Step into the world of Naruto Shippuden in this officially licensed tactical arena fighting game for 2 or 4 players. Lead a team of iconic Ninjas and dive into a fast-paced, action-packed battle where every Ninja card lets you move, attack, react, and set up powerful Combos to turn the fight in your favor. Seize key Objectives, knock out opposing Ninjas...
Battle Game Heroes is a series of tabletop games with collectible anime character pieces. Not just a game, but you can also collect the series and reproduce the world of the anime! A 2-player board game using character pieces. Shake the scroll to move your piece ahead on the rocks, choosing either the 1 or 2 step side, or the 0 or 3 step side. Battle...
A Nation on Trial is an operational level miniature battle simulation system. The game includes easy to use rules for command-control, supply, and designing historical campaigns. Featuring: The same basing system as the Tactical-Level system Johnny Reb. Rules for command-control, supply and the fog of war Big battles such as Antietam are playable in a 4'x...
Blow! Bugles! Blow! is a set of six scenarios for Jolly Roger's A Nation on Trial rules: First Manassas, Shiloh, Second Manassas, Antietam, Fredericksburg, and Chancellorsville. Each scenario includes a battle map, order of battle, and scenario special rules. One interesting feature of the scenario maps is that there are no units shown. Players could, for...
The Natives Are Restless Tonight containing complete rules for recreating colonial siege games, an all-new pritable action card deck and a comprehensive guide to making a 28mm model of Rorke's Drift. Although this version of the rules concentrates on the armies and units of the Anglo Zulu War these rules can be used for any similar conflict such as the...
Description excerpted from the Introduction to the rules: In recent years, there has been much work performed in the field of naval archeology. The launching of the reconstructed trireme Olympias has also provided a great deal of information on the performance of ancient oared warships. These rules are intended to provide a detailed, yet playable...
A relatively fast and simple naval miniatures (or boardgame, if you want to grid it) set of rules. Each simultaneous-movement turn is 5 minutes of real time. Floor scale is 1 inch per unit, while tabletop scale is 1 centimeter per unit. Ship statuses for all World War 2 ship classes are provided, as are 5 sample scenarios, including Denmark Strait, where...
Naval Battle in a fantasy world! Especially for the youngest fairy tales and adventures admirers we present 'Naval Battle'. 2-sided map of fantastic marine world + color models of the ships = Real Sea Chess for your Kids! Players engage in a struggle for supremacy over the sea. Each player has four ships: 1) the mighty Battleship, 2) multi-gun Galleon, 3)...
Naval Battle Group is a modern naval wargame designed to be played with naval miniatures. Game scale (both time and distance) is variable, and is determined prior to play, while time scale can be changed based on circumstances. Its rules tell how individual ships and aircraft move, detect enemy contacts, and attack them. Weapons inflict realistic effects...
Naval Command is a set of wargame rules for recreating naval battles with fleets of miniature warships and aircraft in the age of the guided missile and jet aeroplane. Covering the period from the late 1950s to the modern day or near future. The game can be played with fleets ranging in size form one or two ships per side to full sized battlegroups of ten...
Falklands '82 A Supplement for Naval Command This campaign guide provides players of Naval Command everything they need to recreate historical battles of the war as well as hypothetical “what-if” scenarios such as what would have happened if Argentine and British Naval forces engaged each other or if British Forces attacked mainland Argentina. This...
Naval Mania is a set of rules for naval warfare in the Pre-Dreadnought age. The rules are neither fast play nor deeply detailed, but rather something in between. For example, Naval Mania is content to know that a shell knocked out the pumps but not that it also destroyed the coffee cup in the engineering officer’s cabin. And while the cup may not become a...