This is a game of global travel and trade. It consists of six miniature ships, two different spinners, and a four-section map of the world measuring roughly 35" x 20". The map bears a variety of different routes available (Panama vs. Cape Horn, Suez vs. Cape of Good Hope, etc.) that can be sailed in either direction. The objective is to complete a trip...
Two opposing fleets of 5 ships each, one fleet being blue and the other red vie to see which fleet can capture all the ships of the other. A die roll determines which fleet begins in Cadiz and which fleet begins in the Tortugas. Players use a spinner to determine how far to move. That movement can be in any direction over GOLD roads or over the roads of...
The Game of Rescue is one of a trio of games from Chad Valley's Kompactum Edition, circa 1910. A simple roll and move sees up to 4 players race from the sea shore to reach a floundering masted boat in rough sea. Along the way the rescue team can be hampered or favoured by landing on specific squares. First to reach the sinking vessel on square 30 is the...
This game is a roll-and-move game with wonderful graphics on the gameboard (world map) and especially interesting for collectors on the box cover: It shows a large Zeppelin waiting to be tossed into its hangar. It's supposed to be the so called "Reparations - Zeppelin" LZ 126, which obviously inspired the artist to draw this box cover This is actually a...
From the back cover: "This book has it all, from gladiatorial combat to space warfare. Test your skills and luck as you re-fight famous battles or explore the world of "what ifs." This book contains many simple rule sets for playing wargames with toys outlined in seven chapters: 1. Getting Started 2. Ancients and the Middle Ages 3. The Horse and Musket Era...
A solitaire board game that places the player in command of US submarines patroling the waters of the WWII Pacific Ocean. The goal is to sink enemy shipping, perform special missions, accumulate experience, and manage crew stress. The American submarine campaign in the Pacific during World War II was a major contributor to the ultimate defeat of Japan....
General-at-Sea is a set of rules and scenarios for fleet actions, 1630-1721. They were mainly designed for 1/2400 and 1/3000 models although 1/1200 may also be used. The rules use a multi-ship system that permits large actions to be fought to conclusion in good time. The rules also include scenarios for the Anglo-Dutch wars as well as for the later periods...
A General Game of Pyrates is a solitaire game of swashbuckling adventure set during the golden age of the buccaneers and pirates roving the Caribbean Sea between 1630-1730. You will lead your crew and become the most wealth or famous (or both!) pirate crew sailing the Spanish Main. You will need to track prizes, divvy up plunder, and piece together...
These two rulebooks contain the original General Quarters rules for naval miniatures. Although first published in the 1970s, their realistic and elegant game mechanics are still usable today. Somewhat counterintuitively, GQI covers World War 2, and GQII covers World War I (plus some optional enhancements for World War II). May be used with any scale naval...
From the publisher: The long awaited and anticipated release of GENERAL QUARTERS 3rd EDITION coincides with the 30th anniversary of the publication of the original GENERAL QUARTERS. Author Lonnie L. Gill has held fast to two key design parameters — accuracy and playability — so the new GQIII keeps the ease of play associated with its predecessors. Also...
This is a game system aimed at providing a campaign framework for players of General Quarters III and other naval wargames for their Solomon Island games. It is the first part of ODGW's Decision at Sea series. The game determines weather, random events, intelligence reports, etc. for each month-long campaign turn. Scenarios are generated by a decision tree...