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...
Sudden Storm is a fast moving campaign of the 1937 naval war between Japan and the US recreating the full range of surface, air and submarine warfare in both operational and tactical operations. It enables you to explore the challenges admirals on both sides would have faced if the US and Japan had ended up at war in August 1937, during the "China...
Defending the Malay Barrier, The ABDA Campaign is a historical naval campaign of the first months of World War II in the Pacific, specifically in the area of the Southern Philippines and Netherlands East Indies (NEI). It is based on the General Quarters Third Edition (GQ 3.3) Decisions at Sea campaign system introduced in Old Dominion Game Work's (ODGW's)...
A 23-page supplement adding the Royal Netherlands Navy (RNN) and ABDA ships to General Quarters (Third Edition). It includes the RNN Surface Combat Charts, ship logs for both RNN and ABDA, formation cards for Dutch aircraft and three scenarios. There's also an article about a hypothetical British battle cruiser in Dutch service. The scenarios are: Brawl in...
-天動説- (Tendōsetsu) (Geocentric Theory) is a game from Japan, with players sailing ships on a Flat Earth. The game title translates more literally as Theory Of The Moving Heavens. Geocentric Theory (often simplified as Ptolemaic Theory) puts the Earth at the centre of the Universe. The players sail their ships on the oceans, searching for the treasure...