From the introduction: Close & Destroy introduced the notion of playable, realistic, modern combat miniatures game. Close & Destroy II picks up where C&D left off. We have tried to produce a set of rules which covered tactical air and air defense and which could be added to C&D without changing what works. "If it aint't broke, don't fix it." These rules...
Close Fire & European Order are wargames rules originally designed to re-create battles of the early 18th C in Europe with miniature figures. Many of the rule mechanisms have been developed from Andy Callan’s American War of Independence rules- Loose Files and American Scramble, which were originally published in Wargames Illustrated no. 1. This version is...
Close Quarter Battle (CQB) is a fast-paced miniatures game that follows the action of small Fireteams against enemy insurgents. Strike squads are made up of highly trained operatives who are sent on clandestine missions to disrupt the enemy. Games are played between two opposing players. One player controls the insurgents and the other controls the...
Close Quarter Battles: Waterloo, a game of tactical combat set in the Napoleonic era. With this game, players will be able to recreate the famous assaults on the farms of La Haye Sainte and Hougoumont during the Battle of Waterloo on June 18, 1815. It hopes to demonstrate how ferocious the fighting was around these iconic locations that even today bear the...
From the "Pledge" link on the Decision Games Website: This mid-sized-monster game can be played as a two-player or three-player contest. It has three large-hex maps, with 560 half-inch counters, covering the ETO from D-Day to V-E Day at 20 miles per hex. The main fronts are covered, excluding only Scandinavia and Greece. Each game turn equals a third of a...
Standard rules for 2, 3 or 4 players. Features rules for hooks, caddie's advice, hit pin, awkward lie, in the trees, out of bounds (or in the water), bunkered, mis-hit, dog-legs, greens. Other forms of play possible: Stableford (Stroke Play), Match Play. Components: 18 Hole Cards 36 Chance Cards 56 Club Cards 1 20-sided die Scorepad Part of the Gibsons...
Baseball Card Game "Club-House Baseball". Invented by an ardent Canadian fan and fine tuned by Ernie Harwell, Hall Of Fame announcer and the voice of WJR Detroit and the Detroit Tigers, contains every conceivable play in baseball. Two decks 69 home team (white) and 69 visiting team (blue) plus 13 pinch hit cards (red) are the cards you need to play 9...
Players play their way through the Druid's Forest golf course using 3 coloured dice to determine the results of each golf shot. Distance is determined by a book of "Club Cards" showing the results of each die combination for each club chosen. The game is played on 2 large boards showing the 2 halves of the course. Scorecards and player markers are...
Description from the publisher: This is Clutch Baseball–an exciting, fast-paced fantasy game. Build a team, craft the perfect strategy deck, and choose a home stadium. The quest for the perfect deck starts here. Create a team based on a set salary cap, choose strategy cards that will solidify their strengths, and select the stadium that will give you an...