Explore The New World in an Age of Discovery! Ideal for both casual and experienced gamers, with convenient and flexible play times. A mid-weighted game suitable for Family, Friends, Frenemies & Geeks. "In the Age of Sail your Navigators have been tasked with the challenge of discovering new lands & trade routes beyond the known horizon. Sail into the...
Rules for Nautical Wargaming in Antiquity. It would be impossible within any reasonably brief set of rules to give stats for every variation of vessel which saw action during this time period. What these rules are designed to do is give a sense of naval combat in the age of antiquity, while being streamlined enough to have games played in a reasonable...
Launch your fleet, capture ports, and wage war in the absolutely epic board game for 2-5 players. In Empires at Sea, you play as one of five nations, and work to amass the largest empire at the end of 15 rounds of play. A Quick Overview of the Game Each Round opens with a History Card, which hurts or helps one nation or another based on the actual impact...
"In Search of Eldorado" (In search of Eldorado) is a strategy game involving 2 teams (expeditionaries and indigenous) that can be composed of 1, 2 or 3 players each The expeditionaries mission is a sea voyage aboard their galleons, from its port to the land of the Indians. There are 3 pyramids spread over the territory of these. Below one of the 3 pyramids...
This is a Japanese wargame of submarine warfare in the Atlantic during World War 2. 1 rulebook, 2 data sheets, 2 hexmaps, 2 log pads, 4 countersheets, 2 playaids, 2 dice 1 hex = 93m, 1 inning = 1 minute This game uses call-marker system that Tsukuda first invented in Task-force series. Escort ship cannot see submarines. And submarine cannot see escort...
Enemy in Sight, originally called Cutthroats and Cannons, was two years in the making. It is a fast paced card wargame with a good mix of strategy and luck of the draw. Each player starts with a fleet of six ships and six cards. As your ships are destroyed your hand size diminishes as well. One of the most unique characteristics of the game is the walking...
Description from the designer: This simple set of card- and dice-driven “Fast-Play” rules is designed for use in re-fighting naval battles in the ‘Age of Sail’ (early 1700s to early 1800s), involving small or large numbers of ships, in a tabletop situation. There are also a series of Scenarios to accompany this game: In the Spirit of Trafalgar, Chesapeake...
The epic battle between the navies of France and Britain across the Revolutionary, Directory, Consulship and Empire of Napoleon. Annual turns and four scenarios cover a large number of events from Slave Risings to the Treaty Of Tilsit. The Royal Navy has the odds in its side in combat, but it must control the colonies of the three largest European Empires:...
The core rules for Mad for War. This is a pre release version enabling players to get used to the system. Everything you need to get Mad for War on the tabletop including templates and overhead plans of ships which can be cut out and used to play the game, and lots of dice! Mad for War is a new rule system covering miniature gaming with models ships. It...