Contact Unknown is a high-intensity, modern naval warfare simulation for 1 player (or 2 in co-op). You take command of an modern destroyer — the technological backbone of the modern Navy. Your mission takes you into the most volatile flashpoints on Earth, where the line between a routine provocation and all-out war is razor-thin. The Gameplay Concept:...
The world has seen plenty of conflicts since 1945. But since the end of the Cold War the pace has picked up, with new wars breaking out from Latin America to Africa, the Middle East or southern Asia. One way of understanding these struggles is to play them out on the tabletop. By taking ourselves through the decision making process we may learn something...
Chris Peers' popular early 20th Century battle rules, suitable for WW1 and other conflicts from 1911 through the 1930's. Tanks, armored cars, artillery and aircraft are all covered. The third edition of the rulebook has been reorganized with a Table of Contents and color photos added. Some changes have been made to the rules as well, specifically, the...
This is a supplement to Contemptible Little Armies: Third Edition – World War I Era: Fast Play Wargame Rules 1910-1928. It includes some historical background, army lists, a simple campaign system, special characters and new optional rules for terrain and weather specific to warfare in Central Asia from 1919- 1926. The armies in the lists represent...
This is the Army Lists book for the European fronts of World War I. You will need the Contemptible Little Armies rulebook in order to use these lists. Some of the armies are broken down by years as the armies were organized differently during those time frames. Along with the Lists, are several pages of quick references on the armies at the back of the...
This is the Army Lists book for the Middle East and African fronts of World War I. You will need the Contemptible Little Armies rulebook in order to use these lists. Some of the armies are broken down by years as the armies were organized differently during those time frames. Along with the Lists, are several pages of quick references on the armies at the...
Control to Catastrophe: Caesar is a miniature wargaming rule set that puts you in command of the great armies of Antiquity and the Middle Ages. The rules cover everything you need to know about getting ready for play, the core rules covering all aspects of moving and combat, the effects of terrain, special rules that add histoical flavour to your armies...
Control to Catastrophe: Maximilian is a miniature wargaming rule set that puts you in command of the armies of the Renaissance. The rules cover everything you need to know about getting ready for play, the core rules covering all aspects of moving and combat, the effects of terrain, special rules that add histoical flavour to your armies, sample army lists...
In Contubernium: Rome at War you take control of an 8-man squad of roman legionaries (the contubernium), as they are about to face an enemy army in battle. You will determine their fate by triggering dice-based abilities and playing action-cards to support your legionary in the front line. Each engagement is randomized through a number of selectable card...
In Convergence Alpha you step into a deckbuliding cyberpunk dystopia. Dive into the gritty underbelly of Convergence Alpha, where every move is a calculated risk and every decision could reshape the destiny of this world. Construct your unit deck wisely, comprising Infantry, Range, and Armor cards with numbers. Choose your strategic depth and pick your...
Players take it in turns to run convoys of ships in partnerships. Two players are chosen by spinning the compass card to create a convoy. They become players 'North' and 'South'. All other players act individually to try and stop them. A convoy is a running sequence of 4 'Merchantmen' cards and the 'Home' card. The merchantmen are numbered from 1-6 so...
A turn based two player game of naval warfare where the two players try to sink each other’s hidden ships. A divider is place between the two players so they cannot see each other’s fleet which consists of seven ships – one carrier, one battleship, two torpedo boats, and three submarines. Each player lays out his ships (occupying between 2-5 squares) on a...