Athens & Sparta is a strategic level wargame of the Peloponnesian War, fought from 431 BC to 404 BC.
This war pitted the wealth and naval power of Athens against the superior army of Sparta.
Players will enjoy creating strategies for the different abilities of the two sides.
CONTENTS100 wooden blocks (20mm)Mapboard (22 x 25.5 inches)LabelsRulescards4 Dice
Bobby Lee covers the eastern theater of the American Civil War around the Virginia area from 1861-1865. It comes with a beautiful card-stock map of Maryland, Pennsylvania and Eastern Virginia and heaps of wooden blocks for the North and South. The game utilizes both a strategic layer of the conflict but also provides a slightly more tactical layer of combat with additional battle maps that allow for center, and flank positions of specific units. The game can be combined with Sam Grant so that both theaters of the Civil War can be played out at the same time.
This title uses Columbia Games Block system. While there are variations in the rule sets for each of their games none the less all of their games are based on block system. Basically this means that rather than the traditional use of counters to represent units on the map the game instead uses wooden blocks that stand upright and with unit details only shown on one side of the blocks. This does two things: First it provides an easy way of producing a "fog of war" because your opponent can not tell, save through good memory, what type of unit a specific piece is and it’s current strength. Second, by having the blocks stand on end it provides a way to keep track of a units strength by rotating the block so the current strength is the top number. Most war games have some type of mechanism that lets units take steps in their overall strength. Counters normally have at most two steps because of they only have two sides, however blocks have four and so now you can easily keep track of twice the amount of detail that many other war games provide. With the use of blocks Columbia has provided a way of adding a good deal of depth to their war games without adding further complex layers of bookkeeping and thus allow for interesting and relatively short sessions of play.
All artwork and graphics in the game Bobby Lee was created by RPG/Historical artist, Eric Hotz.
Second volume in the Triumph & Glory series covers the classic battle of Borodino. "The brigade-level Orders of Battle include the latest research, some directly from Russia (The Wonders of The Net!), and we even give the French player an opportunity - fraught with danger, to be sure - to attempt to undertake Davout's suggested flanking maneuver. In addition to the full Borodino, the game also includes a nice, short, 'introductory' mini-battle, the Attack on the Schevardino Redoubt (which took place 2 days before the actual battle)." [From box.]
SYSTEM: Triumph & Glory / Jours de Gloire Series (JDG) - scale = 297 m/hex; - time = 75 min/GT; - strength = 200 men/SP.
COMPONENTS420 full-color die-cut counters.One 22x34" full-color mapsheet One 10-sided dieOne 24-page Rule Book2 Player Aid Cards
Combat Infantry is a fast-paced World War II squad level game, employing our wooden blocks. The game system features innovative and interactive rules for Fire Combat, Close Combat, Morale, and Leaders. The game is sophisticated, yet very playable.
You command a German or Soviet infantry battalion, composed of three infantry companies and a heavy weapons company. Expansion sets will include British, American, Italian, and Japanese battalions.
Unit types include:
Units are organized by battalion, company, and platoon and must maintain unit integrity.
No WWII squad level game can claim accuracy without depicting fog-of-war (keep your head down or die). The wood blocks in this game provide fog-of-war and step reduction with no muss or fuss.
Two 16.5" x 22" geomorphic maps at a scale of 100 meters per hex are included.
CONTENTS132 wooden blocks22 wooden markersLabels2 Large Geomorphic Maps (16.5" x 22")Rules4 Dice (d10)Note; ships from 23/12/19
This fast-paced tactical game handles WWII squad level with a 12 page rulebook and, of course, our famous wood blocks... a battalion of blocks.
The name of this game is inspired by the Combat Infantry Badge shown below. This cherished award was given to American infantry who participated in combat under hostile fire. The badge depicts a Springfield musket on a blue bar on a wreath of oak leaves. Other nations had similar awards.
There have been many squad level games published over the past 40 years, but Combat Infantry is really different. The rules are just 12 pages long, but you will find their depth of play remarkable. This is partly due to two simple game mechanics.
First, our signature hardwood blocks give you fog-of-war with no muss or fuss. Because of smoke, cover, and a compelling need to "keep your head down", fog-of-war is essential to simulate WWII tactical combat. No squad level game can claim to be realistic without it.
Second, leadership rules that reward players who maintain unit integrity – squads belong to specific platoons, and platoons belong to specific companies, each with their own commanders.
As with all our games, we ease up on excessive chrome but stress the game experience. It’s hard to enjoy a game when you can’t find the time to read the rules, let alone play. Combat Infantry is a game you will play, and play, and play.
The game includes two battalions of blocks, one German and one American. Each battalion has 3 rifle companies, each with 3 platoons, each with 3 rifle squads. Supporting heavy weapons include machine guns, mortars, and tanks. That's a total of 120 blocks, 60 per side.
Four geomorphic maps depict Normandy terrain, including beaches and bocage (hedgerows). Map scale is 100 meters per hex, which is really the best scale for a squad level game. Why? Because one squad would defend or attack along a front of 40-50 meters. So two squads per 100 meters is average density. Three or four squads per 40 or 50 meters is sardines in a can, mincemeat for WW2 mortars and artillery.
Six scenario cards are included. These depict firefights from the American Invasion of Normandy to the Battle of the Bulge. Each scenario takes one to two hours to play. There are also four generic scenarios.
Dawn of Empire is an uncomplicated game centered on the naval aspects of the Spanish-American War of 1898 in the Atlantic Ocean. The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms. The intent of the game is to provide a broad overview of the historical events while being fun to play.
It all really started in February of 1895 when Spain unilaterally suspended constitutional guarantees to Cuba and its population. This lead to open revolt on the island and serious retaliatory measures by the Spanish administration of Captain General Weyler, including concentration camps for non-combatants. This was too much for the American press, and as a result, the American public, and eventually U.S. pressure led to Weyler’s removal, but not to a decrease in tensions between the US and Spain. And then, the Maine happened. On 15 February, 1898, well into the darkness of the night, the USS Maine, anchored in Havana Harbour to visible enforcement of U.S. interests on the island, blew up. 268 U,S. naval personnel were killed, about 2/3rd of the crew of the vessel. The American press exploded also. Headlines shouted “Spanish Treachery” and William Randolph Hearts newspapers stirred the pot of American anger vigorously. By late March a Naval Court Of Inquiry set down a judgment that the Maine was destroyed by an external explosion, pointing the finger by implication at the Spanish. Before the end of the following month, the United States would declare war on Spain.
The object of the game for the United States player is to control the sea areas around the US Atlantic coast and Caribbean Sea to prevent Spanish combatants from supporting their island holdings and to destroy the naval forces of Spain. The object of the game for the Spanish player is to disrupt United States sea control, retain sea control around the Spanish coastline for as long as possible, and destroy United States naval forces. Both players must deploy their naval resources into the sea areas on the map to earn victory points at the end of each turn for areas under their control, blockaded, and for opposing units destroyed.
Decision at Kasserine: Rommel's Last Chance, Designer Signature Edition, marks the return of a true wargaming classic by Vance von Borries first published in 1983, faithfully remastered and updated with this all-new, supersized edition. Hailed by many as of the premier entry in the popular Battles for North Africa series, this two-player operational level simulation covers the WWII German and Italian offensive in central Tunisia which took place in mid-February 1943.
This edition of Decision at Kasserine features a super-sized map and counters and is another Classic Reborn! by Compass.
On the morning of February 19, the Germans launched their attack through the Kasserine Pass. Heavy damage was inflicted on the Allied forces, causing the Allies to retreat 50 miles. Despite these losses and setbacks, Allied forces and reserves managed to regroup and hold on February 22, launching a massive artillery attack to halt the German advances. Faced with his own overextended supply lines and an Allied force that was now being reinforced, Rommel withdrew and ordered all Axis units to concentrate on defending the German-held coastal areas. Had the German-Italian army succeeded, the war in North Africa would have been lengthened, thus possibly delaying the Allied invasion of Europe.This offensive was the last major Axis effort which offered a realistic chance to reverse their fortunes in North Africa.
This Designer Signature edition of the classic Vance von Borries game goes beyond a mere culmination of the forward strides made with subsequent games published in the series; it now features a major update to the game system that will be implemented in future game releases of the popular Battles for North Africa series. In terms of superior physical presentation, all aspects have been upgraded, including super-sized components; larger game map and 5/8" counters. Some of the enhancements made in this edition include:
Hammer of the Scots brings the rebellion of the Braveheart, William Wallace, to life. As the English player, you seek to pacify Scotland by controlling all the important noble lords. The Scottish player also seeks the allegiance of nobles to support a difficult struggle for freedom.
Hammer of the Scots will give you many hours of entertainment and insight into this fascinating period in history.
Hammer of the Scots is now in its third edition with a new map and artwork.
Hammer of the Scots is an award winning wargame. It has received top marks from reviewers at:
Hammer of the Scots has won the International Gamers Award (2003).
A simple but deep game system joins with attractive components and historical flavor to create a wargame that anybody could enjoy.
CONTENTS56 large wooden blocks (24mm)LabelsRules 3.0Deluxe Mapboard (22 x 25 in)25 cards (PDF 172K)
Julius Caesar brings the drama of the Roman Civil War to life. Players take control of the legions of Caesar or Pompey and fight to rule Rome as Emperor.
From the Designer:
Julius Caesar is a card driven block game. You use cards to Move, levy or play an Event. 13 victory point Towns or Cities are depicted on the 17"x 33" (43 x 84 cm) game board of the Mediterranean. Take command of Caesar's Veteran Legions or Pompey sprouting Young Legions around the Mediterranean. You decide how best to defend or conquer the Republic. With endless possibilities at your disposal this game will keep your adrenaline pumping. The only question I have for you, the game player, is, are you ready to prove that you deserve to be Emperor of the Rome? Come prove it on the game board!