July 12th, 1943. In the Prokhorovka sector, during the decisive Battle of Kursk, the forces of the 5th Guards Tank Army receive orders to launch an immediate counterattack against the positions of the 1st SS Panzer Division Leibstandarte SS Adolf Hitler. At dawn, the Luftwaffe destroyed dozens of units that were preparing to begin the offensive, but this...
Divide and Conquer is an abstract strategy board game for 2-4 players. As the Commander of a battalion of troops, you plan out and execute troop movements to secure objective regions around the game board. Your opponent’s competing troops will cause you to tangle and engage in conflict taking on causalities and slowing your pace to victory. You must...
"But, Colonel! You're asking us to attack other US citizens!" "Do your work, soldier! This is Divided America." Divided America: The Next Civil War is a simulation game of a hypothetical near-future conflict within the once United States. A presidential election has just concluded, and no clear winner has arisen. Martial law is declared, but competing...
Divided We Fall presents the events of the American Civil War. As part of our Strategic Decision Series of games, this is a game of skill for two players - there are no random events. Yet, each game is amazingly different from the others - this is because the two players focus their attention on the most crucial decisions, and there are many to be made!...
Divine Descent is a high-stakes, narrative-driven tactical skirmish game for 1–3 players. You command a strike team of three powerful celestial warriors—Angels of Might, Grace, and Zeal—sent from the heavens to purge a demonic infestation and seal the Abyssal breach. This product is designed for the modern wargamer, combining the tactile satisfaction of...
Who will be the first Archangel to take seat on God´s right hand or Arch-demon to sit down beside Satan? You are a divine being with the free will to serve God or Satan. You are leading your minions of demons or angels on an ancient map from biblical times. Allie your self with players of the same faith or cross over to the other side and stab them in the...
Divine Right combines combat, diplomacy, and role-playing into 2-6 hours of fast-paced action as each player attempts to build and hold together an alliance of kings long enough to defeat the other players and win the game. The kingdoms of humans, elves, goblins, dwarves and trolls are pawns in the power games that absolute monarchs play. Ambassadors vie...
Two sets of variant components for Divine Right, and accompanying rules articles by Jon Freeman, published in issue 34 of The Dragon magazine (February, 1980). The 12 ambassador cards give names and diverse personalities to the ambassadors in Divine Right. Each player receives an ambassador personality card at the start of the game. The cards specify...
Starting in 1997, Glenn Rahman designed an extension to his fabulous game Divine Right. Scarlet Empire took place in a different period in that game's world, and further to the south of the original map. It was designed as a stand alone game that could also be played in combination with the other one. The campaign game pits most of the players against the...
From The History of Zorn and the Goblins: During Zorn's "Brothers' War", Ortwir boldly raided Immer for supplies. In reply, King Reglissar made common cause with Sirdar Nystul and helped destroy Ortwir's army at Shrieker's Scrub. Ortwir escaped capture and fled far to the South, offering his services to the dreaded lord of the Witchlands, in whose employ...
'Divine Wind: Japan in the Pacific, 41-45. A strategic scale game with one-month turns, 250nm hexes, and units representing naval divisions, infantry divisions, corps, armies, and fleets. "The simulation is on the grand strategic level and thus has the players, representing the heads of the combined Japanese and Allies commands, making decisions as to...
Division Commander is a set of miniatures rules designed for very high-level World War II operations. Each stand is a battalion, the ground scale is 3" = 1 mile, and turns are 90-180 minutes. The rules are designed from the ground up to play multi-day campaigns with multiple divisions per side. Like Bruce's "Great Battles of World War II" rules, one of the...