¡No Pasarán! is the first module for Guerre éclair, simple miniature wargame rules to simulate combats in the first half of the 20th century, where each player handles the equivalent of a division. It uses special command cards and a standard 32 cards deck. For minis from 1/300 to 1/72 Sequence of play: Command phase - only beginning of game, then:...
France 40 is the second module for Guerre éclair, simple miniature wargame rules to simulate combats in the first half of the 20th century, where each player handles the equivalent of a division. It uses special command cards and a standard 32 cards deck. For minis from 1/300 to 1/72 Sequence of play: Command phase - only beginning of game, then:...
Heia Safari ! is the third module for Guerre éclair for the North African campaign during World War II. Ownership of rules published in Vae Victis magazine 20,21,22 is necessary. Guerre éclair is a simple miniature wargame rules, in French, to simulate combats in the first half of the 20th century, where each player handles the equivalent of a division. It...
Guerrilla War is a hypothetical insurgency simulation game bearing similarities to the Vietnam War. There are rules for ambushes, infiltration, and airmobile assaults. This was an independently produced game with Spartan components. The artwork for the mounted map has a rough, hand-drawn appearance. It uses rows of offset rectangles that permit six-way...
Guerrillas of the Peninsular War is an 18-card abstract take on the standard hex and counter wargame. Players will take on the role of either the French or the Spanish Guerrillas in reenacting the bloody insurgency that took place during the invasion and occupation of Spain from 1808 to 1814. The Guerrillas must do everything they can to protect their...
For more than a decade after the Spanish Civil War, anti-Francoist guerrilla groups composed of combatants and civilians that supported the extinct Second Spanish Republic, maintained a rural and armed resistance across the whole Spain. Designed with historical accuracy and accessible mechanics (card-driven game, blocks, point-to-point map), the game...
An introduction and 'how to' guide to wargaming as it was in 1980, with an emphasis on tabletop figure gaming and its attendant hobby aspects. This book contains three sets of rules: later 19th Century, 20th Century skirmish and medieval. Includes chapters on the history of wargames, starting out in the hobby, guidelines for writing one's own rule sets...
Guided Lands - Tabletop battles for all fantasy miniatures Guided Lands is a new tabletop game for two players, ages 14 and up. The game has an universal approach to tabletop gaming, where almost all fantasy miniatures with a scale around 28mm can be fielded in battle. Players take on the role of two mighty warlords, who muster their troops to claim the...
This game is attached with Tactics magazine #66 in Japan. This game is fantasy multi-player game covering the era of reconstruction after the long and chaotic war against dragons. This is the first of Okamoto's triology. The second is Victory in the Galaxy covering sci-fi and the third is Shadow of K's Birlcess covering horror. These 3 games are real gem...
Description from the publisher: Alchemists’ play style is one of force projection. They utilise a lot of AOE to control space and deny their opponents manoeuvrability. Their combo play comes from layering AOEs and generating huge areas of danger across the pitch. They are quick on their feet and capable with the ball, but not as resilient in combat as...
Description from the publisher: Brewers are tanky. Plain and simple, they are incredible at soaking damage up. But their play style is more than just being hit. They excel in late game as they generally have superior numbers left at this point, but their mid-game is also strong due to their knockdowns and board control. Not the most synergistic in terms of...