Between December 1941 to August 1945, a sea war was fought in the Pacific unlike any before, as the long-range striking power of aircraft carriers ended the 250-year reign supremacy of the battleship. Pacific Command is a tabletop wargame of WWII naval combat in the Pacific which puts you in control of dozens of warships and hundreds of aircraft; fighting...
"It's like Russian Roulette without the mess!" Pass the Anthrax is a fast-paced card game of chance and consequence. 4-12 players compete in a game of high-stakes hot potato using a variety of movement-based cards to pass letter cards to one another. Letters that may or may not have deadly anthrax in them! Players will do their best to push these letters...
A relatively simple 12-turn point-to-point (sudden death) campaign game about General George Patton's attempt to fight through France's Lorraine and break through the fortified Siegfried Line behind the Saar River before Winter 1944. If his player scores big successes at the start, his fuel may *not* be diverted to Field Marshal Montgomery's (over-, it...
Fast 8-turn game about Operation Market Garden 13-29Sep44, from south of Eindhoven to north of Arnhem. 12 Allied and 15 German pieces. "Monty Fantasy" 50% possibility the German SS panzer divisions *won't* be there at game-start to confront the paradrops. Basic 25%-50%-25% combat odds allocation/resolution system. Weather 50% good after Turn 1. Hidden city...
Postcard Brittany is a relatively fast and simple - NO "Zones of Control!" - but historical little 6-turn sudden-death game about General George Patton's August 1944 coup de main attempts to grab the major French ports of Brittany, before the Germans could organize their defenses. Regimental level: 14 German units, 3 French FFI groups, and 11 US units in...
Micro game necessitated by postcard format. 11 day and night turns. SECRET Allied code-breaking possibility to get Yorktown as well as Lexington fleet carriers. Neat Port Moresby landing rule: number of surviving (of 11) Japanese transports plus UnDamaged shore-bombarding Japanese cruiser units roll 2 dice to see if they take it. Battle can continue in...
8 half-month turns for U.S. or Japan to take and keep Henderson Field, Guadalcanal. 2 battleship, 2 cruiser, 2 carrier, and 1 transport piece each, plus Yamato for Japanese if an IJN battleship piece is lost. 6 ground units each 5 U.S. and 4 Japanese air units. Codebreaking, night combat, radar, Long Lance torpedoes for Japanese cruisers with Night...
Although it shows 16 turns, early destruction of the Japanese Kido Butai carrier striking force can decide the game in the first 4, as historically. Fog of War has been fully worked in: the US has only a 50% codebreaking chance (of setting up a Point Luck or wherever ambush), and even with that only a further 50% chance of Yorktown being repaired in time...
VERY simple little diminuation of Murmansk Run: Arctic Convoys to Russia, triggered by the Norwegian film KONVOI to be released in the US as The Arctic Convoy. The star of the film, SS Hestmanden/Horseman exists, docked down at Norway's Merchant Sailors' Museum in Løvika near Kristiansand. Can be played solitaire by random contact/combat selection of the...
This is a tense, mutually frustrating little game about First US Army attempting - historically successfully, of course - to be the first to fight across the Rhine River into Germany in March 1945. 9 US Army pieces - from one of the first M-26 Pershing platoons up to 78th Infantry Division regiments - urgently and desperately trying to get the Ludendorff...
Theme is the maneuvering of game pieces on a 6x6, 8x8 and 10x10 square board layout to Trap and Purge the Baron Game play is similar to Chess, if it were on steroids There are a lot of game pieces involved, about 102 starting pieces and 2 decks of cards It's a table top game, meant to be played in a modular fashion, so that no 2 games have to be played in...
The Raven Order is a captivating strategy game designed for two players who compete for domination in a dark fantasy realm. Players must build their base, train different warriors and send them into battle. The core of the game's strategy hinges on the players' ability to judiciously choose their build order. This critical decision-making process is...