The Micro Napoleonic Naval Game gives the Napoleonic naval enthusiast the one thing he has yearned for for so long; A set of rules which are easy to follow and do not involve long complicated calculations but still manage to maintain a high degree of historical accuracy. The game also offers a means of fighting large scale naval battles under sail and also...
This expansion includes four cardstock sheets of uncut counters and a double-sided instruction sheet (which includes a map of the ship starting positions). The scenario is designed for two teams of two players, divided into the following four groups: the ships of Nelson and Collingwood for the British fleet, and the French and Spanish divisions of the...
This wargame is a part of the Micro Warfare Series covering World War I naval combat. It is a miniatures-style game that includes cardboard ship counters. The rules include both Small Action (individual ship command/gunnery) and Fleet Action (squadron command/gunnery) rules. Specific counters are included to fight the Goeben Incident, the Falkland Islands...
This wargame is a part of the Micro Warfare Series covering World War II naval combat. It is a miniatures-style game that includes cardboard ship counters. The rules cover individual ship command/gunnery rules, as well as rules for aircraft, weather, specific critical systems hits, flooding, and ramming. Specific counters are included to fight the Battle...
Set sail in Micro Hero: Ulysse, a solo card game blending drafting and poker combinations, inspired by The Odyssey. Across four increasingly challenging rounds, you must guide Ulysse back to Ithaca while facing a sea stirred by Poseidon’s wrath. By forming powerful constellations from the revealed cards, you attempt to outmatch the god of the seas while...
This is a set of World War II miniature rules from GHQ designed especially for their Micronauts (1:2400) naval miniatures line. All rolls use one d20. Game Scale: Surface ships: one model = one ship, 1 inch = 1000 yds/meters, 1 tactical turn = 6 minutes (in large scenarios, one hour strategic turns are used). Motor Torpede Boat: 1 unit = 4 boats....
"Middle Passage: Trade & Piracy in the Age of Sail" From the 1993 edition: Middle Passage brings these days of sea borne adventure to life as a board game which combines trade, piracy, and warfare into a challenging and enjoyable reminder of a bold and ruthless age. The rules of Middle Passage are simple and flexible, allowing a variety of scenarios and...
MIDNIGHT: TIME OF THE MURDER! WELCOME TO A STORY-BASED CRIME INVESTIGATION GAME ON A CRUISE SHIP! Aboard the Majestic, the lifeless body of a passenger has been found in their luxury suite... You are attending a conference on board with other private detectives, and place a wager to reconstruct the circumstances of the alleged crime before the ship arrives...
The basic idea is each player has his or her own map of the area (in this case the Midway Island) behind a screen. Each player "searches" for the enemy fleet by flying search planes to the various zones on the map and calling the zone co-ordinates. Once found, bombers can be sent in to sink the enemy fleet. The actual attack is fought on a separate battle...
The first point of the four pages of its rules' manual says: "Present Avalon Hill Midway rules (1964) shall apply except where noted, as follows:" This, for sure, identify this Panzerfaust 53 insert as a Midway expansion. It expands the basic game by adding destroyers, transports, more details and, last but not least, a map of Midway Island and the ground...