Volume III in GMT's Battles of the American Revolution Series the Battles of Guilford Courthouse and Eutaw Springs, 1781. Contains 1 two-sided mapsheet, 1 sheet of 5/8 inch counters, series rule book, battle book, aids for previous games in the series, baggies, and dice. Regimental scale, 1 hour per turn. The game features: Replacement counters:3 for...
From the Designer's Notes: "I wanted a rules set that could simulate this incredible conflict, yet still be easy to learn and fun to play. I also attempted to keep casualties realistic. That is why I chose the D20 as the combat die. It is not easy to inflict casualties in Guns of Liberty, but morale plays a decisive role in the game. The quality of forces...
Complete naval miniatures rules for the age of sail covering the years 1755 to 1815. Also included are cut-apart ship counters for those who do not wish to use detailed naval miniatures. Heart of Oak covers all aspects of naval combat and tactics in depth and even details how the sailing ships actually worked with their environment. The effects of wind...
From the publisher: Do you remember how thrilled you were in history class, reading about legendary figures of ages past so you could present an exciting and engaging book report or term paper? We can't, either. Instead, what if history could be fun? What if you could give George Washington a cannon and have him blast William Sherman into the next...
Hidden Strike: American Revolution recreates the struggle between the American colonists and the British forces during the War of Independence. Each side tries to win the war by controlling a majority of regions. Confronted by overwhelming forces, the colonists will need strategy to defeat the larger British army and navy to gain their Independence. This...
Historical Conquest: The Journey Through Time is an adventurous card game where players can create personalized societies with key players from history and battle them one against another; anyone, anywhere, anytime. Each card is complete with: fantastic illustrations of people, places, events in history; abilities in the game according to the abilities...
HMS Rules is a naval combat miniatures game (using the Matrix system) set in the Napoleonic/American Revolutionary era. Players control either the British, French, Spanish or American fleets. Players must provide their own equipment (dice, map with squares, counters or miniature ships, etc.). The game consists of a single 16-page rulebook, including a few...
Take command of the American and British Armies in twelve great battles of the American Revolutionary War. You'll feel the battles come to life as the American Continentals and feared British Elites try to hold the line against each other at the battles of Long Island, Harlem Heights, Weitzel's Mill,Trenton, Hobkirk's Hill, Eutaw Springs, Bemis Heights...
From the publisher: Hold the Line, The American Revolution is an innovative collaboration between Worthington Publishing and The Plastic Soldier Company/PSC Games to reproduce and remaster some of Worthington Games original titles. Combining Clash for a Continent, the original Hold the Line, plus new original scenarios into one comprehensive Revolutionary...
Phil Barker's Horse, Foot, Gun is a set of tabletop rules that is based on the same system as De Bellis Antiquitatis: Quick Play Wargame Rules with Army Lists for Ancient and Medieval Battles and its successors. It covers the period from 1701 to 1915. Re-implements: De Bellis Antiquitatis: Quick Play Wargame Rules with Army Lists for Ancient and Medieval...