Anti-Grid is an abstract strategy game for two players, each trying to eliminate the other’s pieces through capture. The unique thing about the board is that each player plays on his/her own grid - they never follow the same paths to victory or defeat. Capture is made by flanking, or trapping an opponent’s piece between two of your own, and players may set...
Anti-King Chess is a pair of variants played on the standard 8x8 chessboard with the standard pieces, and one more piece per side. The Anti-King is a King that is in check only when not attacked by opposing pieces. The goal of Anti-King Chess is to checkmate either your opponent's King or Anti-King. This game was voted a recognized variant on the...
Antietam 1862 is Volume I in Worthington Publishings new Civil War Brigade Battle Series. Designed to be a series where you can fight a battle in an evening. Antietam 1862 allows gamers to refight the pivotal battle in Maryland that was the bloodiest day in American history. More than 22,000 were killed, wounded, or missing. Outnumbered at over 2 to 1, can...
Antietam: Burnished Rows of Steel is a Tactical level board-wargame of the bloodiest single-day battle in the American Civil War. Game turns are sequential, with each player moving, firing artillery, and then having two rounds of combat, each in turn. Also provided are rules for solitaire play. Victory is determined by victory points earned by the Union...
"Antietam Campaign" is a Grand Tactical hex-and-counter wargame for 2 players. With less than six pages of rules, it is very adept in it role as an introduction to gaming the American Civil War. The developer’s notes indicate that it is a modified installment of the Blue & Gray (SPI) system. The games comes with three scenarios, from nine to thirteen turns...
Increasingly regarded as THE pivotal battle of the civil war, this "mini" game is based on rule systems from Borodino and Austerlitz; included in and shares basic rules with others in the SPI Blue & Gray Folio Series (Chickamauga, Gettysburg and Shiloh) Scale is 400 meters/hex. 1-2 hours per Game Turn. Union Movement Restrictions are used to reflect...
Blue & Gray: Four Civil War Battles is a Tactical level board-wargame where players maneuver colorful card board counters on three color maps of the actual battle sites. A hexagonal grid superimposed upon each map regulates the deployment, movement, and battle engagement of each unit. The colorful counters represent the infantry, cavalry, and artillery...
Conflicts in American History: The Civil War - Module 1 is a SPI published soapbox size wargame consisting of 9 copies of Antietam and 9 copies of Cemetery Hill both wargames from their Blue & Gray series. There is an additional teachers instruction booklet, 2 historical briefings booklets, two test questions booklets and one Bulletin board poster to...
The American Civil War was the bloodiest conflict and a defining event in the history of the United States. The tragedy of the conflict was amplified by the fact the battles were brutally fought with Napoleonic tactics while using new and more lethal weaponry. As a result, over the course of nearly four full years of war, roughly 700,000 Americans were...
John Theissen’s streamlined approach to operational warfare in the nineteenth century in games such as Hood’s Last Gamble and Campaign of Nations has won him a number of admirers. Now he turns his attention to the last war of the Roman Republic, to the marching of Legions and the sailing of fleets, to the rise of Augustus and the fall of Marc Antony and...
(from the 4th edition back box and user's description:) Few games have been kept up to date as much as ANZIO has. Revised and revised again, a good game has gotten better and better. Played on a 44" X 14" mapboard of Italy, the game recreates the Allied amphibious Invasions and campaigns to secure the peninsula leading to the heart of Europe. The Allies...
Publisher description: ""Apache is a game of the settlement of the west. In it 2-6 players portray fictitious Indian and Cavalry leaders as they maneuver their units on the gameboard. The white man . . . must build a rail line, establish ranches, and create towns -- while protecting them from destruction by marauding Indian war parties. The Indians must...