations from Serbia and Krajina Croatian armed forces foreign Muslim volunteers UN peacekeepers and NATO airforce. Events such as the Siege of Sarajevo and the Srebrenica massacre became iconic of the conflict as the war became the single most important historical event in Balkans since the WW2. And still - it's objective history has yet to be written.Brotherhood & Unity is a 2-3 player card driven wargame which depicts the war in Bosnia and Herzegovina from 1992-1995 (Bosnian War). The game shows all of the major events: from the siege of Sarajevo (shown in separate detailed map) to the ferocious battles for the Posavina corridore and desperate defence of the Bosniak enclaves. Main features are: Point-To-Point movement system play driven by Strategy Cards quick combat resolution (no CRT) streamlined rules and fast gameplay. Interaction between warring sides (Bosniaks Serbs and Croats) creates an intensive and exciting gameplay experience.Player's military strength fluctuates based on historical facts with Serbs starting superior in all aspects and Bosniaks struggling to organize an effective fighting formation. Military units represent Brigades - standard military formations of the time ranging from 1500-2000 soldiers. They have different combat and movement values (based on historical data) which forces players to use different tactics for different opponents. Majority of these units are non-motorized infantry formations (moving only several spaces per round) but with the use of special offensive cards players can increase their mobility and surprise the opponents.The game simulates three distinct sides in the war: Bosniaks Serbs and Croats - with no clear border separating them. That provides an interesting set of choices to players: to attack or to fortify whom to ally with and when to change sides. That leads to many turnarounds and pragmatical alliances with former enemies - as was historically the case.Each player gets a deck of Strategy Cards simulating a variety of historical events. The player starts an action round by playing a Strategy Card from his hand. A card can be played as an event (Combat Card Offensive Interrupt Foreign Units and Other) or as one of the game actions (Movement Attack Strategic Redeployment Diplomatic Action or Reinforcement). The events and card values have been carefully created to mimic the historical events and choices. Since each game uses only a part of the available card deck players can't be certain which cards will be drawn during the game. That creates a card fog-of-war and makes the game more replayable.Game uses Strategic Will point system to keep track of the victories and losses and to determine the final score. It is affected by a number of things: capturing or losing regions capturing or losing key spaces eliminating or losing units and as a result of events. One of the most important aspects of the game is capturing player's own key regions - which were different for each side and which reflects the different aims the each side had.The Foreign Attitude is another major track in the game which represents the diplomatic stance of foreign powers (European countries USA Russia and UN) towards a player. It is affected by capturing cities (thus creating refugee crisis) and as a result of events and generally represents a player's international reputation. When it reaches certain levels negative effects occur - from reduction of movement to NATO air strikes to even losing the game.The game enables player to invite United Nations to create UN Safe Areas thus giving a player some kind of protection from being overrun. NATO Air Strike happens when players overreach themselves capturing too many cities too quickly thus creating a major refugee crisis and media outcry. Without careful diplomatic balancing the greatest offensive can thus be derailed and bring a player to the brink of destruction.Supplies are scarce and can be cut-off thus starving and eventually eliminating the unsupplied units. Combat results are easy to calculate and are based on unit attack and defence values modified by terrain and die roll results (no CRT is used). Rules are streamlined to reduce clutter and unnecessary actions which enables a fast gameplay - the full game is usually played in bit over two hours.The name Brotherhood and Unity“ comes from a socialist Yugoslavia doctrine created to inspire unity between 7 nations from which Yugoslavia was created. It was also a main motto behind the Socialist Republic of Bosnia and Herzegovina – nicknamed „Small Yugoslavia“ due to its ethnical cultural and religious diversity. The irony is that when B&H got engulfed in a war there was neither brotherhood nor unity to be found .. what followed was four years of bloody warfare. It remains to be seen will B&H rise above the legacy of The War and reach (or surpass) the prosperity it enjoyed during a socialist Yugoslavia.Product Information:Complexity: 5 out of 10 Solitaire suitability: 5 out of 10 Time Scale: 1 year per turn 2 months per action round Map Scale: Point-to-point strategic level Unit Scale: Brigades Number of Players: 2 to 3 Suitability for Solitaire: Medium Average Time to Play: 2 to 3 hoursComponents:1 22x34 Mounted Map 260 9/16 Counters 96 Strategy cards (in 3 decks: Serbian Croatian and Bosniak) 3 Player aid cards 1 Rulebook 1 Ten-sided die 1 Box and lid set

The Manhattan Project 2: Minutes to Midnight

The Manhattan Project 2: Minutes to Midnight

Rating: 7.2 | Players: 2–5

Game Type:

Strategy

20 years after the end of The Manhattan Project the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer an obstacle; all nations are now capable of churning them out at a rapid pace. The challenge of this era lies in the development of various delivery systems called the Nuclear Triad: strategic bombers ballistic subs and land-based ballistic missiles.Each player represents one of the superpowers in the arms race. At staged intervals scoring is conducted in one of 4 categories:- Strategic Bombers - Ballistic Submarines - ICBMs - Short-range missiles deployed to third world nationsIn addition to earning points for deploying nukes during the scoring rounds players can also earn defensive bonuses for mitigating the risks imposed against them.The game ends after all of the scoring events have been completed. The player with the most points is the winner.To help along the way you will recruit 4 different kinds of workers:- Laborers which operate your buildings - Spies which operate your opponents' buildings for your gain - Politicians which produce tax revenue and gain control over third world nations - Generals which deploy your bombers subs and overseas missilesYou will also construct and operate 6 different kinds of buildings:- Factories which produce submarines and aircraft - Research Facilities which allow you to improve your position in 5 different technology tracks - Reactors which produce nukes - Silos which are armed with ICBMs - Test Sites which allow you to detonate nukes in your own territory for points - ABM Launchers which earn defensive bonuses against various threatsMinutes to Midnight is a standalone game. It is part of The Manhattan Project line from Minion Games.

The British Way: Counterinsurgency at the End of Empire

The British Way: Counterinsurgency at the End of Empire

Rating: 8.0 | Players: 2

Game Type:

Wargames

The British Way: Counterinsurgency at the End of Empire is the first of several COIN multipacks containing four separate wargames exploring a series of thematically related insurgencies. Between 1945 and 1960 the British fought four major “emergencies” as they referred to their counterinsurgency campaigns each trying to manage their retreat from empire. The four games in this pack focus on exploring British counterinsurgent responses to a variety of different opponents including communist insurgents in Malaya militant nationalists in Kenya and smaller and more clandestine terrorist organizations in Palestine and Cyprus. The games adjust the core COIN mechanics to provide a compelling new way of handling two-player conflicts while also streamlining several mechanics to quicken gameplay. The British Way offers an approachable introduction to the COIN series for new players while presenting experienced players with four mechanically distinct games to explore and compare.—description from the publisher

Spheres of Influence: Struggle for Global Supremacy

Spheres of Influence: Struggle for Global Supremacy

Rating: 7.9 | Players: 2–8

Game Type:

Strategy

Spheres of Influence: Struggle for Global Supremacy is a 2-8 player free-for-all light wargame set on a modern world map. Players will take control of one of the games 8 mighty factions as they compete over the world's spheres of influence capitals and oil reserves. Will a mighty caliphate rise to power? Will the communist curtain once again fall? Or will western democracy sweep the world?In games with fewer than 5 players each player will control 1-4 factions simultaneously coordinating their efforts against the other players' coalitions. Each faction will begin the game with only a single semi-randomly determined territory under its control. From this one space factions will aggressively expand.The gameplay of Spheres of Influence is divided into a set number of rounds with each round being split into 2 phases: the mobilization phase and the turn phase. During the mobilization phase factions take turns placing units based on how powerful they are. During this phase the global turn deck is also formed. This deck will be used to determine the turn order and frequency of action for each faction during the upcoming turn phase. To form it each faction contributes a number of their turn cards (based on the number of oil fields they control) to a single shared deck of turn cards. This deck is then shuffled and place down on the table.During the turn phase one at a time the top card of the turn deck is revealed. Whichever faction's card was just flipped that faction takes a turn performing a single action with its units on a single space (moving attacking annexing or passing). Once that action is complete that turn ends and the next turn card is revealed with the process repeating itself. This makes turns both fast (with many turns lasting only a couple of seconds) and suspenseful since none of the factions know precisely when their turns will be. It also ensures more incremental game developments - factions cannot sweep across all of Asia in a single turn and players can respond to attacks or betrayals much sooner. Once the last turn card in the global turn deck has been revealed a round ends and another round begins.Combat is resolved by a simple dice mechanic fused with a situational modifier that loosely simulates the increased difficulty of attacking a defended coastline breaking a naval blockade or striking a fortified position. Along the way powerful special cards can be played allowing players to strike with submarines deploy heavy armor paradrop troops around enemy defenses and launch devastating nuclear attacks.Games have either 5 or 6 rounds depending on the number of factions. Once the final round is complete the faction who controls the most spheres of influence wins the game for its owner. Games typically last about an hour and a half and experienced players can sometimes finish in just a single hour.

Quartermaster General: The Cold War

Quartermaster General: The Cold War

Rating: 7.2 | Players: 3–6

Game Type:

Wargames

The Quartermaster General series goes nuclear!Quartermaster General: The Cold War depicts the struggle between the aspirations of the Soviet Bloc the West and the Non-Aligned nationalist independence movements throughout the developing world.You will play a Bloc of nations: the Soviet Bloc the Western Bloc or the Non-Aligned Bloc. Each Bloc is considered an enemy to each other Bloc even if players decide to cooperate temporarily to preserve the balance of power. Each of the three Blocs may be played by one or two people depending on the number of players.On your turn you’ll play cards to unfold a narrative of the Cold War as it might have been. You may decide to use military force when espionage fails – but escalating tensions will reduce the penalty your enemies pay to use their WMDs in retaliation!—description from the publisher

World At War 85: Storming the Gap

World At War 85: Storming the Gap

Rating: 8.6 | Players: 1–2

Game Type:

Wargames

The commander of the West German 15th Panzer Brigade held the headphones away from his ears protecting them from the voice of his border battalion commander the man’s voice rambling and emanating out of them at high volume. “There are Soviet tanks pouring across the border south of us heading for the Fulda crossings our Intel section says it must be the 79th Guards Tank Division….so many…we are pulling our right flank back already the American 11th Armored Cavalry over there will have to take care of themselves but we need artillery…and Air yes Air….NOW!” “Calm down Otto Air is on the way and the guns are firing now. Tell me how many tanks you see.” “How many??...” There was a momentary pause. Through the headphones he heard the battalion commander’s breath sigh out. Then his voice came through again only this time it was sad resigned almost normal. “All of them.”STORMING THE GAP is the first volume in the World At War 85 series of games of fast and furious platoon-level combat. Set in 1985 in an alternate history of World War III when the Warsaw Pact armies storm across the border of East Germany in a powerful attempt to seize West Germany and the whole of Free Europe.The World At War 85 system features a unique combat system that involves die rolls by both attacking units and defending units. Die rolls are compared and hits are applied quickly as all the information you need to fight your units is on the counters. No combat results table is necessary. The initiative formation activation random turn length close air support and air cover are all integrated.

Hearts and Minds: Vietnam 1965-1975 (Third Edition)

Hearts and Minds: Vietnam 1965-1975 (Third Edition)

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

Hearts and Minds: Vietnam 1965-1975 (Third Edition) is an uncomplicated approach to a very complicated conflict. Eight scenarios introduce players to U.S. involvement in Southeast Asia including a scenario after the US withdrew from Vietnam a full campaign scenario as well as high solitaire capability. Players appreciate the ability to start in any year of the war they wish and fight to the end of any other year of the war. The game provides a comprehensive historical approach using mechanics that include guerrilla warfare faction differentiation political turmoil and veteran advantages. This design has already been used as a successful teaching tool.This is a card-driven area-based design with low counter density and a much simplified combat system. Each scenario represents a year and players have the flexibility of starting in any year of the war and ending in any later year of the war. Players choose either the Allies (US ARVN Cambodian and Laotian) or Communist (NVA VC Cambodian and Laotian) Players engage in guerrilla warfare – VC units remain hidden until engaged. VC units may be simple units or reinforced units or simply false information. When determined to be false information players roll on the Bush Events Table which involve events from discovering Chinese troops to the arrival of USO shows featuring John Wayne and Bob Hope.This edition involves the use of three card decks A red deck (communist) a blue deck (Allied) and a black deck (interchangeable). Prior to every game half of the black deck is shuffled into each of the red and blue decks ensuring a different game every time. Cards indicate the amount of RPs (Resource Points) that may be spent or banked a historic situation and its game effects. Certain cards are year specific. Within each Red and Blue Deck are a number of Campaign cards that may be chosen by each player allowing increased abilities but only in a predetermined area.The game does not ignore political ramifications. Card events cover mass protests in the U.S. and more significantly the instability of the South Vietnamese government. The Allied player controls more firepower but must walk a tightrope between U.S. and ARVN (South Vietnamese) casualties. Too many U.S. casualties leads to a rapid rise in Communist morale. Too many ARVN casualties will result in a coup which has major strategic advantages for the Communist Player. While in Cambodia and Laos the destruction of all government forces means the fall of those governments. Throughout the game both sides jockey for the “Hearts and Minds” in each province. Political Control determines the availability and expansion of VC influence.Hearts and Minds Third Edition offers players an easier to follow rulebook with simpler victory conditions. Also included: tested solitaire rules and a separate solitaire player aide; a premium mounted map that includes all of the charts necessary to play the game; full-sized poker quality card deck; standard playing dice and a new artistic approach to factional units.Product InformationComplexity: Low to Medium (4 out of 10) Solitaire suitability: Medium to high (7 out of 10) Time Scale: Each scenario represents one year. The campaign game covers 8-10 years. Map Scale: The Map is divided into provincial areas indicating major cities and US major bases Unit Scale: Units are abstract and represent US ARVN NVA VC Cambodian and Laotian Players: Two Player game (Solitaire friendly) Playing Time: 45 minutes or less per scenario Designer: John Poniske Original Developer: Stan Hilinski Solitaire Developer: David WessmanComponents: 24 page rule/scenario book Solitaire Player Aid Three Counter sheets (3/4” Counters) 22” x 33” Mounted Map 80 Standard Playing Cards (27 Red/27 Blue/ 28 black) Two 6-sided dice (1 Red/1Blue) One box and lid set-from the publisher's website

Dien Bien Phu: The Final Gamble

Dien Bien Phu: The Final Gamble

Rating: 8.5 | Players: 1–2

Game Type:

Wargames

Dien Bien Phu - The Final Gamble is a two-player wargame about the decisive battle of Dien Bien Phu in 1954 that not only ended the French Indochina War but also had political repercussions far outside the region itself. One player represents France and her colonial troops. The other player represents the armed force of Viet Minh the communist/nationalist independence movement of Vietnam. This is a cage fight. There are no victory points there is no marginal victory and there is no draw. Viet Minh wins by forcing the French troops to surrender. France wins by not surrendering.Map and scale: The map covers the former village of Dien Bien Phu and surrounding areas. There is a small submap of the French strongpoint Isabelle further south in the valley. There are several groups of French strongpoints scattered around the map each one with a female name (all named after the commander - de Castries' - mistresses according to lore). The map is divided into three divisional sectors (plus a fourth one facing the submap Isabelle). Each sector has several zones that represent Viet Minh trenches winding from the map edge towards the center of the map. Each hex represents 150 meters and each game turn covers three days. There are 21 turns in the game but historically it ended after 19 game turns with a Viet Minh victory. The scale allows stacking of three French units (usually infantry companies) in a hex but there are no stacking limits for Viet Minh battalions which creates a chess feel.Three Viet Minh battalions form a regiment and three regiments become a division and there were almost four full divisions in the valley as well as a full artillery division off map. There was also an equivalent of another three divisions in a replacement pool outside the valley. The French troops were a colorful array of colonial paras Vietnamese troops units from French Algeria and Morocco and of course the French Foreign Legion. Some units are of average quality some are outright terrible but some are the very best that could be mustered ... anywhere. A French battalion consisted of four companies and there were 12 battalions together with 11 auxiliary light companies at the start of the siege as well as 16 artillery and mortar batteries and three tank platoons. Waiting in Hanoi were another five para battalions together with an expected replacement pool of about 14 companies. In neighboring Laos there were four battalions ready to march and perhaps save the day at the very end.French supply: This battle took place far out in the wilderness of Vietnam and both sides had to adjust to the limited flow of supplies that could be brought forward though the air to the French and through vast forests to the Viet Minh. Supplies as historically was the case tend to be a lot less than wished for. There are several supply tracks on the map showing how much ammo food & bullets fuel & spares medicine as well as the amount of truck transport available for the French. Each game turn air transports will bring in a mix of supplies together with replacements and reinforcements. This is done on a chart with a grid where a mix of supply markers are placed together with eventual reinforcements and replacements. Weather will then decide what will arrive and what will abort back to Hanoi. The French player will never know for sure what and how much will arrive and has to take that into account.Viet Minh supply and morale: Viet Minh will receive a more steady flow of ammunition but not enough to barrage whenever wished. There is a large pool of replacements to use but although it is large it is not infinite. If Viet Minh losses are too heavy then the fact that you can only replace one step per regiment per game turn will be a painful experience. If loses are too heavy for too long then the pool will dry out. Viet Minh's main concern is troop morale. The battle force starts with excellent morale but each division's morale will decrease when taking replacements thus diluting the experienced veterans with newly drafted peasants with no combat experience. Morale will rise slightly when resting (not assaulting). But then again time flies and there is a battle to win. Morale is a very important part of the game and if it falls too low the troops will be rendered useless.Artillery: Artillery is another important aspect of the battle. There is bombardment from both sides before assaults commence. You wish to achieve two things with barrage: Losses and to make the target shaken. Targets that are shaken lose abilities to react and support combat and they become easier to assault. Defending units bring in barrage to make it harder for the attacker to succeed. Viet Minh artillery is off-board and safe from French artillery fire (mainly that they were dug deep into the mountainsides). French artillery and mortar units on the other hand exist as units on the board and may fall prey to Viet Minh bombardment. French artillery units that are reduced and/or shaken are not as efficient and those that are eliminated are obviously out of play. Both sides have a limited amount of ammunition and therefore have to spend it wisely.Combat: The main effort in the game is of course the assaults. Each player will conduct two die-rolls during the course of an assault to determine the outcome. The defender first conducts defensive fire in the hopes of inflicting losses but also to possibly force the attacker abort the assault. The defender’s first die roll is compared to their strength and will show how well they defend. The defender’s second die-roll (modified from the result of the first die roll) is compared to the assaulting unit's morale and will determine the result of the defensive fire. Providing the assaulting units do not abort the attacker (who has suffered the effects of the defensive fire) conducts two die rolls. The first one to see how well the assault is conducted and the second one to see the outcome of the assault. Modifications such as trenches terrain support from other units etc. adjust the strength of a unit to make it stronger or weaker.You will never know for sure what that result will be due to the two die-rolls on each side. Dien Bien Phu – The Final Gamble will be as tense and brutal a simulation as was the historical battle that determined the fate of this war as well as shaping the events of things to come.Kim Kanger

Flashpoint: South China Sea

Flashpoint: South China Sea

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

Flashpoint: South China Sea is a two-player strategy game that simulates the complex geopolitical contest currently taking place between the United States and China in a disputed region of the South China Sea. The game is driven by a card deck that captures developments ripped straight from today’s headlines bolstered by cards with a context-setting reading of recent history and a set of speculative cards capturing a diverse range of potential future events.The Chinese player works to influence other countries in the region establish territorial claims and regional hegemony and improve its world standing. The U.S. player works to maintain influence with allied countries in the region secure freedom of navigation and keep China in check. Success for both players hinges on the support and allegiance of non-player countries in the region. The game stops short of dealing with a potential full-scale military conflict. Rather it requires the nuanced exercise of political economic and military resources in a form of prima facie diplomacy – on the waters in the air and ultimately in the minds of the people – to achieve victory.

Next War: Korea

Next War: Korea

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

Sixty years of tense uneasy peace are shattered as the Korean Peninsula erupts in renewed warfare. One historically ethnically and culturally homogeneous people polarized and separated by superpower politics and economics hurl men weapons and material into the maelstrom of modern combat in an attempt to settle their arbitrary division once and for all.From Pyongyang in North Korea to Busan in the South the war rages. In a scene reminiscent of the first attack by the In Min Gun in 1950 the North Korean People’s Army surges across the Demilitarized Zone and penetrates deep into South Korea.Special Operations Forces from both sides conduct raids interdiction and reconnaissance missions behind enemy lines while airborne air assault and amphibious forces strike far behind those lines attempting to outflank the main army forces of both sides. In the air both sides wage a heated campaign in an effort to establish superiority over the skies of Korea. With rough terrain and the full ferocity of modern armor airmobile airborne and marine warfighting capabilities there is no safe haven in the lethal cauldron of battle which has engulfed the Korean Peninsula.While North and South battle for a quick decisive victory the world awaits the response of the two military superpowers in the region: the United States of America and the People’s Republic of China. Will the United States stung by high casualties among the soldiers of its 2nd Infantry Division near the DMZ during the surprise artillery barrages and initial assaults on the first day of the war be able to reinforce the South quickly enough and if so how and in what strength? Will the Communist Chinese again react (or pre-emptively intervene) to a massive US response and join the fray thus widening the conflict? As the situation evolves choices are made forces are committed and the security of Japan and the future of the two Koreas hangs in the balance.Next War: Korea the first of a planned series of Next War games allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995 players have access to virtually all military assets of North and South Korea as well as large forces from the USA and the PRC. The integrated easy to learn air-land combat system allows for unit efficiency armor effects light infantry attack helicopters Close Air Support Cruise Missiles and the particularly tough terrain of Korea.Make no mistake: Next War: Korea is not an Introductory wargame. Rather we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said the Standard Game rules encompass a fairly straightforward ruleset that will we think be considered pretty easy to learn by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre though comes through in the Advanced Game where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.So our hope is that we have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game a longer monster game or an ongoing solitaire study. We intend to provide tools for online game play as well (a Vassal module is being created now for use during playtesting) so that this game can be played in either real-time or over longer periods on the internet.Ground units in Next War: Korea represent primarily divisions and brigades of armies of North and South Korea The United States and her Allies and the People's Republic of China. All ground units are rated for their attack and defense strengths movement capabilities and unit efficiency.Air units represent fighter bomber and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range average pilot skill and their abilities in Air-to-Air Combat Close Air Support and Strike missions.Naval units and capabilities are abstracted somewhat in the Next War series. A Sea Control mechanism reflects the results of the surface and sub-surface battles while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side.The game's two maps present a portion of modern-day Korea at a scale of roughly 7.5 miles per hex. The maps cover the entire peninsula east-to-west and stretch from about 30 miles north of Pyongyang in the North to Taegu in the south. Hexes are larger than the standard 1/2 hex found in Crisis Korea: 1995 allowing us to use larger 9/16 counters in this game and make it a bit easier for players to move game pieces in the congested areas around the DMZ.As in Crisis: Korea 1995 there are two types of game turns: Initiative turns (longer turns where the side with the Initiative has more opportunities to move and attack) and Contested turns (shorter turns where neither side has the initiative but each is trying to muster the resources to regain the initiative). Thus the inherent initiative player advantage built into the game system incents each player to always be thinking about how to seize and maintain the battlefield initiative.Combat resolution examines not only unit strengths but also unit efficiency (representing training doctrine and morale) as well as the terrain where the combat takes place. The CRT tends to be very bloody reflecting both what we believe will be a degree of attritional warfare early on in light of the massive artillery concentrations near the DMZ as well as the lethality of modern weapons. As in many games casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapidity and pace with which modern armies are able to engage and exploit on the battlefield.There are several Standard Game scenarios. The first three one mappers Seoul Train Uijong Blues and East Coast Highway (North Map only) cover the first week of the war by dividing the DMZ into roughly three equal sections. These focus on the initial assaults to break the South Korean lines and introduce players to the basic mechanics of the system while giving them insight into attack and defense strategies for the big game. Players can also play the entire DMZ front scenario Militarized Zone (North Map only) for the first week (basically combining the three scenarios above). In addition players can add the South Map and play the entire Standard Campaign game All In. Two other scenarios are provided which examine the U.S. Amphibious landing. Inchon Again and the battle for Taejon Spearhead. In addition a scenario They Did What? is provided for players to experiement with a South Korean attack on North Korea without however the help of the United States.The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise Tactical Surprise and Extended Buildup. This offers the players the ability to game out a variety of At Start war scenarios based on varying levels of readiness.There is also an International Posture Matrix à la Flashpoint: Golan – The Fifth Arab-Israeli War to allow players to experiment with a variety of intervention options for the non-Korean players in the region.In Next War: Korea the Korean Peninsula is on fire with two of the world's most well-prepared antagonistic forces arrayed against each other. Can you as the North Korean People’s Army commander conquer the South in 3 weeks before the full might of the U.S. can be brought to bear? Can you as the Republic of Korea’s Army commander hold out against the renewed Communist assault until help arrives? And what will China do? There’s only one way to find out...The 2012 version and the 2016 ziplock version contain the same game components; except the 2012 version is packaged in a box while the 2016 version is in a ziplock bag.Game Design and Development: Mitchell Land Original System Design: Gene BillingsleyTIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Division / Brigade / Battalion NUMBER OF PLAYERS One or two (can be played in teams)

Jagged Alliance: The Board Game

Jagged Alliance: The Board Game

Rating: 8.1 | Players: 1–4

Game Type:

Thematic

Description from the publisher:Jagged Alliance TBG is a co-operative board game with miniatures allowing you to take the role of your favorite Jagged Alliance mercenaries to battle Deirdranna and her minions in a game with uniquely variable combat tactics.​With its modular map tile system and scenario creation and flexible progression Jagged Alliance allows for brief skirmish games or evening-spanning campaigns and allows you to build your own scenarios as well!Players can add extra movement and improve their odds of hitting in combat by spending fatigue or damaging weapons for greater effects. Mercs can then rest and repair or heal themselves but each turn resting will move the time counter forward to the next counter-attack from the enemy or a new event that will change the conditions of battle and/or add extra side missions to solve. Players have to manage the different threats and missions while advancing their main goal on the map which changes with each scenario.Mercs take their gear allies and experience with them through the campaign continually improving their mercs.​Players can gear up and improve mercs free sectors from occupying forces to receive cash and better gear save grateful civilians to man your militia or stumble into roaming bloodcats as you try to fight Deirdranna's nefarious commanders and their plots which will escalate the more sectors you liberate.​ The game uses elements from combat games such as Dark Souls Imperial Assault or Conan and adds more tactical player decisions and influence such as terrain and cover and different evolving enemies as well as new merc skills and tons of gears and weapons and a meta gameplay managing your militia and defending your hard won sectors.Also: Bloodcats!Based on the Jagged Alliance Video game series

SEAL Team Flix

SEAL Team Flix

Rating: 7.1 | Players: 1–4

Game Type:

Uncategorized

SEAL Team Flix is a fully co-operative or solo tactical dexterity game that pits 1-4 players against the forces of terrorism. Taking inspiration from several military-themed first-person shooter video games SEAL Team Flix incorporates flicking dice rolling and character standees into an exciting unique combination that will have the whole table standing up.The game has two modes: campaign and skirmish. In campaign mode players embark on an eight-mission non-linear adventure. Individual SEALs will get promoted several times over the course of the campaign...if they live. In skirmish mode simply play one of the 17 missions as a standalone set-piece.SEAL Team Flix is an objective-based game with primary and secondary objectives which need to be resolved to successfully complete each mission. For example in some missions you must locate and acquire intelligence against the terrorist organization Gaia's Hope. In others you must disarm time bombs or rescue hostages. While you are given intelligence at the beginning of each mission as to the number and nature of the objectives that need to be completed every game will be different because you will never know where on the map they are until you physically locate them with your SEALs. The game's difficulty scales both with the number of SEALs playing as well as with three optional difficulty levels.IMPORTANT ERRATA: Somehow the Sentry positions were left off the printed boards included in the game. You can see images of the correct Sentry Position placement on pages 6 and 10 in the rulebook but you can also download the Sentry Errata PDFin the files section which contains enlarged images of the maps and their sentry positions.

People Power: Insurgency in the Philippines,1981-1986

People Power: Insurgency in the Philippines1981-1986

Rating: 7.8 | Players: 1–3

Game Type:

Wargames

People Power: Insurgency in the Philippines 1983-1986 is volume XI of the highly-praised and popular COIN Series originally designed by Volko Ruhnke. This is one of only two games in the COIN series that feature three separate factions instead of the customary four.The first faction is the Government symbolized by the personal rule of Ferdinand Marcos his wife Imelda and his political cronies and military forces. Second are the Insurgents represented by the New People’s Army (or NPA). The NPA sought a national uprising from both the urban and rural populace. Finally the third faction are the non-violent Reformers embodied by Aquino’s widow Corazon. She along with her allies and supporters in that moment of tragedy revived a platform of social justice and unrelenting momentum that would irrevocably change the Philippine political landscape immeasurably.For players new to the COIN Series or for those looking to teach the the series to their friends People Power will serve as an excellent introductory game. It was designed for simplicity and quick play utilizing many of the basic COIN Series mechanics. The 22 x 17 map aids in introducing the game to a new player as it presents only two types of terrain - Cities and Countrysides (where the latter amalgamates the rural settings of the island nation as well as much lightly-habitable terrain of jungles and mountains). Don't let the fast play and basic systems fool you though. There are still plenty of strategic puzzles and inter-player backstabbing to be had! Also People Power includes a new feature for the COIN Series - a Key Personality mini-hand procedure that represents the effectiveness of various generals and power brokers adding a new dimension to player actions and decisions.

Next War: Poland

Next War: Poland

Rating: 8.2 | Players: 1–2

Game Type:

Wargames

Ukraine is in turmoil: embroiled in a civil war which has lasted for years and the situation seems further from resolution with each year that passes. Clandestine support from both Russia and the West fuels the war and keeps any hope of peace at bay. In the meantime the civil war in Syria and the fight against Islamic extremism gathers steam. NATO and Russia stare each other down in a coopetittion in the region and tensions rise meteorically as not so friendly fire incidents occur. The West tightens sanctions against Russia and ratchets up its rhetoric; Russia meanwhile attempting to regain a place in global power politics responds with sanctions of its own against Turkey and starts low-level cyber warfare and little green men incidents in the Baltics. Tempers flare across the world Turkey shoots down another Russian plane while Russian SAM batteries shoot down a Turkish F-16 in retaliation. Russia declares enough is enough decides on war with NATO and invades the Baltics and Poland. Belarus knowing where it's bread is buttered joins in. Some NATO nations rush to the rescue while others debate the issue. Once again Europe trembles to the rumble of tank treads and marching boots…Next War: Poland the fourth volume in GMT's Next War Series. This game moves the action from Asia to Europe and allows players to fight a near future war in Poland as the Russians and their allies invade and NATO responds.Only a portion of Poland is shown as Ukraine is assumed to be in the midst of a grinding civil war. The Russians are not the behemoth of the Cold War but they possess good material and a much better trained army. The Baltics may fall quickly although their forces may put up some resistance and make an appearance as reinforcements and the front quickly establishes itself in eastern Poland as the Russian 6th and 20th Armies push forward while NATO rushes forces into the area spearheaded by the Allied Rapid Reaction Corps and followed up by whatever nation's troops respond to the Article 5 declaration. The question is can NATO stop the Russians or will Poland be overrun?Note: the Next War series is not an Introductory wargame. Rather we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said the Standard Game rules encompass a fairly straightforward ruleset that will we think be considered pretty easy to learn by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre though comes through in the Advanced Game where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.

MBT (Second Edition)

MBT (Second Edition)

Rating: 8.0 | Players: 2

Game Type:

Wargames

MBT is a complete game system modeling the US 7th Army and the GSFG and CGF Soviet mechanized forces of 1987. It is M1 Abrams (105mm and 120mm armed version) versus a whole stable of Soviet armor with their T-80s T-72s T-64s and upgraded models of T-62 and T-55. There are even M60A3s sprinkled in to balance out the US tank inventory. Bradley IFVs and CFVs mechanized units are set to take on their counterparts mounted in BMP 1,2s and even a few 3s. Not to overlook M113A2s BTRs and MT-LBs which also make their appearance.Mechanized infantry and their related weapons are in abundance including M47 Dragon M72 LAW AT-7 Saxon AT-4 Spigot and multiple RPG versions.The scale is right down in the weeds with individual vehicles infantry squads half squads and sections. Each hex is just 100 meters across so it is going to be nose-to-nose action at its finest.Currently there are 3 published expansions for MBT: MBT: BAOR MBT: FRG MBT: 4CMBGThe rules cover the total realm of modern mechanized combat with ATGMs including TOW and deadly Soviet gun launched missiles like the AT-11 Sniper and AT-8 Songster special armor (including ERA) advanced night fighting with thermal images and image intensifiers advance artillery with ICM and laser-guided shells helicopters including the AH-64A Apache and Mi-24P Hind-F attack aircraft including the A-10A Warthog and SU-25 Frogfoot and missile and gun-armed AA units to counter the deadly air threats.Included MBT units: US: Artillery Batteries M1 Abrams M106A2 M113A2 M125A2 M150 M163A1 PIVADS M1A1 Abrams M1IP Abrams M2A1 Bradley IFV M3A1 Bradley CFV M48 Chaparral M551 Sheridan M60 AVLB M60A3 M901 ITV & M981 FISTV M998; Leg units US fliers: A-10A Thunderbolt II AH-64A Apache & AH-1F Cobra F-16C Fighting Falcon OH-58C & Um-12A2 OH-58D UH-1H UH-60A Soviet: 2S1 2S3 9K22 Tunguska 9K31 9K35 ACRV Artillery BMP-1 BMP-2 BMP-3 BRDM-2 BRDM-2 ATGM BRM-1 BTR-70 BTR-80 MT-55A AVLB MT-LB NSV HMG SPG-9 T-55M T-62MV T-64BV T-72AV T-72BA T-80BV T-80U ZSU-23-4 Soviet fliers: Mi-2 Mi-24P Hind-F Mi-24V Hind-E Mi-8 MiG-27 Flogger-J Su-25 Frogfoot

Mrs Thatcher's War: The Falklands,1982

Mrs Thatcher's War: The Falklands1982

Rating: 7.9 | Players: 1

Game Type:

Wargames

Not designed as a detailed simulation this fun and challenging game illustrates the general strategic course of the 1982 Falklands War between Britain and Argentina and highlights important historical themes.It is two games in one: a naval/air game (whose mechanics are based on the author's Don't Tread On Me system but using ships and aircraft instead of armies!) in which the British Player fights against the game system's Argentine A.I. to establish control of the skies; and a ground game (modeled after the game system featured in the author's Mound Builders and The First Jihad) in which the British Player takes advantage of his air superiority to fight and 'yomp' his ground troops across East Falkland to final victory -- or defeat -- in the hills around Stanley.The game features all the historical chrome for which this design team is so well known including Exocet missiles Falkland Islander civilian resistance diplomatic shuttles covert Soviet aid SAS guerilla missions Chilean intervention US assistance the Gurkhas helicopters ace pilots and even the Pope!

Red Storm: The Air War Over Central Germany,1987

Red Storm: The Air War Over Central Germany1987

Rating: 8.5 | Players: 1–2

Game Type:

Wargames

Red Storm is the second sequel to the Charles S. Roberts Award-winning game Downtown. Red Storm is a standalone game that utilizes the Downtown game system to depict a hypothetical air war in May/June 1987 over the central portion of the NATO/Warsaw Pact front in central Germany. Like Downtown and Elusive Victory before it Red Storm is an “operational” level air warfare game where players manage large strike packages and numerous combat air patrols in an effort to strike enemy targets protect their own ground troops and secure control of the air over the land battle raging below. Both sides have highly advanced all-weather aircraft long-range missiles precision bombs sophisticated electronic warfare assets and dense air defense networks of surface-to-air missiles and radar-guided AAA. The game features aircraft from the United States United Kingdom West Germany Canada Belgium the Netherlands Soviet Union and East Germany.As the NATO player you fight outnumbered in the air but with a qualitative edge in technology and better-trained pilots. NATO faces the daunting task of contesting the air in the face of the initial onslaught from the WP air forces while also getting bombs onto targets on the ground both on the frontline and rear echelon forces of the Soviet and East German armies. As the Warsaw Pact player you must push your numerous but less flexible forces to the absolute limit in an effort to overwhelm NATO forces in the air and destroy them on the ground all while supporting advancing ground forces. Both players also have to manage their air defense networks consisting of overlapping layers of SAM and AAA.Units Like earlier games in the series units in Red Storm are flights of 1 to 4 aircraft each tasked with different roles such as bombing combat air patrol close escort or jamming support. Red Storm features more than 50 types of aircraft including both older “3rd Generation” workhorses like the F-4E Phantom II and MiG-23 Flogger as well as advanced “4th Generation” fighters including the US F-15 Eagle the UK/West German Tornado and the Soviet MiG-29 Fulcrum. Aircraft from the air forces of Belgium West Germany the United Kingdom the United States the Soviet Union and East Germany are provided. Ground units depict various types of troop concentrations SAMs and AAA assets. The SAM network on both sides is both more numerous and more dangerous than ever with low-altitude SAMs like the UK Rapier US Chaparral and Soviet SA-13 Gopher joining a daunting array of medium/high altitude SAMs like the US Patriot and Soviet SA-12.Maps and Terrain Two 22” x 34” map sheets depict the rough terrain in the central portion of the NATO front line reaching from the Rhine river in the west to the Thuringia region of southwest East Germany. The map uses the same scale of approximately 2.5 nautical miles per hex used in earlier games in the series. This densely populated region of Europe features numerous rivers cities and airfields dot the map. Unlike earlier games in the series Red Storm features a frontline that moves steadily west as the Warsaw Pact armies advance.Game System Like the earlier games in the series Red Storm requires both players to do planning for both their air and ground forces prior to a scenario. Raid forces must be generated targets and routes planned and aircraft loadouts determined. SAM AAA and radar units must be placed to take advantage of the rough terrain and frequently poor weather of central Germany.During a scenario players go through a sequence of phases each turn where they conduct electronic warfare use various means to detect and track enemy flights and move and fight with their flights while potentially being attacked from the ground. The heart of game is the movement phase where players use a chit-draw system that allows players to alternate moving one to five flights at a time.Scenarios The war depicted in Red Storm is a short one with just six weeks between the start of the air war and a fateful initiation of nuclear warfare by both sides. More than 20 scenarios feature a mix of day and night operational missions for both sides including missions to directly support frontline ground troops as well as many missions that “go deep” behind enemy lines to strike enemy airfields logistics and air defense networks. These range in size from smaller partial-map ones that can be played in an afternoon to very large full-map scenarios that might take a couple of days to complete. There are also scenarios depicting reconnaissance missions airborne drops helicopter assaults special forces insertions cruise missile strikes and delivery of nuclear weapons.Components Two 22” x 34” maps 1,260 die cut counters One Rules Booklet One Scenario Booklet One Appendices Booklet Five Full-Color Player Aid Cards Three Full-Color Aircraft Data Cards Two 10-sided dice NATO and Warsaw Pact log sheets

Next War: India-Pakistan

Next War: India-Pakistan

Rating: 8.0 | Players: 2

Game Type:

Wargames

The ink was hardly dry on the documents following the partition of British India in 1947 before war broke out between India and Pakistan. Since the partition four major wars and numerous smaller conflicts have been waged over much of the same ground. In 1947 1965 1971 and 1999 India and Pakistan fought in the mountains of Kashmir and on the plains of the Punjab region to the south. Today both sides are armed with thousands of armored vehicles hundreds of advanced aircraft and dozens of nuclear weapons. With tensions high and both sides heavily armed another conflict may be just a matter of time.Next War: India-Pakistan the next volume in GMT's series of Next War games and a follow-on to  Next War: Korea allows players to fight a near future war between India and Pakistan.Due to the nature of a potential conflict only a portion of the Indo-Pakistani border is featured so that the fighting centers around what it always has: the fate of the Indian state of Jammu & Kashmir. Special rules govern such things as the expanded role bridges play in the region play as well as the fact that both sides in the conflict are nuclear-armed nations. The People's Republic of China and the United States can make an appearance but they might withdraw in the event of a nuclear exchange. The question is: will this war settle once and for all who will control northwest India?Note: the Next War series is not an introductory wargame. Rather we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said the Standard Game rules encompass a fairly straightforward rule set that will we think be considered easy to learn by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre however comes through in the Advanced Game where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.Ownership of Next War: Korea will NOT be required to play.Ground units in Next War: India-Pakistan represent the brigades support units and divisions of the armies of the India Pakistan China and the United States. All ground units are rated for their attack and defense strengths movement capabilities and unit efficiency.Air units represent fighter bomber and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range average pilot skill and their abilities in Air-to-Air Combat Close Air Support and Strike missions.The game's map represents the area in and around the Punjab district of Pakistan and the Indian state of Jammu & Kashmir at a scale of roughly 7.5 miles per hex. The map stretches from edge of The Great Indian Desert to just inside the Himalayas and encompasses portions of both sides of the border.A game turn is generally composed of:Combat resolution examines not only unit strengths but also unit efficiency (representing training doctrine and morale) as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.In this installment players will have the option depending on game situation and a die roll to secure release authorization for and use tactical nuclear weapons in the playing area. Use of such weapons however could cause your international allies to leave the theater so be careful!There are several Standard Game scenarios. Some are small and focus on limited objectives while others are variations of a campaign game encompassing the entire map.In a break from the standard set in Next War: Korea(and its follow-on Next War: Taiwan) the scenarios in Next War: India-Pakistan posit specific at-start situations and objectives (or victory conditions). In some scenarios Pakistan is the aggressor while in others the Indian side is on the attack in all cases there are varying levels of Chinese and United States intervention.The International Posture Matrix à la Flashpoint: Golan – The Fifth Arab-Israeli War is still present to allow players to experiment with a variety of intervention options for the US and PRC.In  Next War: India-Pakistan Jammu & Kashmir is once again aflame. Can you as the Islamic Republic of Pakistan's commander conquer Kashmir and hold it against the enemy? Can you as the Republic of India's commander attack and defeat the enemy without the conflict going nuclear? And what will happen in the international community while all this is going on? There’s only one way to find out...TIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Brigade / Division / Squadron NUMBER OF PLAYERS: Two (Optimal)

Meltwater: A Game of Tactical Starvation

Meltwater: A Game of Tactical Starvation

Rating: 7.3 | Players: 2

Game Type:

Wargames

“Restraint? Why are you so concerned with saving their lives? The whole idea is to kill the bastards. At the end of the war if there are two Americans and one Russian left alive we win.” ~Gen. Thomas Power U.S. Strategic Air Command 1957-196419XX: The unthinkable happens. The world is scoured clean in nuclear fire. The oceans are poisoned for generations to come. One last patch of habitable land remains: Antarctica. The remnants of humanity huddle together in a fragile patchwork of research stations and refugee ships. But even here the Cold War survives. And our civilization may not.In Meltwater two players take command of the shattered remains of the superpowers struggling for control of the ice. Simple diceless mechanics let players displace corner and isolate their opponent’s survivors. Here hunger is a crueler weapon than gunfire and the barren tundra can only support so many souls. And every turn radioactive contamination pushes in from the coastline shrinking the available space and forcing the belligerents closer and closer together.In the end there is only either submission or annihilation and whatever world is left.—description from the publisher

Europe Divided

Europe Divided

Rating: 6.9 | Players: 2

Game Type:

Strategy

Europe Divided - a game of an expansionist Europe a resurgent Russia and a new Cold WarThe end of the Cold War ushered in a new age of European expansion. Central and Eastern Europe had emerged from dictatorships and wanted to consolidate their democracies. They sought European integration to ensure they would not fall back into the Russian sphere of influence. Russia — a shell of its former power as the Soviet Union — could do nothing to slow the European expansion. But then things changed. Oil prices increased bolstering Russia's economy. Putin came to power and despite political discontent in Russia his popularity remained strong. In 2008 war broke out between Russia and the NATO-aspirant former Soviet country of Georgia. Russia's resurgence had begun exemplified by the 2014 annexation of Crimea and invasion of eastern Ukraine. In the game you control of one of the two powers: Europe (controlling both NATO and the European Union) or Russia. Europe is powerful and rich but bureaucratic and slow to react. Russia lacks Europe's resources but can respond rapidly. Players score victory points by having dominant influence in contested countries in Central Europe Eastern Europe and the Caucasus. They can also score victory points by bringing key historical events to fruition. Gameplay is rich with history and includes today's potential flashpoints but it features a fast-playing card-driven core mechanism. Players use cards associated with countries they control to establish political and military influence gain financial resources and deploy their military presence. An elegant deck-manipulation mechanism weakens players' decks as they increase their influence creating tension between seeking to expand and overreaching. Will the Velvet Revolution result in the split of the Czech Republic and Slovakia? How will the Bosnian War end? The players will decide the fate of history throughout this period of Europe Divided.

Blue Water Navy: The War at Sea

Blue Water Navy: The War at Sea

Rating: 8.2 | Players: 2

Game Type:

Wargames

June 15th 1983: NATO fights the fight it was created for and the fate of the Free World hangs in the balance!Will the Blue Water Navy deliver the convoys desperately needed in Europe or will the Red Banner Northern Fleet smash them at sea allowing the Red army to steamroller Western Europe?Blue Water Navy covers the war at sea air close-ashore and low-earth orbit from the Kola Peninsula in Northern Russia to the Mediterranean Sea and West over the Atlantic Ocean to the United States and Cuba. The game models the full order of battle that could be expected in 1980’s wartime from multi-regiment Soviet Tu-22 Backfire bombers to multiple US carrier groups.The game is card driven with each card providing points to move units or trigger special events such as ‘KGB Assassinations’ and ‘Space Shuttle’. There is also a reaction mechanic where most cards can be used in the other player’s turn to perform a spoiling event such as ‘Raid Aborts’ and ‘Friendly Fire’.The heart of the game is detection. Task Forces can only be attacked once detected. By contrast land air-bases can always be attacked – their enemy knows where they are. The race to detect opposing Task Forces begins as soon as they enter potential striking range of units such as the formidable Soviet bomber formations or perhaps the Soviet’s submarine fleet which whilst it has considerable strength cannot effectively detect enemy forces without help from its comrades.NATO must not only deliver convoys but also protect its allies! Norway will be hard pressed as will Denmark. Both will require urgent reinforcement. In the Mediterranean Sea Soviet forces must be halted by naval aviation strikes. In the deeper seas NATO may enact it’s promised attack on the Soviet nuclear deterrent and the Soviets may attempt to respond. Perhaps the Typhoon SSBNs will flee under the Arctic ice to await doomsday or hole-up in the White Sea. Perhaps the Soviets will use nuclear weapons and scatter those NATO forces that are no-doubt determined to bomb the Soviet’s Kola Peninsula bases.The game models Politburo approval (Soviet leadership) through a stability mechanism and whether the Soviets feel they can reduce New York to cinders through the use of ‘First Strike Points’ – these allow the use of things like chemical or nuclear weapons. The game has spies technological theft satellites B-52’s special forces and Soviet spy trawlers..Complexity: 6 out of 10 (medium) Solitaire suitability: 6 out of 10 (medium) Time Scale: Each turn = 1 day Map Scale: Each area represents 500 nautical miles square Unit Scale: Each counter represents 10 ships 3 submarines one squadron or regiment Number of Players: 2 Playing Time: 1-3 hours for scenarios and 8-16 hours per campaign game(from publisher's website)The errata file which is updated as we find them is here https://boardgamegeek.com/thread/2264466/errata-threadVassal Module is available here http://www.vassalengine.org/wiki/Module:Blue_Water_Navy

Storm Over Dien Bien Phu

Storm Over Dien Bien Phu

Rating: 7.6 | Players: 1–2

Game Type:

Wargames

Storm Over Dien Bien Phu is a 2-player wargame simulating the Battle of Dien Bien Phu from March to May 1954 focusing on the French central strongpoints of Gabrielle Anne–Marie Beatrice Eliane Claudine Huguette and Dominique. One player controls the French forces and the other player controls the Viet Minh forces.In the spring of 1954 General Giap shocked the world by doing what had previously been considered impossible—defeating a Western occupying force. Storm Over Dien Bien Phu simulates the climactic moment when the isolated French forces (composed of French legionnaires and elite paratrooper units) and crumbled under the unrelenting pressure of the Chinese–backed Viet Minh forces.Using the Area Move system redefined in Storm Over Stalingrad the game features the use of cards to augment game play adding to the tension experienced by both sides. The rules are similar in length to those seen in Storm Over Stalingrad and are of the same level of complexity with additions made for the situations encountered in this battle.Additional rules added to the game include sapping assaulting and the French supply situation. In addition to these new rules new cards have been created in order to represent events encountered during the battle. These include “Detonate Mine Shaft” “Rats of the Nam Yum” “Giap Demands Success” “Propaganda” “Débouchez à Zéro!” and “B-26 Bombers”.Game Scale: Turn: 1 week Map: Area Unit: Infantry Platoons/CompaniesGame Inventory: One 22 X 34 mapsheet One and a half countersheets (264 5/8 counters) One 12 page Game Rulebook Card deck with 55 full-color cards Four six-sided diceComplexity - Low Solitaire suitability - Low Playing time - Up to 3 hoursDesigner: Nick Richardson Developer: Brian Youse Game Artwork: Nicolas Eskubi

Next War: Taiwan

Next War: Taiwan

Rating: 8.0 | Players: 2

Game Type:

Wargames

Over seventy years later and the divisions still run deeper than the straits which separate the Republic of China (the ROC) from the People's Republic of China (the PRC). Times have changed greatly since the PRC failed to conquer the island of Taiwan from the nationalists' Republic of China at the end of the Chinese Civil War in 1949 and the states that were even then separated by politics and economics have grown further apart as both sides now hurl men weapons and material into the maelstrom of modern combat in an attempt to settle their bitter division once and for all.Next War: Taiwan the next volume in GMT's series of Next War games and the follow-on to Next War: Korea allows players to fight a near future war in and around the island of Taiwan. In this sequel the communist leadership of the PRC have decided that its time to end its rhetoric and posturing and bring the long-lost democratically governed ROC island into the fold of the Socialist Harmonious Society.Due to the nature of the terrain surrounding Taiwan the game features an expanded yet still abstracted and playable naval system including submarine threats ASW mine warfare and anti-naval strikes. In addition rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict.Note: the Next War series is not an Introductory wargame. Rather we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said the Standard Game rules encompass a fairly straightforward ruleset that will we think be considered pretty easy to learn by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre though comes through in the Advanced Game where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.Ownership of Next War: Korea will NOT be required to play.Ground units in Next War: Taiwan represent primarily brigades regiments and battalions of the armies of the PRC and ROC and the United States. All ground units are rated for their attack and defense strengths movement capabilities and unit efficiency.Air units represent fighter bomber and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range average pilot skill and their abilities in Air-to-Air Combat Close Air Support and Strike missions.The game's map presents the island of modern-day Taiwan at a scale of roughly 7.5 miles per hex. The map covers the entire island and includes several holding boxes and tracking displays.A game turn is generally composed of:Weather Determination. Bad weather can severely hamper air and naval operations activity and can significantly slow ground operations.Initiative Determination and Air/Naval Phase wherein Air Superiority levels and air availability are determined and Sea Control is established or modified.Special Operations Phases in the Advanced Game allowing players to utilize their special operators in various recon and raid missions behind enemy lines.Strike Phases in the Advanced Game allowing players to launch air strikes cruise missiles and artillery and SSM strikes.One or more Movement and Combat Phases that allow both sides to move react and fight with an advantage to the Initiative player on non-Contested turnsArrival of Reinforcements and Replacements Victory DeterminationCombat resolution examines not only unit strengths but also unit efficiency (representing training doctrine and morale) as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.There are several Standard Game scenarios. The first three are small and cover the first weeks of the war by dividing the island into roughly three equal sections. These focus on the initial assaults by the PRC to establish beachheads and take Ports and introduce players to the basic mechanics of the system while giving them insight into attack and defense strategies for the big game. Players can also play the entire Campaign Game which uses the entire map and all of the Standard Game rules. One other scenario is provided which examines a theoretical U.S. Amphibious landing in an attempt to take back the island.The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise Tactical Surprise and Extended Buildup. This offers the players the ability to game out a variety of At Start war scenarios based on varying levels of readiness.There is also an International Posture Matrix à la Flashpoint: Golan – The Fifth Arab-Israeli War to allow players to experiment with a variety of intervention options for the non-Chinese players in the region.In addition there is a full set of rules covering how to play a combined Next War: Taiwan/Korea game.In Next War: Taiwan the Taiwan Straits are on fire with the Goliath of the PRC arrayed against the David of the ROC. Can you as the People's Liberation Army/Naval commander conquer the long separated island in four weeks before the full might of the U.S. can be brought to bear? Can you as the Republic of China's Army commander hold out against the renewed Communist assault until help arrives? And what will happen in Korea while all this is going on? There’s only one way to find out...Game Design and Development: Mitchell Land Original System Design: Gene BillingsleyTIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Brigade / Regiment / Battalion NUMBER OF PLAYERS One or two (can be played in teams)

AFU: Armed Forces of Ukraine

AFU: Armed Forces of Ukraine

Rating: 9.1 | Players: 1–2

Game Type:

Wargames

On February 24 2022 a full-scale war began right in the center of Europe. Missiles launched from the territory of Russia and Belarus began to destroy civilian and military infrastructure. Russia's troops invaded Ukraine. However thanks to the determined resistance of the Ukrainian army (AFU) and the territorial defense forces in the early days of the aggression the occupying army suffered a significant loss in personnel and machinery.AFU: Armed Forces of Ukraine is a deck-building card game. We offer you the chance to test your strength and defeat the invaders.The game consists of two phases. During the first phase you need to think and plan your strategy and start building up your army. Every turn you have to correctly distribute your resources in order to repel the enemy's attack get as many bonuses as possible and mobilize troops.During the second phase the game becomes even more interesting thanks to various events that will affect the players. Unlock objects destroy the enemy and do not forget about the achievements to prove your mastery of this game. Skillful management of the troops of the Armed Forces and preventing dismay will help you deliver a crushing defeat to the enemy!

Nuklear Winter '68

Nuklear Winter '68

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

The former German territory transformed into a wasteland by the nuclear holocaust that ended the Second World War in 1946 is the hostile setting of a new conflict between old enemies clenched in a struggle for the future of mankind.Surviving Nazi leaders and Wehrmacht forces resurface in 1968 from underground shelters to rebuild an empire from the ashes of the world. Oblivious of the climatic technological and political changes inflicted by more than 20 years of nuclear winter they are about to face the mysterious Black Hand - elusive abhorrent masters of the wastes and the combined might of the modern highly mechanized and versatile NATO alliance.Units represent platoons of vehicles like T64 or King Tiger tanks infantry or helicopters. The platoons are grouped into formations and lead by a commander. The formations are activated by chit draw and better-trained better-led units can activate more than once in a turn moving shooting and fighting in each activation. On the flip side of a coin there is no guarantee that a formation will activate even once.This game was originally released as the DTP game Nuklear Winter '78.

We Are Coming,Nineveh

We Are ComingNineveh

Rating: 7.7 | Players: 1–2

Game Type:

Wargames

We Are Coming Nineveh! is a tactical/operational-level game of the Iraqi government campaign to liberate the western area of the city of Mosul from the forces of Daesh between 19 February and 9 July 2017. This was one of the largest and most difficult urban operations of the post-WWII era and marked a major defeat for Daesh and its so-called “Islamic State.” The game is thus able to combine low complexity (and hence be accessible to even neophyte wargamers) with a rich and detailed treatment of this important battle.Unlike most wargames where there is a single measure for victory or loss We Are Coming Nineveh assesses three key aspects of the campaign: the speed at which the operation is completed the casualties suffered by Iraqi government forces and the collateral damage done to Mosul. One might outperform the historical case capturing the Old City faster—but at a terrible civilian cost.Winner of the Charles S. Roberts Award for Best Tactical Wargame of 2023.

Warfighter Shadow War: The Modern Night Combat Card Game

Warfighter Shadow War: The Modern Night Combat Card Game

Rating: 8.3 | Players: 1–6

Game Type:

Wargames

Warfighter: Shadow War is a card game for 1 to 6 players. You play cooperatively with your friends against the system to complete Modern Special Forces squad-level combat missions. At the start of each mission you each select a soldier equip him/her with skills weapons and combat gear within the mission's Resource limit.Shadow War is a stand-alone Warfighter boxed game. The game includes all the Soldiers Weapons Equipment Missions Location Objectives and Hostiles you need to carryout covert Night Missions. Shadow War expands on the Night Combat rules first introduced in the Warfighter Modern Footlocker Expansion.The core game gives you a full team of US Soldiers and a full set of North Korean Hostiles. Each Expansion then adds to these sets.As with all Warfighter games and expansions Shadow War is compatible with all the other Warfighter games!—description from the publisher

The White Tribe: Rhodesia's War 1966-1980

The White Tribe: Rhodesia's War 1966-1980

Rating: 8.0 | Players: 1

Game Type:

Wargames

The White Tribe is a unique SOLITAIRE game with military and political aspects. You play the White government of Rhodesia besieged by a Black guerilla army using your potent armed forces to hold it back while you try to persuade your colonialist voters to compromise and move to a system of Black majority rule. The balance of military and political factors makes for an intriguing and very different sort of game; you'll fight guerillas fight elections and even pass bills with the same level of tension! Advancing generous policy positions to win over African public opinion can endanger you with the European voters you depend on for power. At the same time you have to persuade foreign states that your reforms are moving forward -- they have different visions for Rhodesia than you do and they can bring you down with economic sanctions or military strikes. And looming over you are the unstable Portuguese whose empire in Mozambique is vital to your strategic safety! Your aim is to build a government based on justice and equality while holding off extremists on every side using all your military and political tools.—description from the publisher

Heights of Courage: The Battle for the Golan Heights

Heights of Courage: The Battle for the Golan Heights

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

Heights of Courage: The Battle for the Golan Heights October 1973 is a game covering the Golan Heights portion during the 1973 Arab-Israeli War.In October 1973 Syria and her allies lead a surprise attack to recapture the Golan Heights in conjunction with an Egyptian assault across the Suez Canal into the Sinai.For a little over two weeks massed Syrian armor tried to swamp the Israeli defenders who were buying time to allow mobilized reserves to arrive. They succeeded and managed to turn the tide launching their own offensive toward Damascus.Heights of Courage is the 16th game in the award winning Standard Combat Series. It complements the 1995 CSR award winning game Yom Kippur (which covers the fighting in the Sinai). It uses the same 8 page standard series rulebook applicable to all the other games.Because both sides have offensive and defensive phases of the battle to enjoy victory is determined by comparing the best Syrian performance in their early offensive to the Israeli offensive results at the end of the game. This forces both sides to fight tooth and nail on both the offense and defense with enormous time pressure on perform rapidly.The game captures all the sizzle of the fast-paced armored battle with enough steak to give the game the appropriate level of depth. For example it uses an innovative two tempo operational speed to both players as the battle goes beyond the endurance of the forces involved. Each player can select to go “fast” in order to fight more or “slow” in order to get more replacements.While Heights of Courage cannot be directly linked to Yom Kippur the game provides rules to allow players to play both games in tandem so as to play the “whole war.”Four scenarios allow different looks at the 17 turn campaign (turn length varies based on when a cease-fire occurs). 4.1 The Historical Battle for the Golan Heights (17 turn long version) 4.2 The Historical Battle for the Golan Heights (10 turn short version) 4.3 Operation Badhr (6 turn look at the initial Syrian offensive) 4.4 Operation Al-Owda (Original Syrian plan - which can be played in the 6 10 or 17 turn versions)Game Scale: Game Turn: Half day to 3 days (depending on game turn) Hex: 1 mile / 1.6 kilometers Units: Platoon/Task Force/BrigadeGame Inventory: One 22 x 34 full color mapsheet One dual-side printed countersheet (280 1/2 counters) One 16-page Heights of Courage rulebook One 8-page Standard Combat Series ver 1.7 rulebook Two 6-sided dieSolitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-15 hours

Israeli Air Force Leader

Israeli Air Force Leader

Rating: 8.0 | Players: 1

Game Type:

Wargames

This is the newest entry in DVG's Air Leader series. Like the other games in this series IAF Leader is a solitaire game of air-to-air and air-to-ground combat. Each mission takes roughly 30 minutes to set-up plan and resolve. Players select a squadron of pilots before each campaign. Each of your pilots has their own skills. Selecting the right pilots and weapons for a mission is vital to its success. As you fly missions your pilots will gain experience and fatigue. With experience their skills improve but as their fatigue increases their skills decrease and they might not be able to fly for several missions. This installment covers all the historical and some hypothetical wars involving Israel from 1948 through to year 2020. The game features historically accurate aircraft and weapons for each war.

The Third World War: Designer Signature Edition

The Third World War: Designer Signature Edition

Rating: 8.7 | Players: 1–8

Game Type:

Wargames

The Third World War Designer Signature EditionThis edition of The Third World War features many new enhancements and larger counters and is another Classic Reborn!For the not faint of heart combined game rules are provided to cover the entire Third World War that combines all four games in the series for a truly memorable gaming experience.This Designer Signature edition pays tribute to the classic Frank Chadwick game series by honoring the original game system and keeping it fully intact (no design changes made) while introducing many enhancements for game play purposes.In terms of superior physical presentation all aspects have been upgraded including completely new maps numerous new player aids markers and unit displays and redesigned and enlarged 9/16 counters. Some of the enhancements made in this edition include:• All four separate games combined into one comprehensive package • Enlarged and redesigned counters from 1/2 to 9/16 size • Added more information to counters such as: mobility class stacking value zoc type chemical/nuclear/limited military ability • Enhanced ergonomics are built into the set up and reinforcement charts • Modified and adjusted unit colors to better distinguish between each other and between NATO/Pact/Neutrals • Added and modified game markers including Strike markes with values on them air superiority weather objective control and generic markers • Combined the seven maps from Third World War Southern Front and Arctic Front into four larger maps (22 x 34) including adding the remainder of Poland and Western Russia; all while keeping the same area of the original games • Combined four maps from Persian Gulf into two larger (22 x 34) maps • Added and modified player aids such as: new display to aid with handling unwieldy stacks (use a marker on map to indicate stack of units and put the placement sheet • Warsaw Pact ground unit counters with one step-loss (disruption) on reverse • Addition of U.S. F-117 air unit for optional use. Also retains the U.S. F-19 air unit from the original game • Player aid cards and associated markers for tracking nuclear conflict level and nuclear attack points (NAPs) air transport points and victory points • Markers to indicate Norwegian Sea control and whether the Black Sea Fleet has sortied • Optional tactical advantage rule • Color-coding on Warsaw Pact ground unit counters for ease in distinguishing army designation • Incorporated errata for unit set-up information and reinforcement schedule • All-new rules treatment backed by many illustrations an index and clarifications and examples of play to reduce potential questions.—description from the publisherGame Scale: Game Turn: One Week Hex: 28 miles / 45 kilometers Units: Brigade to DivisionGame Inventory: Six 22 x 34 full color mapsheets Nine dual-side printed countersheet (2,052 9/16 counters - 75 are blank) One 44-page full color rulebook One 84-page full color playbook Nine dual-sided player aid cards (Sequence of Play Turn Track CRT TEC etc) Seven single-side player aid display charts (Critical Losses Off-Map Movement Air Units Theater Nuclear Attack Points) Two Dual-sided organization display charts Twelve single-side set-up/reinforcement display charts Twenty-four Diplomacy cards Four six-sided diceSolitaire Playability: High Complexity Level: Medium-High Players: 2 to 7 Playing Time: 6-10 (scenario dependent) or 36+ (campaign)

'65: Squad-Level Combat in the Jungles of Vietnam

'65: Squad-Level Combat in the Jungles of Vietnam

Rating: 7.6 | Players: 2–3

Game Type:

Wargames

A squad-level tactical game ’65 recounts the early battles of the Vietnam War from Ia Drang to Operation Starlight and most everything between. The large and beautiful counters (1 to 1.375 square) represent squads Leaders Heroes Snipers M-48 and Pt-76 tanks and more.As these units’ commander you will move and fight over three geomorphic game boards as you try to best your opponent in one of eight nail-biting historical scenarios. The game is card-driven using a system similar to Flying Pig’s Night of Man which adds a sense of delicious uncertainty to the play. “Can I advance my sappers or does the enemy have a fire card he's just waiting to play? Furthermore the cards simplify the game containing much of the data needed to play. You won’t spend the afternoon with your head in a rule book when you play ’65. This is a game created by gamers for gamers to play.(from the publisher's website)

Next War: Vietnam

Next War: Vietnam

Rating: 8.4 | Players: 1–2

Game Type:

Wargames

Now the old foes are at it once again. Sparring over the resource rich areas of the South China Sea both sides have been slowly edging toward the precipice of war. That day has now come.Ownership of any previous Next War Series will NOT be required to play Next War: Vietnam.A game turn is composed of:Weather Determination wherein bad weather can severely hamper air and naval operations activity and can significantly slow ground operations. Initiative Determination and Air/Naval Phase wherein Air Superiority levels and air availability are determined and Sea Control is established or modified. Special Operations Phases in the Advanced Game allow players to utilize their special operators in various recon and raid missions behind enemy lines. Strike Phases in the Advanced Game allow players to launch air strikes cruise missiles and artillery and SSM strikes. One or more Movement and Combat Phases that allow both sides to move react and fight with an advantage to the Initiative player on non-Contested turns. Arrival of Reinforcements and Replacements Victory DeterminationCombat resolution examines not only unit strengths but also unit efficiency (representing training doctrine and morale) as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.ScenariosThere are several Standard Game scenarios. Some are small and focus on limited objectives while at least one will be a campaign game encompassing the entire map. Similarly to previous games in the series the Advanced Game scenarios will be divided into various starting points representing different levels of build-up before the game begins.Next War: Vietnam puts you in command of the potential conflict. Can you as the Chinese player enforce your will on Vietnam and achieve your goals in the South China Sea shaping your position in world affairs? Or will you as the Vietnamese player once again successfully defend against your larger northern neighbor?

Armageddon War: Platoon Level Combat in the End War

Armageddon War: Platoon Level Combat in the End War

Rating: 8.0 | Players: 2

Game Type:

Wargames

Armageddon War is a platoon level board-wargame set in the near future. The first module focuses on the Middle East pitting Israelis against age-old adversaries and a revitalized Russia against the United States. There are no turns just continuous activations. The intensity of a unit’s close combat modifier is determined by its morale and when you fire on a unit it has the option of taking cover or returning fire. To hit numbers always remain the same but the number of dice rolled and the effect of hits vary all represented by multicolored dice and symbols.

FAB: Golan '73

FAB: Golan '73

Rating: 7.4 | Players: 2

Game Type:

Wargames

In Golan '73 you will command highly mechanized forces and maneuver them across the rocky terrain of the Golan Heights. You will find new asset types to aid your cause such as SAM’s mortars and anti-tank guns. Battle specific events include Operation Dugman 5 Strategic Reserve Releases the GHQ Air Raid Lt. Zvicka Greengold Electronic warfare the Syrian Frog-7 missile strike and more. New terrain features in Golan '73 include escarpment wadi and the anti-tank ditch known as the purple line. Helicopter-borne air-assaults and special rules for the first night are included to add more historical flavor from this important campaign.The Israelis start with few units but gain strength as reinforcements arrive but will there be enough and will they get there in time? The Syrian player starts with a very strong force but must attack at the right places and rely on rapid breakthrough across the Golan Heights in order to seize the objectives. Time is against the Syrians with not only the Israeli reserves arriving but also as the SAM barrier gets reduced and the effectiveness of the Israeli Air Force grows. The Syrians must strike hard and fast then fight to hold on to their gains.Both players have a degree of variable setup that allows enhanced replay value but still keeps the historical flavor. A historical setup is also provided for those that wish to more closely follow history.In Golan '73 the FAB series meets modern warfare and now YOU are in command to fight one of the greatest tank battles ever fought.

2 Minutes to Midnight

2 Minutes to Midnight

Rating: 7.7 | Players: 1–2

Game Type:

Strategy

2 Minutes to Midnight is a fresh design exploring the cold war in 5-year turns starting in 1946 and running for 9 turns to 1990.Living clarifications / errata here: Errata / Clarifications Living PostThe scale and depth of the game is unmatched by any other game on the market for this historical period – this is a detailed simulation of the cold war covering military economics politics and trade all in a playable package that hides the complexity and lets you focus on the strategy. A scenario runs 1-3 hours up to 6-7 hours for the full campaign game.The game is highly asymmetrical - the US has presidential elections & national debt to worry about while the Soviets must try to achieve their 5-year plan and navigate freedom (or lack thereof) within the Soviet Union itself with the risk of the whole Communist system coming crashing down if you reform too quickly.The primary resource is money which can be used to: • Influence a country marking it as pro-US or pro-USSR or changing its government type (Communist Democratic or Authoritarian). • Invest and create trade opportunities improving the economy. • Recruit spies • Research technology • Strengthen strategic forces (ICBM SLBM Stealth bombers) • Deploy armies into civil wars or proxy wars or send arms & advisors.. • Calm down an angry populace (and the Russians can apply the KGB for this purpose as well)The deck also contains around a dozen events per turn which when pulled may trigger - or may not - some of those that do not trigger go back into the deck for next turn and some are gone forever. This means that you aren't quite sure what's going to happen in each game – you can’t load a particular country because you know something is going to happen because there are very few fixed events. The point of the events is to add friction - you’re never in complete control and will have to react to changing events.Technology is represented by a technology tree including nuclear weapons the space race armed forces computing and industry and for the Soviets agricultural progress.Military is covered in three areas - nuclear which prevents aggression against your nation; Conventional - which gives options to be more aggressive; Navy - boosting intelligence gathering and ability to invade from the sea as well as hunting enemy strategic missile submarines.Spies are deployed by players to try and instigate coups or stamp them out and for the Soviets to infiltrate and steal western technology. CIA will be busy security those secrets and keeping advanced trade items away from the Soviets.Lastly there is an intelligence track - a high intel capability from U2 spy planes satellites or submarines gives more ability to influence the events as they come out and react quicker than your opponent.—description from the designer

Purple Haze

Purple Haze

Rating: 8.3 | Players: 1–4

Game Type:

Thematic

You look at the wrecked Huey thankful you survived the crash. It got hit somewhere over the jungle. You lost the pilot. The gunner just fell out. Gone. On your way down you saw a glimpse of the other Huey. You think it got hit too but you can't be sure. You look around at your squad — wild-eyed Marines fresh out of boot camp — and sigh heavily. You gotta move fast. VC will be coming...Purple Haze is an immersive story-creation Tactical level Campaign wargame for 1 to 4 players that drops you into the heart of darkness: Vietnam 1967. You lead a squad of U.S. Marines through the dense jungles flooded rice paddies and straw-thatched villages of a war-torn country. Gut-wrenching choices will determine the fate of you and your mission showing if you have what it takes to survive.It is in part a story-creation game in part a Tactical level wargame and in part a Campaign game. Your decisions determine the story. Your tactics decide the outcome of life and death firefights. Your men will suffer. Some won't make it home. Those that do will get wiser get tougher. The goal: Complete the mission and get out alive.

Lock 'n Load Tactical: Heroes of the Nam

Lock 'n Load Tactical: Heroes of the Nam

Rating: 8.3 | Players: 2

Game Type:

Wargames

It’s time for another tour of duty. The award-winning Lock ’n Load Tactical Series. Heroes of the Nam. This squad-level game with its fast-paced intense impulse system drops you right into the middle of furious jungle firefights and all-out building-to-building assaults.In Heroes of the Nam forces from the Army of the Republic of Vietnam (ARVN) the United States Army and Marines as well as their valiant Anzac allies from Australia and New Zealand take on determined enemies from the North Vietnamese Army (NVA) and the unpredictable Viet Cong (VC). Powerfully armed Squads are at the vanguard of all actions spurred on by daring Leaders and other unique individuals such as Snipers Medics Corpsmen Chaplains Advisors and of course Heroes whose unique skills and sudden appearance can alter the tide of any battle. Helicopters tanks and armored-personnel carriers (APCs) also join the fight. Test your mettle in over 25 action-packed scenarios. Only the heroic will be victorious.- - - - - -Heroes of Nam is essentially a component and rules update of Forgotten Heroes and ANZAC Attack (both previously published by Shrapnel Games and later Lock n Load Games).UPDATE: All of our manuals and guides can be Downloaded Viewed and even printed right from our LnLP Online Library: We now have an Online Library of all well almost all of our manuals. We add some every few weeks. You can find all the LnLT manuals at the link below.LnLP Online Library: http://library.lnlpublishing.com/

Spruance Leader

Spruance Leader

Rating: 8.5 | Players: 1

Game Type:

Wargames

Spruance Leader focuses on commanding and managing a US Navy Carrier Battle Group in the Cold War setting of the 80s and 90s simulating major naval conflicts in the Atlantic and Pacific Oceans.Carrier battle groups comprising aircraft carriers and their escorting ships must be protected from the devastating attacks of missiles torpedoes bombs and enemy vessels. Attack submarines which threaten the carrier battle groups have to be hunted down and neutralized. Air assets must be carefully assigned to combat air patrols long-range strategic missions and attack strikes. You will need to manage the right combination of seaborne and airborne resources under your command in order to complete the various types of missions and lead your group to victory.—description from the publisher

Less Than 60 Miles

Less Than 60 Miles

Rating: 8.8 | Players: 1–4

Game Type:

Wargames

The goal is to collapse adversary’s system into confusion and disorder causing him to over and under react to activity that appears simultaneously menacing as well as ambiguous chaotic or misleading.John R. Boyd “Patterns of Conflict”At 0400 Zulu Time July 24 1985 three Warsaw Pact Armies cross the Inner German Border and advance at full speed into the Fulda Gap.US V Corps supported by West German 5 Panzer Division start executing OPLAN 33001 – the CENTAG Defense Plan prepared and refined for decades – to accomplish the apparently impossible task of stopping 4000 Soviet Tanks before they reach the Rhine.Taking its roots from SPI’s Central Front and NATO: Division Commander Less Than 60 Miles is the first of an operational simulation series focused on Command Control and Communication.All the elements of modern mechanized warfare are covered: Chemical and Nuclear Weapons Attack Helicopters Engineers Electronic Warfare Counter-battery Fire Ribbon Bridges Army Doctrines Reconnaissance units Close Air Support coordination and more.Several typical wargame mechanics have been reinterpreted and both sides will fight three equally dangerous foes: the enemy their own plan and time. Even a simple action can quickly turn into a disaster when facing an opponent using more efficiently the real key to victory: the OODA Loop theorized by John Boyd in the early ‘80s and used today as the basis for several military doctrines.Moreover this is (hopefully) the first module of the C3 Series covering the whole NATO – Warsaw Pact conflict in Central Europe. Yes the idea is to have the whole Central Front playable in a gigantic unmanageable mind-blowing campaign.(from website and user's description )

NATO: The Cold War Goes Hot – Designer Signature Edition

NATO: The Cold War Goes Hot – Designer Signature Edition

Rating: 8.2 | Players: 1–4

Game Type:

Wargames

Winner of the Charles S. Roberts Award for the best modern wargame of 2021 NATO: The Cold War Goes Hot Designer Signature Edition marks the return of a true wargaming classic by Bruce Maxwell. NATO simulates a NATO/Warsaw Pact conflict in Central Europe during the Cold War years of the 1980s. First published in 1983 this game was Victory Games' best-selling title purchased by over 75,000 gamers worldwide. This new edition is based on an exhaustive two-year study by the Designer of the records that have come to light since the fall of the Berlin Wall. The game combines highly accurate information on the forces the Warsaw Pact actually deployed with now de-classified reports from the CIA and the Defense Intelligence Agency regarding WP capabilities. The map has been extensively updated using satellite photography. Finally the game system has been reworked to better reflect the fluid fast-paced and deadly nature of modern warfare. Here is the ultimate Cold War game remastered and playable in a single sitting.NATO is a division/brigade-level simulation of a Warsaw Pact invasion of Western Europe. The game map depicts the area from Denmark to the Swiss Alps and from France to Poland. The time frame covers the first 14 days of war after which one side or the other has usually run out of an army. The game offers four different Scenarios covering 1) a surprise attack from a standing start 2) an attempt by the WP to quietly prepare without tipping NATO off beforehand 3) an extended buildup of forces by both sides before war breaks out and 4) an introductory scenario covering the invasion of Denmark.Each Scenario can be played with an Order of Battle from 1983 when NATO was still relatively weak or with an Order of Battle from 1988 when NATO had rearmed and reorganized and was at the peak of its strength. The difference is impressive.The game features infantry armor airborne and airmobile troops and marines with easy mechanics to leverage combined arms operations. It also has extensive options for employing helicopters airpower chemical weapons and as a last resort nuclear weapons. The combat system is built around the concept that the best defense is a good offense and features artillery tactical and operational air strikes flank attacks concentric attacks reserves counterattacks and deep exploitation allowing for a rich set of tactical nuances in play. This is not a game where the WP attacks and NATO defends. Both players have to attack relentlessly if they want to defeat their opponent.This Designer Signature edition of the classic Bruce Maxwell game has been upgraded with new units new scenarios new terrain new tables and new player aid cards. Additional enhancements introduced in this edition include:• Super-sized components feature 9/16” counters and two game maps with larger hexes • Game map information has been updated and includes all-new map artwork • New units have been added unit information has been updated and all units produced with new artwork • Existing scenarios have been updated and two new scenarios added • Orders of Battle for both 1983 and 1988 are provided for all Scenarios allowing players to see the impact of the Reagan Era rearmament programs • The game system has been redesigned and the new rules include extensive illustrations examples of play and Designer’s Notes to aid clarity • Each rules section now begins with a Veterans' Summary allowing experienced players to skip many rules sections that embody classic game mechanics they already know • Rules details and restrictions have been summarized graphically in Player Aids for faster reference and easier play • Enhanced ergonomics are provided for Scenario setup and Reinforcement charts • A new set of Designer’s Notes contain a wealth of historical information on what the West discovered after the Warsaw Pact collapsed and most of its members joined NATO.Product Information: • Complexity: 7 out of 10 • Solitaire Suitability: 7 out of 10 (no hidden units) • Time Scale: 24 hours per turn • Map Scale: 15 miles per hex • Unit Scale: regiments brigades and divisions abstract air and naval forces • Players: one to four • Playing Time: 3-8 hours depending upon the scenarioComponents: • One Rules Booklet • One Play Booklet with Scenarios & Designer’s Notes • Two 22 x 34 Maps • Four Counter Sheets (9/16 size playing pieces) • One WP Player Charts & Tables Card • One NATO Player Charts & Tables Card • One WP Sequence of Play Card • One NATO Sequence of Play Card • One Warsaw Pact Strategic Surprise Reinforcement Schedule Card • One Warsaw Pact Extended Buildup Reinforcement Schedule Card • One NATO Strategic Surprise Reinforcement Schedule Card • One NATO Extended Buildup Reinforcement Schedule Card • Two 6-Sided Dice • One Game Box and Lid