The game is set in a time that world trade is plagued by piracy, dangerous ocean voyages and fierce wars. Can you a small time merchant battle the stormy oceans and avoid the scourge of piracy trading goods for profit and becoming a Master Merchant, or will you build a superior fleet of ships and become to become a recognised Admiral of the Seas or perhaps...
The global politics of the late 1920’s and early 1930’s were in a constant state of flux. The alliances of the world’s major nations seemed to change every moment. The American Armed Forces needed to devise plans for any number of possible sudden conflicts. Scenarios were written based on current equipment, technology, and strategy. The Washington treaty...
20 chipboard tokens with 2 new rule systems: DIVED SUBMARINES The Dived Submarine side is used to mark Submarines that escaped combat by diving after they are returned to the World Map. These escaped dived subs can then avoid pinning and immediately move to an adjacent sea region. CONVOY CASUALTIES The Convoy Casualty side is used to mark sunk convoy ships...
This game is about naval battles during the epic age of sails. Our philosophy is to concentrate on the vessel all the useful informations for a faster game, such as sails, the hull, crewmen, cannons, leading officer and so on. We emphasize on the components quality, with full-color rules including illustrated and commented game phases, an abundance of...
The War: The Pacific, 1941-1945 (“TWP”) simulates the military, naval, economic, diplomatic and political aspects of World War II in the Asia and the Pacific theatres. It may be played on its own or may be combined with The War: Europe 1939-1945 (“TWE”) to recreate the entire Second World War. In conjunction with The War’s Expansion Kit, gamers can now...
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...
Eighty-page follow-on scenario booklet for Warfare in the Age of Reason (required for use). Contents: Brunswick's War - A two or more player campaign game of the struggle for western Germany in 1759. Warfare at Sea in the Age of Reason - complete rules for the Age of Sail, It can be used to fight historical naval battles of with The Sport of Kings (the...
A series of books that provide wargame rules and colour photocopiable figures or models for miniatures battles. Each book tackles a specific time period of history. This book covers the Spanish Armada that sailed to attack Britain in the Sixteenth Century. Simple rules are provided written by Andy Callan, noted designer. The rules can be used with other...
From the designer: "Although set in the fantasy world of Talomir, Warring Fleets works equally well with historical fleets. Whether commanding Carthagians or Kurinthians, players command opposing fleets in lively fast play combat. Suitable for solo-play, Warring Fleets can used to supplement both Warrior Kings and Warrior Heroes as well as any other rule...
Sub-titled: "Present Day Tactical Naval Combat". Beginning with an excellent introduction about the evolution of 'Ships' from the "Post WW-2" era up until the 'present'-(circa 1979), and with some possible 'future' contingents. This is a set of RULES for use in conjunction with "Modern Naval Miniatures"(or 'counters') up to a scale of '1/1200th'-although...
Subtitled: Present Day Naval-Air and Anti-Submarine Warfare. Labeled as "The supplement to Warship Commander", this 62 page rulebook states that this volume is actually part 2 of the complete rules, covering all aspects of naval-air and anti-submarine warfare. It also includes updates to the Warship Commander rules and optional rules for a three player...
"Battleships inflicted heavy losses to the enemy today. Destroyers have been hunting for submarines hidden in the depths for a week. Their torpedoes can not reach you. Minesweepers are already clearing the planted mines. Will your tactics work and wil rocket ships bombard the enemy shore? Or will your opponent anticipate this and will hell break loose at...