The Grizzled is a cooperative game about survival in the trenches during the first World War where players win or lose together.Each round the current team leader will choose how many cards every player draws. Then going around the table players must either play a card in their hand or back out of the mission. Each card represents either threats to the team (such as mortar shells and weather conditions) or negative personality traits (such as frightened or obsessive). At the end of the round more cards are added to the draw deck. The game ends only if the players can deplete the draw deck as well as their hands without letting time run out.If one threat shows up too many times the team fails the mission. The team must play their threats correctly in order to gain any progress. However most of the information in a players hand remains secret throughout the game.Planning teamwork and a little luck are the tools you'll need to win this cooperative game for two to five players.
Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe reflecting the military technological and social changes that occurred over the following four years.In Quartermaster General: 1914 each card has two different uses: one when played and another when prepared. On your turn you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops or use cards to attrition your opponents. However your deck represents your overall resources so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915 but if your gambit fails you may have a tough road ahead.The game ends after 17 rounds of play or earlier if one side has a commanding lead.—description from the publisher
The Grizzled: Armistice Edition based on the The Grizzled contains a campaign mechanism to give more structure to the story of friends surviving World War I.In The Grizzled: Armistice Edition players take on the role of soldiers facing the Trials and Hard Knocks of the first World War. They work cooperatively across a campaign where they confront the major events of the war. From the introduction scenario of Boot Camp through the nine different Missions everything that happens carries forward and affects the next steps of the game. Players will need to make good decisions and support each other if they hope to make it to the end of the war alive.
On November 11 1918 an armistice halted the killing field that was The War to End All Wars. To make peace Woodrow Wilson (United States) David Lloyd George (United Kingdom) and Vittorio Orlando (Italy) were hosted by President George Clémenceau (France) in Paris and sat down to write what would become the Versailles Treaty. The treaty was signed on June 28 1919 after six months of acrimonious debate and bargaining between the great powers.Versailles 1919 created by designers Mark Herman and Geoff Engelstein allows you to experience this piece of history as one of the four leaders with a national agenda that must be satisfied. As one of the Big Four you sit in a conference room gaining influence on the issues present in the room. In the waiting room sit other issues and personages who are waiting their turn to make their case to meet regional aspirations such as self-determination. Will you support Ho Chi Minh's attempt to free Vietnam from French colonialism? Help Prince Feisal establish a new nation in Mesopotamia or Chaim Weitzmann create a Zionist state? Work with T. E. Lawrence to reduce unrest in the Middle East or with Ataturk in Anatolia?As France you are concerned with containing future German aggression while aligning with the British on reparations to pay for the destruction of the war. The British however would like to see Germany restored as a trading partner while preserving their empire against the global aspiration for self-determination. Italy wants territorial concessions from the former Austro-Hungarian empire. Lurking in the background is the threat of Bolshevism. Towering above it all is President Woodrow Wilson with his fourteen points that set global expectations soaring ultimately ending in disappointment when the U.S. does not join the League of Nations.Versailles 1919 introduces a new card-bidding mechanism in which you use your influence to settle issues aligned with your agenda while keeping domestic constituents in support of your actions. You need to balance the need to demobilize your military forces while simultaneously keeping regional unrest under control. All of these decisions are set against the backdrop of regional crises and uprisings. The player who writes more of the treaty prevails in this contest of wills and national agendas. Can you save the world from the rise of nationalism? Can you make a better world while satisfying your domestic electorate? Play Versailles 1919 and relive making the flawed peace that was the Treaty of Versailles.
The Great War the latest adaptation of Richard Borg's Command & Colours system brings the epic battles of World War 1 to the gaming table allowing players to portray important engagements throughout WWI history. The battles included in the scenario booklet focus on the historical deployment of forces and important terrain features of trench fighting in scale with the game system. The scale of the game is flexible and varies from battle to battle. For some scenarios a few infantry units may represent an entire wing of a larger battle while in other scenarios a unit may represent just a few brave soldiers going over the top.The Command card system drives movement creates a fog of war and presents players with many interesting opportunities while the battle dice resolve combat quickly and efficiently. The Combat cards add an element of suspense and will challenge players to coordinate their use in a timely manner. Overall the battlefield tactics players will need to execute to gain victory conform remarkably well to the strengths and limitations of the various types of WWI units their weapons battlefield terrain and written history.In this core game the main focus is on a number of WWI trench warfare battles. However a series of expansions which will feature early war Eastern Front scenarios tanks airplanes other national armies plus more special personnel figures are already in the planning stage to enhance your WWI gaming experience.
Game description from the publisher:Wings of Glory is a game system that allows players to recreate aerial combat during World War I and II using cards and miniatures to represent the airplanes and their maneuvers. In Wings of Glory players will control one or more airplanes taking to the skies to engage their opponents in aerial duels or trying to accomplish a specific mission such as recon escort or bombing.The Wings of Glory: WW1 Rules and Accessories Pack is a complete game system that includes all the rules and accessories necessary to play the WW1 version of the game system. Players will find the core WW1 rules system presented in a beautiful forty-page color booklet with Basic Standard Advanced and a wealth of Optional rules. Also included are all the rules and counters necessary to use special models (such as multi-engine bombers and balloons) and special weapons (anti-aircraft rockets and incendiary bullets).The pack also features four decks of Damage Cards (A B C D); Target Trench Machine Gun Anti Aircraft Guns and Bomb cards; four airplane consoles; two rulers; and counters.Airplane miniatures are not included; the pack must be combined with two or more WW1 Airplane Packs or Special Packs (each featuring a miniature and its maneuver deck) or with a WW1 Duel Pack.
This is not World War II. Progress during The War to End All Wars was measured by yards not miles. The Italians were on the side of the Allies while Turkey – then at the center of the Ottoman Empire – was one of the members of what was known as the Central Powers. Imperial Germany and the Austro-Hungarian Empire were the two other main Central Powers.The major Allies sometimes referred to as the Entente consisted of the British Empire France Italy the United States and Imperial Russia. The alliance included other historical members but they more or less fell under the command and control of one of these great powers. In fact had General Pershing not insisted that its integrity be maintained even the American army would have found itself as simply being replacements for French and British.Axis & Allies: WWI 1914 puts players in charge of one of the major powers each with its own infantry sculpt; other sculpts represent the artillery tanks aircraft and naval line-up of either the Allies or the Central Powers.Despite what the back of the box says about the playing time (1-3 hours) the Avalon Hill website correctly states 8 playing hours for this game!
1916 Europe: The Great War has ravaged the land. Only one fertile ground remains and it is strongly disputed...by moles?In Topoum you control an army of moles that are fighting for control of a piece of fertile land in the middle of the Great War. The moles are well known for their blindness and for this reason you'll earn badges (points) if you can form uninterrupted lines of sight between your soldiers.Topoum features several different types of cards of four categories: combat movement expansion and special. Each game is different because you build the playing deck with seven types of cards (+110.000 combinations!).Each player has a private hand with two cards and there is a public row of five cards available for all the players on the board. This is the structure of the turn:When the Peace card (hidden at the bottom part of the deck) is drawn the game ends. The players now score extra badges for majorities and sets of the categories of the cards they used during the battle.
Great War Commander (GWC) is a wargame based on the popular Combat Commander series created by Chad Jensen where two players take turns playing “Fate cards” in order to activate military units on the mapboard. GWC offers many new and unique elements to its parent system. The maps are deeper allowing more playing surface to maneuver two battalion-size forces facing each other. There are several new orders like Offensive Runner and Machine Gun Suppress all reflecting the intense and blinded combat. There are over 30 actions including Engineering works Go to Ground and Rolling Barrage highlighting earthen ties and powerful artillery. And there are 40 events dealing with experiences unique to the times such as Tanks and Sturmtruppen. Among the new and many contemporary events are Trommelfeuer High Command Meddling Petard Raquette and Machine Gun Nest.Great War Commander puts emphasis on the rigid top-down field command structure of the period with captains giving orders to lieutnants and NCOs which is new to the system. Besides the Fate Cards there are Strategy Cards which factor in higher command and give a flavor and depth to the battles beyond that of the tactical level.Players already familiar with the Combat Commander system will find a ready path to learning Great War Commander at the same time discovering the one-off experiences of the Great War. There are some trenches to be sure but there are many open field battles too. Barrages can alter terrain. Gas attacks can flood a sector. Air dominance or reconnaissance can influence the fighting.Stand with the French at Verdun. Charge forward with the Germans in Belgium and at the Marne. Follow the Americans as they slug their way into and through Belleau Wood. GWC offers sixteen historical scenarios including one introductory scenario for players not yet familiar with the general game system a three players scenario and four scenarios with tanks. The replay value is high and the dedicated Random Scenario Generator adds endless hours of play. Hexasim will expand GWC in upcoming sequels covering British Russians Austrians Turks and Great War actions in Africa .
Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War. Players take control of the Allies or Central Powers fighting the war on land at sea and in the air all the while making tough economic and technological decisions at home.Fields of Despair has a unique block system designed to maintain the fog of war throughout the entire game. In most games block combat values range from one to four. In Fields of Despair the range is zero to twenty.The range in values makes Fields of Despair a very deceptive game. Players can build up a large force with a single block instead of giving away their strategy with a stack of blocks.Movement is simple and free flowing. Players are allowed to “make change” during the movement phase. Thus a block with a combat value of 16 could be broken in two blocks of 8 before moving or conversely two blocks could be combined into one. Zero-value blocks known as “Deception” blocks could also be part of the exchange. Thus after every movement phase you never really know the strength of your enemy.The fog of war isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land.Components:1 Mounted Board 22 x 34 1 Rule Book 1 Playbook of Scenarios and Examples of Play 2 Player Boards (to track Econ and Tech)140 Blocks and Stickers - 48 Black - 49 Light Blue - 30 Tan - 10 Olive - 3 Orange240 Counters - 162 5/8” Counters (+14 blanks) - 18 1/2 Counters - 60 1” Counters (Air Artillery Tanks)74 1/4” wood cubes (Economic Points) - 30 Blue (Allied Naval/Production) - 30 Black (CP Naval/Production) - 12 Red (Eastern Front) - 2 White (Naval no effect)2 Bags for drawing Naval War and Eastern Front chits/cubesVarious Player Aids (Solo & 2-Player)
Verdun 1916 Steel Inferno is a card driven area based simple wargame about the year long fighting around Verdun. The game is based on monthly turns and allow for a tense action driven contest which includes all the events of 1916 (like the Somme offensive) and their interaction with the Verdun battlefield. Players will face tough choices continuing to reinforce Verdun or play cards to get victory points elsewhere. Both side get the initiative as the French counter attack at the end of 1916 is also simulated. One introduction scenario two short scenario playable in a short session and one campaign game playable in an afternoon.—description from the publisher
The Lamps Are Going Out is a fast-paced game of strategic decision making in the First World War for two to four players.There are two Alliances – Central Powers and Triple Entente – each divided into two Factions. The Central Powers player controls the Germany and Central Allies (Austria-Hungary Turkey and Bulgaria) Factions while the Triple Entente player has the Western Allies (Great Britain Belgium France and Italy) and Eastern Allies/US (Russia Serbia Romania and United States) Factions.A game turn consists of: Event Card Phase Movement Phase (up to two units may be moved) Combat Phase (cards are played to support combat) Production Phase (players spend production points to rally armies invest in new technology or lend points to other players)Players must make critical decisions each turn as to how to spend their scarce resources. Production Points are required to Refit spent units build new units construct trenches conduct research etc. The combat system is very simple but yields tremendous excitement and that “just one more attack should do it” feeling. Event cards allow for all sorts of historical situations conditions leaders political events and so on. Everything that would be important in a WWI simulation is considered in this game.
Europe in Turmoil is a card-driven game set at the beginning of the 20th Century in which two players each assume the role of a political ideology ascendant in Europe at that time with one side playing the Liberal (representing not just Liberal but also Socialist principles) and the other side playing the Authoritarian (representing the repressive autocratic regimes of Germany Austria-Hungary and Russia).The card playing mechanic is closely related to that of Twilight Struggle or 1989: Dawn of Freedom with the Naval Arms Race (representing the Dreadnought build-up between Germany and Britain) the closest equivalent to the Space Race / Tiananmen track from the aforementioned games.The map represents the political reality of Europe in the late Victorian era with the politics of continental Europe dominated by the four superpowers of Austria-Hungary France Germany and Russia. The rest of the Nations of Europe (and northern Africa) are represented by 'independent' client states who are to be taken under the wing to win the game.Many of the events refer to (historical) crises which could have started a World War. Each of these events will increase the Tension between the European Nations and cause a Crisis roll a roll modified by both the current Tension and the amount of Alliances that have been made by the major powers of Europe. Eventually unless Tension is managed carefully such a Crisis roll will spark the Outbreak of the Great War ending the game after resolution of the war and a final Scoring.Will the strongly Authoritarian Empires of Central Europe hold out against rising Liberalism? Will the Workers combine forces with land-hungry Farmers and marginalized Intelligentsia to oust the ruling Bourgeois Nobility and Monarchy? Will “The Great War” break out shattering the Status Quo? These and other exciting possibilities will soon be open to players.
Rating: 7.3 | Players: 1
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Darin A. Leviloff's Hapsburg Eclipse is a solitaire States of Siege game on World War One in Eastern Europe from 1914-1918. The player controls the leadership of the Austro-Hungarian Empire and peripherally the German Central Staff who assumes greater and greater control over their ally. The Austro-Hungarians have unique challenges as they try to survive the onslaught of the “Russian Steamroller” and try to conquer the Serbs in the South. The mission will be complicated by the perseverance of those enemies; the difficulties with new fronts in Romania the Balkans and the Italian border; and the difficulty of keeping the Empire's restive nationalities from revolting from Hapsburg Rule.The war started poorly for the Austro-Hungarians with major Russian advances in the East and no progress against the Serbians. As time went on and the Austro-Hungarians bounced from one crisis to another the Germans started to take more control as the price for their aid. In the end the war was too much for the disparate nationalities of Austria-Hungary to take and when it became clear that the Central Powers could not win the war the Austro-Hungarian Empire disintegrated.Can you succeed in keeping the Hapsburg Monarchy intact? Play Hapsburg Eclipse and find out!Hapsburg Eclipse has a sister game titled Ottoman Sunset depicting the struggle of their Central Powers ally the Ottoman Empire. If in possession of both games a Combined Game is playable either as a two player co-op game or as a large two-front solitaire game. The rules for the Combined Game are included with Hapsburg Eclipse and modify the rules for each individual game.
It is 1916 and the First World War continues with no end in sight. With the war a bloody stalemate on the ground the combatants have turned to their developing air forces to achieve victory. Wings for the Baron allows 1-5 players to take the role of German aeroplane manufacturers supplying the machines needed to drive the Allied air forces from the skies and ensure German victory. Compared to the first edition it features expanded and streamlined rules a fifth player an advanced game featuring reconnaissance and bomber aeroplane development.
A pack for beginners with two miniatures and all the rules needed to start and to go deeper into the system: both Basic and Standard rules are included plus several scenarios and special rules to go with them (both for trench cards and for AA machineguns). Two version are available: - one with Richthofen's Fokker Dr.I and Brown's Sopwith Camel; - one with Paul Bäumer's D.Va and Frank Luke's SPAD XIII.Wings of Glory WWI planes are 100% compatible with Wings of War using the same scale base-fittings and pegs.
I Spy is an exciting contest of disguised intentions political manipulation and spy games spanning an espionage-wracked pre-war Europe. Deceive your opponents as an agent secretly working for a European power recruiting key assets buying off politicians and instigating sabotage against foreign capitals. However you will need the reluctant (or unwitting) support of your opponents to position your homeland for European domination so tread carefully and do not reveal your true identity.Game Overview: At the start of the game you receive an Alignment Token which tells you which one of the competing European nations you secretly work for.The rest of the game unfolds over the course of 14 rounds with each player (spy) performing 3 Actions per round. These actions include moving around the map acquiring resources in the form of Supply Tokens improving your abilities by recruiting Assets manipulating the otherwise-random Politicians to your advantage or even directly harassing opposing spies.But any action you take will directly affect at least one Nation in the form of gains or losses in Influence points. Your mission during the game is to generate Influence for your own Nation while at the same time preventing your opponents’ Nations from gaining too much—if you can deduce which Nations they are!Influence is tallied and compared during Scoring Phases which take place at set intervals throughout the game. In a Scoring Phase each Nation receives Power points based on how much Influence it has accumulated so far.At the end of the game players reveal their Alignment Tokens and the player whose Nation has the most Power is the winner.
Rating: 7.4 | Players: 2–4
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(From GMT Web site)Illusions of Glory: The Great War on the Eastern Front is the latest Card Driven Game to simulate the Great War in Europe. First came Paths of Glory by Ted Raicer which simulates the entire war in Europe and the Middle East. It was followed by Pursuit of Glory designed by Brad and Brian Stock which focuses on the war in the Near East. Illusions of Glory takes this game system to a new and exciting level by applying its focus to the Eastern Front.The Allied Powers bring massive forces to bear against Germany Austria-Hungary Bulgaria and Turkey while trying to prevent a game-changing revolution in Russia. The Central Powers must defeat Russia hold off Italy and win the upper hand in the Balkans or face demoralization and rebellion at home. Players test their generalship and strategic abilities as Illusions of Glory lets you recreate the dramatic events of World War I’s Eastern Front.Your hand of strategy cards present you with a rich array of strategic and operational choices. You must decide whether to use each card for its historic event unit movement combat or troop replacements. You must commit your forces to a variety of objectives: winning the dynamic war of maneuver between German-led and Russian armies; seizing the Balkans and its vital objectives; or prevailing in the conflict between Austria-Hungary and Italy.Illusions of Glory offers complete campaigns and shorter playing scenarios.GAME SCENARIOS: Campaign Game Mobilization Limited War Total War Italian Front Mini GameGAME SCALE: Historical Duration: 1914 to 1918 Units: Corps and Divisions Time: Three months per turn Map: Point to Point Players: 2-4
Rating: 8.5 | Players: 1
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Raiders of the Deep: U-boats of the Great War 1914-18 is a new game inspired by Gregory Smith's The Hunters: German U-Boats at War 1939-43 that places the player in command of a German U-boat during WWI. Completely re-written rules and reworked charts simulate all the major aspects of the First U-boat War while all-new artwork immerses the player in the atmosphere of the period.Your mission is to destroy as much entente shipping and as many capital ships as possible while advancing your crew quality winning awards and increasing your commander rank - all while attempting to make it home amidst diminishing odds of survival as the war progresses.Conducting patrols is the heart of the system: each game turn you will resolve encounters against individual ships convoys Q-ships and enemy aircraft. Situations you will face will demand decisions such as... How will you engage a convoy? Do you risk closing range for a potentially more lethal attack? If the engagement is at night will you conduct a surface attack? With ammunition dwindling will you try to follow a convoy or will you look for easier targets?Every decision you make during the U-boat war determines whether you and your crew come home as heroes failures - or not at all.The game was designed by a ten year BGG veteran and was developed and playtested with the help of the U-boat game aficionados in the BGG community.
After Archduke Franz Ferdinand was shot dead by a Serbian nationalist in Sarajevo a series of events propelled the great nations of Europe to prepare for war. By August 3rd Germany had declared war on both Russia and France and was preparing to invade France through neutral Belgium.In Brave Little Belgium you assume the role of either the Germans or the Allies (Belgians French and British) at the start of World War I. As the Germans can you quickly smash through Belgium without committing too many atrocities? As the Allies can you slow down the German advance and halt their plans to capture France?This quick-playing wargame uses a point to point map and a chit pull mechanism to simulate the beginning of World War I on the western front. The game takes place over the period of time between August 4 and August 27 1914. Each turn represents three days. In each turn you pull chits representing the different generals and armies in the battle. A pulled chit allows you to move that army and battle opposing armies. Random event chits are also included and when you pull and activate them you can use them to help you or hurt the other player.If you are the German player you must try to get through Belgium as quickly as possible while also destroying the two major forts at Liege and Namur. If you can do so quicker than it historically occurred you win the game. Anything less than this is a draw or a win for the Allies.-description from designer
Dogfight! is the latest game to join the acclaimed Blitzkrieg line of 20-minute games.In Dogfight! two rival aviators of the First World War duel each other with Biplanes across the sky. To defeat your enemy you must maneuver yourself to get behind them and shoot at exactly the right moment!Dogfight! is played over a maximum of three rounds or until one of the Biplanes has been shot down. If a Biplane is shot down the game ends immediately and the surviving player is declared the winner! If the third round ends and neither Biplane has been shot down the player who has taken fewer hits is the winner.Both players choose a tile to play from behind their player screens and simultaneously reveal them. Each player then moves their Biplane the number of spaces equal to the value of the tile played which may also have hit icons. The game features nine Biplanes and they have different tile distributions. Several scenarios are also included.The Biplanes must follow the direction of the arrows around the white path (except when Looping the Loop). Each circle counts as one space and the colors on some spaces affect shooting. Biplanes may move past one another and even finish in the same space but be careful -- one wrong move and your enemy will loop behind you and blast away!—description from the publisher
Rating: 8.7 | Players: 1
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Western Front Ace is a solitaire tactical air war game covering air operations in the Western and Italian fronts during WWI. Players control an aircraft from one of seven different nations represented with options to upgrade to better aircraft as the war progresses.You will manage individual aircraft weapons systems specific crew members and ammunition over missions representing 3-4 days per turn.
Downfall of Empires is an army level World War I strategy simulation wargame designed with the goal of creating a fluid historical and fast game.This is a game with only 4 pages of rules that works perfectly as an introductory wargame lasts 18 turns can be played from 2 to 4 players (Germany Austria-Hungary Allies and Russia) and can be completed in less than 3 hours.Each turn each player has 2 or 3 actions (depending on which side they control) that they can use to move or attack with their armies build trenches conduct diplomacy with non-aligned countries reinforce their armies or secretly develop technologies. At the end of the game someone will win with most victory points obtained by controlling key areas on the map.The German and Franco-British Powers have three actions per turn. The Russian and Austro-Hungarian Powers have two actions per turn.Available actions are:• Recruit: Create new units or reinforce reduced units to full strength • Activation: Move units and attack • Research: Develop new technologies. • Entrench: Build trenches in an area. • Diplomacy: Increase markers on the political track to persuade neutral countries to join the war. • Missions: Create Air missions and Tank missions to help in attacks.With the exception of Activation actions can only be played once per turn. The Recruit action can only be played as the first action.Conquering enemy cities earns Victory Points at the end of the game the side/player with most Victory points is the winner.
Armies are marching and the lamps are going out all over Europe. From the trenches of Flanders to steppes of Russia two colossal military blocs are about to engage in brutal conflict from which only one can emerge victorious. It is up to you to take control of one of these great alliances. Plot your moves carefully for within an hour Europe’s fate will be decided.An Attrition of Souls is a light fast-paced wargame. It uses a unique tile-placement system to simulate the First World War. Each turn you will randomly draw tiles from a pouch based on your economic points and use them to the best of your ability. The game features a combat system meant to simulate the horrific attrition of this conflict. Strategy is key as the dice will offer no bloodless victories in this game.—description from the designer
Two games in one package.1914: Glory's EndBefore the award-winning World War I designs Paths of Glory and The Great War In Europe Deluxe Edition designer Ted S. Raicer had revived interest in gaming the Great War with a series of WWI campaign games for the late lamented Command magazine. GMT is proud to present a set of revised boxed editions of these classic “players-games”.In August 1914 Imperial Germany gambled its future on a rapid conquest of France designed to free up the German army within six weeks to face the Russian steamroller of France’s Tsarist ally on the eastern front. Seven German armies deployed opposite five French armies the army of “plucky little Belgium” and the “Old Contemptibles” of the British Expeditionary Force in a series of battles that turned August and September 1914 into the bloodiest months of the entire war.1914: Glory’s End covers the first three months of the Great War on the western front from the Guns of August to First Ypres. This oft-gamed campaign receives a unique treatment emphasizing playability without compromising on historical feel. Units are mostly corps of four steps (two counters per unit) along with a few especially strong (or weak) brigades and divisions along with counters for the feared German Krupp and Skoda guns. The corps level Order of Battle accurately reflects the operational doctrine of the campaign while also limiting the number of counters on the map to an easy-to-manage level.The game scale is 9.5 miles per hex and three days per turn. The campaign game runs a full 30 turns but the new edition will include not only a previously published mini-scenario on the Battle of the Marne but a short ten turn campaign scenario covering the decisive opening weeks of the war. In addition the campaign games can be played in historical or free set-up versions.1914: Glory’s End uses an Igo-Hugo system with two types of combat to demonstrate the tactical realities of the campaign: Prepared Combat and March Combat. Prepared Combat allows you to bring all your adjacent units to bear against a defending hex but only with units that don’t move. This gives the defender time to reinforce retreat or pre-empt your combat with his own attack. To avoid this you can “attack off the march” during your movement but March Combat may only be delivered by a single stack at a time limiting the force you can bring to bear. Furthermore March Combat cannot be used against entrenched enemy units.The coming of trench warfare is reflected by a unique Entrenchment rule: starting on turn 10 players may entrench one or two hexes per turn PLUS any hexes adjacent to enemy trenches. The result is that trenches appear first as a tactical consideration but then turn into a strategic problem as they spread with ever-increasing rapidity along the front.1914: Glory’s End manages to cover all the important characteristics of the campaign (with rules for forts cavalry command and control breakdowns supply strategic rail movement Allied sea movement German forced marching Plan XVII Paris in Danger! and more) while remaining easy to play. The new GMT version will of course incorporate all errata from the original edition but adds updated artwork a corrected historical campaign Order of Battle additional scenarios and a tweaked set of rules.When Eagles FightBefore the award-winning World War I designs Paths of Glory and The Great War In Europe Deluxe Edition designer Ted S. Raicer had revived interest in gaming the Great War with a series of WWI campaign games for the late lamented Command magazine. GMT is proud to present a set of revised boxed editions of these classic “players-games”.Winner of the Charles S. Roberts award for best pre-WWII boardgame When Eagles Fight covers the eastern front in World War I the last war of Tsarist Russia Habsburg Austria and Imperial Germany. From 1914 to 1917 the armies of the Tsar battled from the Carpathians to the Baltic against the outnumbered but logistically superior German army and the badly-led multi-ethnic forces of Austria-Hungary (the Central Powers). Though repeatedly inflicting massive defeats on the Habsburg armies the Russians were ultimately undone by the skill and firepower of the German army and the collapsing political structure of the Tsarist autocracy. By March 1917 the 300 year-old Romanov dynasty was no more and the stage was set for the coming of Lenin and the Bolsheviks. But the empire of the Habsburgs was left mortally wounded and the Kaiser’s Germany would meet its own doom less than two years later on the battlefields of the western front.When Eagles Fight recreates this titanic struggle from the initial clashes at Tannenberg and in Galicia to the revolution that brought down Tsar Nicholas II. The large-hex map covers the eastern front of the Great War from the northern tip of Romania to Petrograd and from Berlin to Smolensk at a scale of 25 miles to the hex. Turns represent one or two months and combat units range from division to (mostly) corps.When Eagles Fight has a set of low-complexity rules without sacrificing the historical elements of this unique theater of the Great War. The combat results table is bloody and attritional but allows for breakthroughs with the right tactics or artillery support. The greater operational skills of the German army is shown in the use of the OberOst HQ which allows additional attacks on a select part of the front. The Russian supreme headquarters Stavka in turn has the ability to concentrate their limited supplies to overcome logistical shortages. And the surprise tactics of the Brusilov Offensive can allow a late game victory over the Austrians.Other rules cover the slow pace of Russian mobilization Austrian Lock-Step Planning in the opening days of the war German heavy artillery fortifications Russian Guards forces Cavalry Retreats and the effects of events on other fronts.But the new edition of When Eagles Fight is more than just a reprint of the original version. The Random Events Table has been exchanged for a system of random events chits allowing for more events. The effects if the Germans do not launch a Verdun offensive in France-which sometimes threw off the balance of the original design- have been revised. Changes in the stacking rules after 1914 more accurately reflect the effect of trenches on the course of the campaigns. And the map now contains the rail lines removed by Command from the first edition. The game also includes a short alternative-history scenario in which the bulk of the German army goes east rather than west in August 1914.These changes make this an improved edition of an already award-winning design. Tense historical and just plain fun When Eagles Fight is a game that belongs in the collection of everyone with an interest in the Great War!
In the midst of a tragic war WWI fighter pilots fought bravely in a modern version of the medieval joust much like the gallant knights that preceded them. Their survival depended greatly upon not only their skills but also the quality of their aircraft. Blue Max the famous game of World War I aerial combat is back with new graphics and updated rules! In Blue Max two to six players take the roles of pilots belonging to one of two teams either the Allies or the Central Powers and aim to shoot down as many enemy planes as possible. With rules that account for altitude fuel reserves and the maneuverability of your plane Blue Max places you squarely in the cockpit and you'll need to both master your machine and outwit your foes in order to win. The famous Philip Hall aerial combat game is back with new graphics and updated rules. Components: 1 rule-book 1 game board (with a map on each side) 6 player screens (3 per team) 18 maneuver charts 18 plane cards 144 small size cards 3 punch boards with 168 cardboard pieces 60 tracking sheets 6 custom dice.
(from GMT website:)Bloody April is a standalone game using a similar format to Elusive Victory/Downtown modified to cover the unique aspects of air combat during World War 1. The game covers the pivotal air combat over the Arras sector France from March until the end of May 1917. Players take on the roles of Royal Flying Corps commander or German Imperial Air Service commander for their respective sides and will have a multitude of taskings available to accomplish and complete their objectives. Bloody April will include both single mission scenarios and multi-mission/multi-day campaigns to allow players to play out large scale battles in a manageable timeframe.Bloody April recreates entire air raids in detail. Each player will have many unique tactical challenges to overcome. Both players will have numerous taskings available such as Bombing Recon Artillery Cooperation Contact Patrols Balloon Busting Offensive Patrols Line Patrols and Trench Strafing. Players will also have Anti-Aircraft systems available such as different caliber Archie AA guns and Flaming Onions incendiary weapons to hinder their opponent’s movements. The map covers a significant portion of the Arras sector from Bethune and Lens in the North to Cambrai in the South. All the major aerodromes in this theatre of operations are displayed on map with a scale of 1nm per hex and 2 minutes per game turn. Each detailed aircraft counter will represent anywhere from 1 to 5 aircraft.The Royal Flying Corps (RFC) player will be on the offensive during this timeframe and have a plethora of diverse aircraft types ranging from obsolete but workhorse B.E.2 2-seaters to brand new aircraft that would become legendary as the war went on such as the SE-5 scout and Bristol F.2a 2-seater. In all the RFC player will have over 15 different types of scout and 2-seater aircraft at their disposal. Pusher type F.E.2b/d and D.H.2 aircraft and the Sopwith Triplane will help fill your arsenal. Sopwith Pups and 1 ½ Strutters Nieuport 17s and SPAD VIIs are some of the other types available. R.E.8s and F.K.8s will help augment your 2-seater fleet and will begin to replace the heavily attrited B.E.2 fleet.The German Imperial Air Service player takes on the role of Jagdstaffeln (Jasta) commander utilizing Ace pilots such as the legendary Red Baron Manfred von Richthofen and his Jasta 11 comrades flying Halberstadt and Albatros scout aircraft that terrorized the British 2-seaters during this period. The German player will also have his own 2-seater aircraft such as the Rumpler and Albatros C-class 2-seaters to provide Recon Bombing and Artillery Cooperation. The battle for the skies over Arras in France 1917 is under your control. Will it be another Bloody April ?DESIGNER: Terry Simo MAP CHARTS & COUNTER ART: Ian Wedge