The War for the Union is a strategic level simulation of the American Civil War. Players command the Union and Confederate forces that fought from 1861 to 1865. The map runs from southeastern Texas to the Atlantic and from Harrisburg, PA to southern Florida. Terrain types include forests, rough, swamps, bayou, mountain hexsides, river hexsides (tidal...
War of the Pacific, Chile vs. Perú and Bolivia, 1879-1883 is a two-player, low-complexity board-wargame of one of the most decisive wars waged in South America during the 19th Century. This game simulates the conventional aspects of the war, from the outbreak to January of 1881 when the Chileans captured the Peruvian capital of Lima, and the guerilla war...
This is the sixth of the Avalanche Press Golden Journal supplements. It contains 21 additional counters with rules on their inclusion in two games. —user summary For Frontier Battles, we look at Austria's too-little-too-late attempts to arm its infantry with breechloading rifles, and how this might have affected the outcome of the battles of 1866 had it...
The Triple Alliance War (TAW) is a two-player, low-to-intermediate complexity, strategic-level simulation of the second-largest war ever fought in the New World (the largest having been the American Civil War). The Paraguayan player is attempting to hold off the onslaught of three allied nations: Argentina, Brazil and Uruguay. The Allied player is...
In War of the words, the players stand at the head of their own newspaper with their own political leaning (Royalist, Catholic, Centrist, Liberal or Republican). Each round, they can place their cards (informants and agents) in one of five different areas of Paris each round. They can attempt to gather the latest NEWS (three areas), seek support at a...
The War of the Worlds: Invasion is an asymmetrical war game for 2 players, based on the classic sci-fi novel by H.G. Wells. One of you will control the British Empire and will have to defend Earth using wits, diplomacy... and the force of arms, of course. The British player can build laboratories and barracks, move armies across different countries, ask...
Easy rules for naval actions in the age of sail, roughly from the Armada to the mid-19th century. 2 scenarios included. Easy to read ship charts and tables. Includes rules to use with the Sport of Kings campaign game or virtually any campaign system. Colorfully laid out. Designed and produced by the same team that brought you Warfare in the Age of Reason...
These rules are intended to permit simple but fairly realistic wargames in which players with relatively few figures can refight colorful European actions of the mid-19th Century. The focus is on Napoleon III's Italian adventure and 1870 debacle. However, with a realistic assessment of the characteristics of the different armies, the Crimean...
Wargame Rules 1685-1845 (for Miniatures) The biggest innovation is the introduction of an alternate play system developed from that used in our very successful World War Two and Modern Armour rules instead of the more recently fashionable simultaneous movement in accordance with detailed written orders. Its main advantages are that it saves the time spent...
The purpose of this 'Wargaming in History' series is to offer, in detail, hints, tips, and advice on specific periods and wars that are wargaming favourites. All the necessary information, - campaigns, battles, weapons, tactics, etc - is included and the books are illustrated with tactical diagrams, maps, contemporary illustrations and photographs. Brother...