An operational level game in postcard size/format, of the August 7-13 1944 German counter-offensive trying to break through Mortain and neighboring towns (down in "Normandy's Switzerland") to get westward to Avranches on the sea to cut off supplies and units to Patton's 3rd Army pouring through it into Brittany and the rest of France. 6 divisions on each...
Myitkyina was a prolonged torturous affair, but vital to the re-opening of the Ledo/Burma Road to supply our beleaguered Chinese allies. After an end-around to the north over/through a high mountain ridge, Chinese divisions and our Merrill's Marauders - 5307th Infantry Regiment - descended on the town and its airfield from the north to the surprise - shock...
Postcard Remagen, 7 March 1945 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...
A couple days after the Japanese surrender the Red Army and Navy unexpectedly and prematurely launched an amphibious occupation of little Shumshu Island at the top tip of the Kurile Islands ... unsupported by our US Navy ... as an apparent stepping stone to the rest of the Kuriles and possibly even Hokkaido of the Home Islands. (Imagine a North Japan as...
A relatively fast and simple air, sea, and land battle game focusing on the 2 decisive aircraft carrier battles just east of Guadalcanal: Eastern Solomons (24-25Aug42) and Santa Cruz (Islands, 25-27Oct42). For the Eastern Solomons scenario, 1,2, or all 3 U.S. carriers may instead be absent due to Admiral Fletcher's concern about refueling. And Japanese...
"Postcard Stalingrad" is a relatively fast and simple but historical 9-turn wargame about the 23Aug42-19Nov42 Battle for Stalingrad city. 12 starting units - mostly divisions - for Germans and Russians, each, with some Russian reinforcements and replacements (if they make it across the Volga) and (more) time pressure of Turn 7 withdrawal of 1 motorized and...
A very fast and simple (but subtle) minimalist rendition of the 5 (possible) major battles around Tobruk during World War 2, Jan 41-Nov 42. Basically brigade to division to (Italian) corps level. Indeterminant time periods but 4-7 turns. Unique rules regarding armored/panzer vs. (Disrupted) infantry units, and Rommel (with a desert/fennec fox) is on the...
Nov42-May43 7 turns 40+ miles per hex. 26 units - 12 Axis and 14 Allied. Including Tigers! Conventional I Go U Go game mechanics with combat results table including my asymmetric Disruption resilience rules. Afrika Korps and 8th Army arrive on Turn 4 - Feb 43 - but it starts off helter skelter with Blade and Hart Force and Axis units debarking in Bizerte...
Potion Pot Trail is a puzzle and resource management roll and write game in which players assume the roles of alchemists preparing to open their new potion shops. With only ten days to brew potions to sell, they ride off into the forest in their enchanted potion pots to gather ingredients. However, these handy potion pots leave a trail of ruined...
(From the rules:) In 1642, the long-standing problems and disagreements between the English monarchy and Parliament came to a head. England slipped into civil war. Ireland was already near anarchy. Scotland would follow. A decade and a regicide later, an uneasy peace again settled over the British Isles under the hand of Oliver Cromwell, the Lord...
The Power Generation is a skirmish game where music is power. Play as one of four WarBands of different music genres from the titular Power Generation, a generation of musicians who gained the ability to fight with the power of their music. Your goal is to either perform at venues on the customizable hex-grid map, or defeat the opposing WarBands in combat....
Power Play is an abstract hockey-themed game. Each person controls three hockey players, numbered 1-3. On a turn the owner's players must each be moved to an empty adjacent space if possible, and they must be moved in numerical order. After that, the puck is checked to see how many of the current players are adjacent to it, and it is moved that many spaces...