GMT Games
Hoplite Game 2nd Printing
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Games & Puzzles
$96.00
Reader Reward Price: $86.40
Hoplite, the 15th volume in the Great Battles of History series of games, allows players to recreate classic battles from the pre-Alexandrian Persian-Hellenistic Age, the heyday of the Hoplite (heavy infantry fighting in packed formation). This period is often considered to feature the birth of Western Warfare, as opposed to the Persian/Eastern style, which relied on archery , light cavalry, and mobility. Exactly how hoplite warfare was fought – what really happened when “the bell rang” – is highly disputed by ancient military historians, even today. Hoplite allows you to test out your theories (well, our theories, using your dice) with eleven of the great battles of this era, from the Battle of Leuctra, featuring the huge 60-man deep phalanx of Beotarch Epaminondas … … to the classic confrontations with the Persian missile-armed troops against the classic Greek hoplite phalanxes. Hoplite uses detailed mechanics meant to convey all the possibilities of this style of warfare, from The Hellenic Law of Inertia, to Drift to the Right, to the special capabilities of the Persian Light Cavalry (Harassment and Dispersal) to three different levels of Hoplite advance to Combat (the Run Don’t Walk rules) and a whole lot more. We even still have some good old chariots! And you get to fight what was the biggest land battle in European history up until Napoleonic times, the immense Battle of Plataea (truly the deciding engagement of the Greco-Persian Wars): two maps and about 250 combat counters covering The Greek Contingents from 26 City-States under Pausanias, Spartan Regent and General, vs. The Persians, Medes, Asians (Bactrians, Scythians, Indians and a whole lot of others) and seven Medized Greek city-states, under Mardonius, Persian Commander and son-in-law of The Great King, Darius I. The package includes Simple GBoH versions for each of the battles along with special rules that highlight the hoplite style of warfare. Hoplite is the ultimate board game simulation on the birth of Western Warfare. And it lets you see how we stack up with the latest (June 2013) book on the subject. Contents: 4 Full-color countersheets 3 Backprinted 22"x34" mapsheets 2 Player Aid Cards Rules booklet Scenario booklet Simple GBoH Player Aid Rout Point Tracking Aid One 10-sided die
Battle for Normandy Game Dx Ed
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65
$186.00
Reader Reward Price: $167.40
It has been about twelve years since The Battle for Normandy was originally released. Since that time, new research has been made available, and the game has been played countless times by many players around the world who have provided a wealth of feedback. The game system remains basically the same, allowing players to focus on planning and strategy and not an overbearing rules system. Based on that new research and feedback, many units have been adjusted, all of the maps have minor changes, and some whole rules sections have been revamped to better represent the historical reality, while minimizing further complexity. The original expansion is included in this Deluxe Edition (while remaining optional), and there are also new scenarios.
The Battle for Normandy Deluxe Edition Components
(basically the original game and expansion combined with a few new components):
11 Countersheets (9 original, 2 from expansion; some of those dropped; the 70 errata counters are now incorporated into originals, plus some breakdowns dropped making room for the new counters) Many updates but the same graphics.
7 Mapsheets 22 x 34” (5 orig, 2 expansion) Many updates but same basic maps.
Rulebook 44 Pages
Scenario Book 68 pages
1 non-perm marker
3 D6 and 1 D10
2 Beach Landing aid cards 8-1/2 x 11
2 Terrain Effects Cards 8-1/2 x 11
2 CRT/Replacement tables 8-1/2 x 11
1 Allied Air Allocation log (laminated) 8-1/2 x 11
1 German Air Allocation log (laminated) 8-1/2 x 11
1 Turn Record Track 8-1/2 x 11
1 Utah Beach area map, cardstock (from original expansion) 8-1/2 x 11
New Components:
1 Random Events Table (8-1/2 x 11”) card stock
12 Interdiction level cards (2x3”, or regular card size)
The Battle for Normandy is a game that represents the climactic campaign in Normandy from D-Day, 6 June 1944 to the first week of August 1944 at primarily battalion level. Numerous scenarios are included to play out various smaller battles in Normandy. It is intended for two players or player teams.
Campaign: 5 maps, 6 June - 10 Aug
Bloody Omaha: part of one map, 6 June - 10 June
Cobra: 2 maps (most of play on one though), 25 July - 31 July
Goodwood & Cobra (combined): 4 maps, 18 July - 31 July
Operation Epsom: 1 map, 26 June - 1 July
The Battle for Cherbourg: 1 map, 18 June - 27 June
Time scale: 6 hours per turn
Map scale: 1250 yards per hex
Unit scale: Battalion or Company
Players: 1-6
World at War Game 3rd Printing
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65
$233.00
Reader Reward Price: $209.70
First published by GMT in 2003, A World at War is a grand strategy game based on the award-winning Advanced Third Reich/Empire of the Rising Sun gaming system.
A World at War simulates the military, economic, political, diplomatic, research and production aspects of the Second World War and lets the players find out for themselves what might have happened if:
Germany had tried to execute Sea Lion, the invasion of Britain.
Admiral Raeder’s Mediterranean strategy had been adopted and the British position in the Middle East had crumbled.
Russia had been prepared for the German attack.
“General Winter” had not come to the aid of the hard-pressed Russian armies in late 1941.
The European Axis and Japan had cooperated in implementing a strategy aimed at destroying the Western Allied lines of communication in the Indian Ocean.
The Battle of the Atlantic had been won by Germany.
War had broken out between Russia and Japan in 1941 or 1942.
Japan had avoided disaster at Midway in 1942 and instead invaded Australia or India.
Japan had knocked China out of the war.
the U.S had mobilized more armor units and fewer air units, or more infantry and less armor, or...
the Western Allies had tried Churchill's Balkan strategy
the Western Allies had tried to invade France in 1943 or earlier, leaving Italy for later.
the Western Allies had failed to develop the atomic bomb - but Germany had.
the Western Allies had developed jets or rockets.
YOU had been in command.
A World at War continued the evolution of the Advanced Third Reich/Empire of the Rising Sun game system, refining and clarifying the rules in every area of the game. Five years of design and relentless playtesting resulted in a polished, proven game, which includes the following innovations:
Named ships, allowing players to sink (or lose!) the Bismarck, Yamato, New Jersey, and other famous ships
Naval construction rules which allow major powers to build the navy they think will suit their strategic requirements
Mobilization rules which allow major powers to tailor their army and air force pools to meet their needs—provided they anticipate them accurately
Oil rules which force the Axis to worry about their inadequate oil reserves even when victory is within their grasp—although Britain and Russia can have cause for concern as well!
Simplified diplomatic rules which allow minor countries to align themselves with various major powers
More intuitive Combat Results and Attrition Tables
Additional terrain on both the European and Pacific mapboards
The second edition of A World at War adds clarifications and refinements based on thousands of games played since 2003, based on contributions from hundreds of A World at War players (the A World at War Yahoo discussion list alone had recorded nearly 60,000 posts since A World at War was first published). Changes include:
new counters for beach defenses, partial supply, and island group control
revised counters based on feedback from A World at War players
rules changes to mitigate the effects of bad luck, especially early in the game, leaving it to the players themselves to ruin their positions
improved submarine warfare and strategic bombing rules
more realistic raider and naval combat rules
more realistic implementation of the “big three” high technology research projects: jets, advanced submarines, and rockets
increased balance between the western, Mediterranean, and eastern fronts
refined strategic balance in Russia, so that Russian survival is a challenge in most games—unless Germany doesn’t invade Russia at all...
graduated economic growth rates and a link between Germany’s conquests and its construction rate, so that an Axis “Fortress Europe” strategy is as risky as any other
modified atomic research rules which preclude ahistorically early atomic bombs, while still leaving open the possibility of a German bomb
an enhanced Japanese Resistance Table, with Japan getting credit for expansion beyond its historical achievements
A World at War contains a dozen scenarios, ranging from the introductory Battle of the Atlantic and Barbarossa scenarios up to European and Pacific Campaign Games. But dedicated gamers will be hard-pressed to resist testing their luck, skill, and especially their nerves by taking on the entire war in the full-fledged Campaign Game.
Components:
2,800 Full-color Die-cut Counters
Four 22" x 30" Full-color Mapsheets
12 Player Aid Cards
One 196-page Rulebook
One 72-page Status Sheet Booklet
One 24-page Research and Diplomacy Booklet
One 24-page Scenario Booklet
Eight 6-sided Dice
Number of Players: 1-8
Playing Time: 24-48 Hours
Recommended Ages: 14+
Red Dust Rebellion Game
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65
$118.00
Reader Reward Price: $106.20
It is 2250, and the bicentennial celebrations of the first human colony on Mars are about to begin. 200 years of human achievement, but also 200 years of hardship. Mars is an unforgiving world, a barren wasteland on the surface; therefore the people live in vast underground cities known as labyrinths. Over the years, the people of Mars have formed their own culture and identity and want more say in their own rule. To many, Earth is a remote world with too much control over Martian affairs. Furthermore, Earth’s corporations have too much power over life and death. Some long for a green Mars, covered in oceans and life, while others recoil at the idea that humanity will destroy the climate of another planet. Red Dust Rebellion tells the story of the Martian revolts of the 2250’s and the rise of Martian nationalism. Up to 4 players will take part in this game and control the following factions: The Martian Provisional Government (MG) believes it has the best interests of Mars at heart. Made up of bureaucrats appointed from Earth and locally-elected officials, they are walking a political tightrope of representing Earth interests while keeping the local population happy. They need the support of Martian locals to effectively administer the planet. The MG has the backing of Earth and access to their resources, but Earth is far away, and shipping is a time-consuming process, so they will need to manage their flow of resources carefully. They will rely on their sometimes-allies the Corporations to help stabilize Mars and protect against raids from the Church of the Reclaimer. Mars is the future for humanity, and with rampant climate change events on Earth, the push to further colonize and terraform Mars is growing. The Corporations (CORP) are Earth-controlled companies with vested interests in Mars. And while they have a bottomless amount of resources to commit to the conflict, they ultimately have to answer to their shareholders. This means that profits are their primary motivation. Replacing units costs money, so they want the Mars Government to fight their battles for them. The Corporations also wish to extend their infrastructure to ready the planet for eventual terraforming. Native-born Martian workers form the backbone of the Red Dust (RD) movement. The so-called "Dusters" demand a government for Martians, by Martians, without Earth interference, and they are willing to take it by force. Nominally a worker's movement, the Dusters are an organized and determined force within the labyrinths of Mars and must rally the unions, guilds, and various popular assemblies to their cause to force the Earthers out and secure a free Mars for Martians. And finally, many look at the mistakes of old Earth and do not wish to repeat them. We have poisoned our home world and are planning on poisoning another. Human history is a process of making the same mistakes over and over again. These ideas have created The Church of the Reclaimer (CR). A post-humanist faith, they seek to adapt humanity to Mars, not the other way around. And they are opposed to all terraforming and further colonization on Mars. While the moderates of the faith seek to block this progress using peaceful protest and political action, the more extreme elements are not above using violence to achieve their goals—a Mars returned to its natural state with human impact kept to an absolute minimum. Unique features of Red Dust Rebellion: A hostile world – Dust storms will appear and block access to different regions for extended periods of time. Fighting in the densely-populated labyrinths can end up damaging life-giving infrastructure. And the vast surface of the planet means forces can just disappear in the dust. The unpredictable raiders – The CR does not use Resources or appear on the standard order of activation. Instead, they use a new system to the COIN series that allows them to interject and decide when they wish to act, allowing for less frequent but sudden moves. The Aldrin Cycler – Earth is a long way from Mars. Many COIN supplies and replacements will take a long time to get from Earth to Mars, forcing those factions to plan for the long term. Multiple battlefields – Red Dust Rebellion takes place across 3 major theaters on Mars: The Noctis Labyrinthus, The Hellas Basin, and Arabia Terra. Between these areas is the vast wilderness of Mars, largely unpopulated with barren wastes as vast as the total landmass of Earth. Satellite warfare – The COIN forces control a network of surveillance satellites, but there are rumors that some are equipped with mass drivers and orbital assault pods as well. Everything is connected – All of the major cities on Mars are connected by spaceports. If you control both locations, you can freely move forces back and forth, allowing for sudden changes in the complexion of each theatre. The Earth Governments (EG) form a 5th faction that maintains elite forces and an extensive satellite network. Control of the EG forces changes between the MG and CORP based on how much Earth trusts the Martian government to manage the rebellion. Contents: A 22" x 34" mounted game board 93 playing cards 24 tarot-sized non-player cards 162 wooden pieces 12 pawns Two full-color countersheets Five 8.5" x 5.5" double-sided, full-color cardstock player mats Two 8.5" x 11" double-sided, full-color player aids Four 11" x 17" full-color player aid foldouts Two 8.5" x 11" double-sided, full-color non-player aids One 11" x 17" full-color non-player aid foldout Four 6-sided dice A rulebook A non-player rulebook A background playbook A 3" box
Space Empires 4x Game
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65
$87.00
Reader Reward Price: $78.30
Space Empires 4X is a game in the finest tradition of 4X space games - eXplore, eXpand, eXploit, and eXterminate. This game is Rich in Theme. Carriers, fighters, mines, cloaking, dreadnoughts, merchant shipping, colonization, mining, terraforming, shipyards, black holes, warp points, non-player aliens, Doomsday Machines - everything an Epic Space Opera needs. Despite that, the rules are Incredibly Simple. Almost 20 years in the making, many elegant solutions have been developed to remove complexity and make the game intuitive.
1 to 4 players eXplore the random map. Each space can reveal any of 12 different terrain effects like asteroids, nebulae, and planets. Terrain is important as it impacts both combat and movement, as well as how you will build your empire. Players then eXpand their empire by forming colonies (long term, steady growth), harvesting resources (quick income), and building a merchant fleet (trade income). This infrastructure must quickly be eXploited to build a fleet from up to 10 different classes of warships and researching critical technology from among 50 levels of advances at your disposal. The competing empires quickly come in contact and vie to eXterminate each other. This is where your technology and fleet decisions will be proven. Combat is simple (there are no complicated charts), but rewards good, balanced fleet construction. Building only the largest capital ship is not a good idea. Your fleets will actually feel like fleets!
There are Multiple Scenarios for both solitaire and 2-players. Multi-player scenarios have the option for team play, including 2 players against 1 in a 3-player game. Scenarios can be customized in length and some can be completed in as little as an hour. Many aspects of the game can be completed simultaneously by the players so that there is very little downtime. This is a game that can be completed in one sitting!
Number of Players: 1-4
Playing Time: 180+ Minutes
Recommended Ages: 12+
Paths of Glory Game Dx Ed
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65
$93.00
Reader Reward Price: $83.70
Paths of Glory, designed by six-time Charles S. Roberts Award winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful “Place in the Sun." As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is “The War to End All Wars." Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I.
This is the Sixth Printing of designer Ted Raicer’s award-winning classic card-driven game of the Great War. More than just a reprint, it is a Deluxe Edition, sure to delight players new and old. Polished by years of passionate play and heated discussion; this Deluxe Edition will apply the learnings of the past two decades to the rules, enhance game balance based on thousands of competitive playings, and take the physical components to a new level. As a bonus, this edition includes both the classic AND the historical scenario map used in today’s competitive play, adds the additional counters and strategy cards first released in the Paths of Glory Player’s Guide, and provides a carefully curated set of markers to enhance face to face play.
Number of Players: 2
Playing Time: 360+ Minutes
Recommended Ages: 14+
Empire of the Sun Game
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65
$96.00
Reader Reward Price: $86.40
Empire of the Sun (EotS) is Mark Herman's third card driven design since he introduced the system to the hobby in We The People. EotS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbor until the surrender of Japan. EotS is the first card driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of MacArthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to Australia. This is represented on a single map based on a 1942 equal area projection of the entire theater of conflict.
As in other games using the CDG system, players try to maximize the impact of their cards even as they hide their intentions and traps from their opponent. The player is faced with a wide set of clear strategic choices. The focus of EotS is on directing major offensive axes of advance. The Japanese early in the game are challenged to achieve their historical expansion as Allied forces battle the clock to react with their in-place forces trying to achieve maximum damage to the hard-to-replace Japanese veteran units.
Combat in EotS is based on successfully bringing superior combined land, air, and sea forces to bear in a two-tiered combat system. The first tier is the resolution of air-naval combat, the second tier covers ground combat. The culmination of both tiers results in one side prevailing in battle.
The key variable in determining strategic victory is the level of U.S. political will. The Japanese win the game by forcing the U.S. into a negotiated peace, which was not achieved historically. The Japanese achieve this by knocking countries like India, China, and Australia out of the war, while inflicting massive casualties on the United States. The delivery of the A-bomb on its historical schedule is not a guarantee, often necessitating Operation Olympic and the invasion of Japan. It is often in its darkest hour that the Japanese find victory in EotS.
EotS scenarios were designed with the busy enthusiast, grognard, and competitive tournament player in mind. EotS was designed to be played n yearly scenarios (1942, 1943, and 1944) of three turns each that play in under two hours. If you are a fan of CDG's, EotS takes the genre into a familiar, but new direction. If you are a fan of classic hexagon wargames, this game has all of the features that brought you to this hobby in the first place, but with a new level of excitement and replayability. The game is comprehensive, but easy to learn.
# of Players : 2
Playing Time : 360+ Minutes
Ages : 12 and Up
Great Battles of Alexander Gam
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65
$131.00
Reader Reward Price: $117.90
The Great Battles of Alexander Expanded Deluxe Edition, the updated, expanded, full-color-enhanced version of the best-selling, multi-award-winning game system that started the Great Battles of History series, includes new game counters, maps, packaging, battles, and scenarios that cover all the major battles from the original game and the Juggernaut module, plus five additional battles ... ten in all.
The Great Battles of Alexander Expanded Deluxe Edition is virtually the complete history of Alexander the Great and the Macedonian art of war.
-Chaeronea
338BC
Phillip II of Macedonia defeats Athenian and Theban armies to establish hegemony over Greece.
-Pelium
336BC
Alexander secures his rear lines in the Balkans by smashing the Illyrians under Clitus.
-The Lyginus
336BC
Alexander subdues the Triballians in his first campaign as King of Macedonia.
-Jaxartes
329BC
A nasty river crossing against the always-dangerous Scythians.
-Samarkand
328BC
A Macedonian expedition under Pharnaces heads north to punish the Scythians but is trapped before Alexander can help.
-The Granicus
334BC
Alexander faces his first Asian test across the banks of the Granicus River against a force determined to stop the invaders.
-Issus
333BC
The Persian King, Darius III, steals a march on Alexander and surprises him by cutting his lines of communication.
-Gaugamela
331BC
Alexander, having conquered half of the Persian Empire, turns east to face the huge army Darius has assembled.
-Arigaeum
327BC
Alexander assaults a mountain stronghold on the way to the Indus.
-The Hydaspes
326BC
Alexander's last battle, this time against King Porus' Indians and the cataphracted Indian Elephant Corps!
Game Features
Third Edition rules, with many changes and additions
New maps for The Granicus and Chaeronea, plus an expanded Gaugamela map
Armies for the Danubian tribes, Illyrians, Greeks, Persians, Scythians, and Indians
Eighteen new Macedonian Commanders
New Restricted Line Command system for Persians, Indians and Greeks
Wing Commanders and Macedonian Contingent Commanders
Cavalry Shock Formations: The Companion Wedge and the Thessalian Diamond
The Persian Immortals and Kinsmen, Macedonian artillery, cataphracted cavalry ... and cataphracted elephants!
Note on Expanded Deluxe Edition: This edition will be identical to the previous version except that any known errata will be corrected AND the out of print Tyrant module will be included at no additional cost!
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COMPONENTS
Five and one-half full-color two-sided countersheets
Five full-color double-sided 22x34" mapsheets
32-page Rules Manual
36-page Tyrant rules Manual and Scenario Book
3 x 24-page Scenario Books
Three 8.5x11" cards showing game charts & tables
One 10-sided die
EXPANSIONS: Diadochoi, Phalanx, Raphia, and Tyrant
Number of Players: 1-4
Playing Time: 240+ Minutes
Recommended Ages: 12+
I Napoleon Game
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65
$96.00
Reader Reward Price: $86.40
I, Napoleon is a solitaire historical role-playing card game in which you step into the boots of Captain Buonaparte (as he still was) in the year 1793. Louis XVI has just gone to the guillotine, the brothers Robespierre control the destiny of France, and all Europe has joined French Royalists to take down France, end the Revolution, and restore peace and safety for the hereditary principles that have underlain society for 1000 years.
As an ambitious but unknown young artillery officer, who speaks French with a Corsican accent, you would seem to be an unlikely agent of destiny. Can you harness a brilliant mind, titanic energies, and a sometimes terrifying charisma to leave your mark on history? Or will you die a minor footnote in the story of France?
Designer : Ted Raicer
Artist : Jacques Onfroy de Bréville
Number of players : 1
Playing time : 120 - 180
Recommended ages : 12+
Language : EN
Great Battles Of Julius Caesar Game Dx Ed
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65
$154.00
Reader Reward Price: $138.60
Great Battles of Julius Caesar combines Caesar: The Civil Wars, published in 1994, and Caesar: Conquest of Gaul, published in 1996 and reprinted in 2006, into a single package along with the battles that were published as separate modules.
Great Battles of Julius Caesar will have a single rulebook brought up to the production standards of the latest GBoH titles, written so that all the land battles in the original games can be played from single rule book. The one naval battle has its own rule book.
The scenario book features 20 (!!) battles presented in a chronological order that traces the evolution of the Roman military system from early battles against various foreign foes, Caesar’s wars in Gaul followed by Caesar’s wars against his Roman rivals, and culminating with the Roman invasion of Britain a century later.
The complete list follows and includes the game/module where the battle appeared.
Rise of the Roman Warlords - Marius and Sulla
Cirta 106 BCE (Jugurtha)
Vercellae 101 BCE (Dictator)
Chaeronea 86 BCE (Dictator)
Caesar’s Gallic Wars
Bibracte 58 BCE (COG)

The Rhine 58 BCE (COG)
The Sabis 57 BCE (COG)
Bay of Biscay 56 BCE (COG)
Britannia 55 BCE (COG)
Lutetia 52 BCE (COG)

Gergovia 52 BCE (Gergovia)
Caesar’s Civil Wars
Dyrrachium 48 BCE (TCW)
Lesnikia 48 BCE (TCW)
Pharsalus 48 BCE (TCW)
Nicopolis 48 BCE (Veni, Vidi, Vici)
Zela 47 BCE (Veni, Vidi, Vici)
Ruspina 46 BCE (TCW)
Thapsus 46 BCE (TCW)
Munda 45 BCE (TCW)
Roman Conquest of Britannia
The Medway 43 CE (Caratacus)
Wales 51 CE (Caratacus)
The scenarios vary in size from four large battles using 1 1⁄2 game maps to six small battles on a half size map with the remainder using one full size map. In addition to the Roman on Roman contests, the battles showcase the Romans facing off against a colorful array of non-Roman opponents- the Numidians, Germans, various Gallic tribes, and the Hellenistic style armies of Pontus. The counter mix includes 43 distinct cohort style legions, a host of specialty type auxiliary units, numerous tribal infantry and cavalry units, and some old favorites from SPQR – Elephants, Chariots, and even the double sized Phalanx. Along with the typical set piece battles, several battles feature the use of fortifications, one an amphibious invasion Roman style, and one a full blown naval battle.
The original maps will be updated to the latest GMT graphics standard and have the same look and feel across all the battles. The set will include a “blank” map for use with the Cirta and Bay of Biscay scenarios and new map for the Nicopolis battle – no more drawing in trench lines. The counters will be updated to the latest production standards and will be similar in style to those in SPQR. Additional counters are included to minimize the need for counter substitutions in those battles featured in the originally published as modules.
Simple GBoH scenario instructions are included for the Gergovia battle. The remaining battles are already covered in the Simple GBoH rules set.
Components
7 1⁄2 Counter Sheets (1⁄2” - 280 per sheet) -> 2,100 counters
Six 22” X 34” back printed maps
One 11” x 17” back printed map
Four 11” x “17 Charts and Tables PAC (two for each player)
One 8 1⁄2” x 11” Turn Record and Rout Point Tracks Display
One 8 1⁄2” x 11” Naval Charts and Tables PAC
Rules Book
Naval Rules Book
Scenario Book
One ten-sided die
Designer : Richard H. Berg, Mark Herman
Artist : Charles Kibler, Rodger B. MacGowan, Mark Simonitch
Number of players : 1 - 4
Playing time : >240
Recommended ages : 12+
Language : EN
Vijayanagara Game
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65
$98.00
Reader Reward Price: $88.20
Gathering at the monastery of Sringeri in Karnataka, the Sangama brothers have anticipated the ebb of Delhi’s authority in the Deccan and the crumbling of the Hoysala kingdom. From these ashes will rise Vijayanagara, “City of Victory,” which will ascend to take its place among the great empires of the medieval world. Meanwhile, the Bahmani Amirs have established their own kingdom, one which will rival Vijayanagara in strength and culture for decades to come. And in the mountains to the northwest, Mongol hordes are gathering, their eyes fixed upon Delhi from above. Vijayanagara: The Deccan Empires of Medieval India, 1290-1398 depicts the epic, century-long rise and fall of medieval kingdoms in India over two dynastic periods, for 1-3 players. Vijayanagara is the first game in the new Irregular Conflicts Series. with gameplay inspired by GMT’s COIN system, players will take on the asymmetric roles of the Delhi Sultanate, the Bahmani Kingdom, and the Vijayanagara Empire, navigating event cards and unique action menus as they contest to write themselves into medieval Indian history. Players will rally local amirs and rajas to their cause, construct epic temples, forts, and qasbahs, and battle for supremacy over the Deccan plateau. Highlights A sweeping, century-long narrative and numerous epic events. Playtime ~90 minutes. Three asymmetric Factions with different strengths and abilities. A fourth non-player Faction (Mongols) operated by the Bahmani and Vijayanagara players. A new battle-resolution system with strength-dependent risk mitigation. Vijayanagara is intended for players new to asymmetric wargames and veteran COIN players alike. The factions have distinct capabilities and each is faced with different strategic decisions, offering a very high degree of replayability. The game is streamlined: all player actions and most rules are visible on the table on player aids and cards. Gameplay and turn order is organized around a deck of unique event cards. With each new card, factions have the option to carry out the event or to select from faction-specific Commands and special Decrees; Commands such as the Conscription of new troops, Governing in Tributary Provinces, and Migration to begin life anew, and Decrees ranging from Demanding Tribute, Conspiring with Delhi’s Governors to betray the Sultan, and forming new Alliances with minor regional powers. Historical Background It is 1290, and the Indian subcontinent is dominated by the Delhi Sultanate, its influence stretching from the mountains in the north to modern-day Madras in the southern peninsula. Wealthy kingdoms beyond the Vindhya range and deep into the Deccan plateau have caught the eyes of Delhi for generations, and governors have been sent out to the southern provinces to impose the Sultan’s demands of tribute. The Sultan’s quest for riches comes with some urgency; ever-looming is the threat of Mongol incursions from the northwestern frontier, requiring the continual purchase of foreign war-horses from Central Asia and the payment of troops. But grand schemes of foreign conquest, currency blunders, and a disastrous attempt to move the capital from Delhi to Devagiri are laying bare its weaknesses under Sultan Muhammad bin Tughlaq. Rebellions are starting to spread throughout the south in the Deccan, to the west in Gujarat, and to the east in Bengal. Desperately needed tributary payments are falling into arrears, requiring forceful reminders from a royal army which is expensive to maintain. By 1347 with the Sultanate’s might subsiding, two independent kingdoms have formed on opposite sides of the Krishna river in the Deccan plateau. Once-loyal governors forced by the Sultan to relocate from Delhi have conspired to form an independent Sultanate, the Bahmani Kingdom. Further south, the Sangama brothers have rallied Rajas across the land and founded the Vijayanagara Empire. Although the oppressive tribute demands from Delhi have been cast aside, there remain fierce contests for important economic hubs, Goa and other port cities to the west, and the lush, fertile Raichur Doab between the Krishna and Tungabhadra rivers. Nayakas, warrior kings emerging from the embers of the Kakatiya dynasty, are aiding the Bahmani Kingdom in some contests of power and the Vijayanagara Empire in others. But the Sultanate may still have the power to reassert its control in this region, if it can balance its many pressing challenges. The survival of each upstart kingdom will depend on its origin stories becoming infused with cult mythologies present in the region for centuries. One such origin story, the myth of the “Hare and the Hounds,” is even shared by both the Bahmani and Vijayanagara kingdoms. The narratives which are emerging from these early steps away from the Delhi Sultanate’s grasp, the foundational myths of these regional rivals, are beginning to spread throughout the land and into the spoken history. The Factions The Delhi Sultanate - “A totalitarian regime nears its twilight” The Sultanate player must confront the constant threat of the Mongols, who are amassing in the mountains, advancing closer to Delhi, and plundering along the way, while strategically ceding control in some provinces and reasserting it elsewhere in a rebellious south. The player will send governors and troops to strategic locations, politically manipulate obedient Amirs and Rajas and attack rebelling ones, and demand tribute from its tributary regions. They will construct fearsome Qasbahs, conscript troops, and carry out epic campaigns to impose their will on the nascent southern kingdoms. The Bahmani Kingdom - “Cultural center draws great minds from afar” The Bahmani player is in the role of the ruler of the Bahmani Kingdom and its Amirs (commanders). Some of Delhi’s governors are exploiting their autonomy and distance from Delhi. Many will go on to rebel— ruling small kingdoms with their own armies, they will form or join the Bahmanis. Leaning on a network of other elite nobles and governors, they will conspire and simultaneously declare an entire Province to be an independent state, cutting off the tribute to Delhi completely. The Bahmani player will spread its Foundational Myths, growing its potential pool of allies, including other governors and Rajas who now see the wind blowing towards an ascendant Bahmani Kingdom. They will enjoy the benefits of a growing culture, attract great minds from afar, construct powerful Forts, and exploit their substantial military advantages both against raids from Delhi to the north and their Vijayanagara rivals to the south. The Vijayanagara Empire - “Lords of the Eastern and Western Oceans” With the Delhi Sultanate receding from the southernmost reaches of the Indian subcontinent, Rajas further south see their own opportunity to form independent kingdoms and cast off their tributary relationship to Delhi. Like the Amirs to the north, the Rajas rule over small kingdoms and maintain their own armies, identifying one after another with the Vijayanagara Empire. And like the Amirs, the oppression of Delhi is motivating well-timed rebellions. Vijayanagara’s assertion of authority is based on the weaving of its origin story into a variety of interconnected cult mythologies present in the region for centuries. The spread of these stories, aided by successes against rival powers, will attract the loyalty of powerful families like the Nayaka warrior kings. The Vijayanagara player will make key alliances with other Rajas and Nayakas in the region who will raise the Vijayanagara flag, and they will construct awe-inspiring temples which rise as great symbols of sovereignty, focal points which will enhance economic development and draw other Rajas into the fold. Mongol Invaders - “A threat emerges from the mountain passes” A fourth non-player faction also features in the game: Mongol Invaders. The actions of the Mongols are guided through temporary strategic dialogues with the Bahmani Kingdom and Vijayanagara Empire, natural potential allies given their strong commercial presence in the Indian Ocean, and a shared enemy in Delhi. The Sultanate must contend not only with these Mongol raids and temporary alliances but also the eventual arrival of the legendary Turko-Mongol conqueror, Timur. The people of the adjoining districts all flocked into the fortress of Delhi, and the old fortifications had not yet been built up, so that such consternation among men has never been witnessed, nor even heard of; for all the inhabitants of the city both great and small were completely overpowered with terror. - Zia al-Din Barani, historian and political thinker (1285-1358), on the arrival of the Mongol hordes to Delhi. Contents: 17x22” Mounted mapboard One Event Deck Card-Driven Solo-System Deck 108 Wooden Pieces 9 Pawns One half-size, full-color counter sheet Three foldout play aid sheets Four single page play aid sheets Six 6-sided dice Rules of Play booklet Playbook booklet Learn to Play booklet Non-player Rules booklet A 3" box
Gest of Robin Hood Game
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65
$93.00
Reader Reward Price: $83.70
One of England’s most popular literary heroes is a man whose most endearing activities to his public were the robbery and killing of landowners, in particular church landowners, and the maintenance of guerrilla warfare against established authority represented by the Sheriff. A man who would now, of course, be described as a terrorist. - Rodney Hilton, “The Origins of Robin Hood”, Past & Present #14 (Oxford University Press), 1958 A Gest of Robin Hood is the second game in the Irregular Conflicts Series, further adapting the COIN system to depict peasant revolts, feudal tax collection, and outlaw activities in late 12th century medieval England. Transposing one of GMT’s most popular systems into a simpler format and a more approachable setting makes A Gest of Robin Hood perfect for newcomers to wargaming. At the same time, it also offers a tight challenge for more experienced wargamers who can enjoy a tense asymmetric duel in under an hour. Highlights: An ideal entry point to the COIN system and the ICS series: a two player, relatively low complexity game with a family friendly theme that plays in one hour and introduces all of the key concepts found in the COIN series. A new hidden movement mechanic: The Sheriff will chase Robin Hood across Nottinghamshire to prevent him from organizing peasant revolts, but Robin can sneak away and hide amongst his Merry Men. A second new hidden movement mechanic: Carriages serve as a simple twist on Lines of Communication, transferring wealth back to Nottingham while providing a target for robbery by the Merry Men—but some of them might be a trap, containing concealed Henchmen! Random encounters with rich travelers: Robin Hood draws from the Travelers Deck when conducting a Rob action, then decides whether to play it safe or demand a larger ‘donation’ with potentially negative consequences. A streamlined sequence of play: Further developing the two-player sequence of play first found in Colonial Twilight, this new sequence of play is easy to understand while still presenting difficult tactical decisions. Player Factions: Robin Hood and the Merry Men: Robbing from the rich to give to the poor. An archetypal insurgency faction focused on undermining the Sheriff’s authority by inciting peasant revolts, robbing carriages and travelers, and building a network of camps across Nottinghamshire. The Sheriff of Nottingham and his Henchmen: In charge of maintaining order and collecting taxes for Prince John. A proto-counterinsurgent faction focusing on suppressing peasant revolts and securing roads to ensure the safe travel of wealth confiscated from the parishes. Historiography of Robin Hood: The year is 1192. Richard I “Lionheart” is held captive by Duke Leopold of Austria, interrupting his return from the Crusades. Meanwhile, the King’s brother Prince John rules England as his regent. Prince John uses his temporary powers to increase taxes and pass laws in favor of loyal members of the nobility and clergy. Sir Robin of Locksley, a young and courageous minor noble, has recently returned from the Third Crusade to see his family dispossessed of its wealth by the corrupt Sheriff of Nottingham. He decides to revolt against what he perceives as an illegitimate authority and takes to the forest where he finds unlikely allies: rogue yeomen, poachers, and other bandits. Perhaps this sounds familiar? This version of the story of Robin Hood, the one many of us grew up with, is surprisingly modern and polished, as it is based on 19th century retellings of older folktales by authors such as Howard Pyle. Additional layers have later been added to the character of Robin Hood by the 20th century film industry, from the 1922 adventure film starring Douglas Fairbanks, right through to the gritty reboots of the past decade. The original version of Robin Hood can be traced back to the 14th Century, first appearing in a brief mention in the allegorical poem Piers Plowman (~1370s) and then later reappearing in a variety of ballads. His first dedicated literary work (that we know of) is A Gest of Robyn Hode, printed around the turn of the 15th and 16th centuries, which compiles several older tales of a heroic outlaw fighting for justice. This original version of the Robin Hood character was slightly different from the one that we know today: rougher, more violent, and closer perhaps to the contemporary image of a guerrilla fighter. In 1958, the medieval historian Rodney Hilton published a study of the original Robin Hood tales and what they symbolized. The audience for these tales were the common people of the late 14th century, and we can see that the character is himself kind and well-tempered when dealing with representatives of these people, such as the Potter, but behaves ruthlessly with representatives of the ruling class, like the pompous Bishop of Hereford. Members of the emerging free peasant class recognized their struggles in the heroic figure of a brave yeomen, fighting unfair taxes and judiciary systems established to keep them in check. In this narrative, the King is a distant and kind figure unaware of the people's suffering, who will eventually support them in their struggle once he returns to restore justice. This illusion would fade after the 1381 peasant revolts and Richard II’s betrayal of the common folk. A Gest of Robin Hood taps into this rich historiography, leveraging the romantic story that we all know but setting it in a more realistic context by depicting Robin Hood as a complex figure. A social bandit, as the historian Hobsbawm describes him, at the head of an insurrection against the Sheriff of Nottingham. Contents: 17” x 22” mounted game board Event Deck Travelers Deck 37 Wooden Pieces 5 Pawns One half-size, full-color countersheet Two player mats Two player foldout screens Two custom 6-sided dice Rules of Play booklet Playbook booklet Learn to Play booklet A 2" box
1862 GAME
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65
$95.00
Reader Reward Price: $85.50
The year is 1843, and Great Britain is poised to see the country gripped by a new disease - Railway Mania. Rail transportation to link industrial Great Britain together has captured the public imagination, and thanks to a rapidly expanding affluent middle class, more than enough money is available to build that rail net. Scores of new railway companies spring up. With virtually no governmental oversight, many fraudulent or economically unfeasible railways appear, financed by a tidal wave of cash from starry-eyed investors. By 1849 the spectacular railway construction bubble completely bursts, thousands of individual investors are ruined, and the surviving well-run rail lines move into the financial wreckage to salvage the workable lines, continue construction through the next decade, and grow stronger.
1862: Railway Mania in the Eastern Counties is set in this cauldron of railway construction. Players will vie to start railway companies, invest money in railway shares, and attempt to run the railways they control for personal gain, trying to keep them afloat in changeable economic times. Each game played will be unique. Out of 20 available railway companies, only 16 will be randomly selected for each game – and only eight will be available at start. Each company also starts with a randomly chosen Permit to run one of three different types of train.
Players then begin the game by investing in some of the available companies. Each company will generate revenue for the majority shareholder by laying track on the board, placing station markers, running any trains it owns, paying dividends or retaining revenue from those trains, and then buying more and more advanced trains. As the game progresses, players can start more companies and can merge companies they control with other companies. When larger and more powerful trains are bought, older trains become obsolete and disappear, causing financial crisis for the unprepared.
The game ends after the last band of trains is bought, and the wealthiest player, including shares, but not money in companies, is the winner.
1862: Railway Mania in the Eastern Counties is an '18xx' game, one of many rail games by different designers inspired by Francis Tresham's 1829. Although it shares many traits in common with the other 18XX games, it has several unique features, such as:
random selection of companies
three types of trains
two different ways to finance companies (either by petitioning parliament or by piecemeal capitalization in a stock round)
allowing companies to run multiple trains over the same track
the ability to accommodate from 1 to 8 players
a special homage to the great “Railway King” George Hudson
Although there is randomness in the game setup, no luck takes a part in the game after that. Your success will entirely be due to your judgement and interaction with other players.
A Note on Complexity: 1862: Railway Mania in the Eastern Counties features game mechanics that are intuitive, and the game plays rapidly. Still, this can be a complex game, even by 18xx standards, due to the formidable decision-making required from beginning to end.
Playing Time: 18xx games tend to take longer than most Euro-style games, but this is a surprisingly short one. Experienced, brisk players can expect to finish a game in around four hours or less.
Notes about the GMT Version of 1862: Railway Mania in the Eastern Counties, for those of you who've played a previous version:
We're not changing anything in terms of game play. This will still be the 1862 game you love, just with better components.
Regarding the components, besides putting the map on a mounted game board, we'll be using half-size playing cards for the Stock Certificates and trains, and the stations tokens and track tiles will be on the high-quality counter stock like what you'll find in our previous 18xx title, 1846.
Number of Players: 1-8
Playing Time: N/A
Recommended Ages: 12+
1846 GAME
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65
$94.00
Reader Reward Price: $84.60
In 1846, 3-5 tycoons compete to earn money and build the best stock portfolio by investing in and operating railroads within the midwestern United States.
Five competing railroads, in search of Midwestern grain and markets, crossed the Appalachian mountains in the early 1850s: the New York Central, Erie, Pennsylvania, Baltimore & Ohio, and, via Canada, the Grand Trunk, backed by Boston merchants.
In front of them were literally hundreds of failed local railroads, most existing only on paper, but a few had laid bits of track and acquired locomotives, before running out of capital and being sold to Eastern interests in 1846.
Can you knit together these private companies and Eastern railroads to form the most profitable rail network in the Midwest, stretching to Chicago and St. Louis and connecting East and West?
Game Play
Players begin by investing $400 apiece in drafting private companies and launching corporations. WIth fewer than five players, some companies and corporations are randomly removed, making each game different.
Play consists of alternating stock rounds with pairs of operating rounds. During stock rounds, players buy and sell shares, possibly launching new corporations. During operations, each railroad -- with its majority stock holder (President) making all its decisions -- lays track and stations, runs routes, declares dividends, and possibly buys bigger and better trains.
As new train types appear, older trains go obsolete, representing technological progress. A corporation without a train must buy one -- with its President having to make up the difference out of pocket if the corporation doesn't have enough cash!
The game ends once the bank runs out of money. The player with the best stock portfolio and most cash on hand -- not including any money in corporations -- wins!
1846 is an '18xx' game, one of many games by different designers inspired by Francis Tresham's 1829. 1846 has several unique features, such as its opening draft, variable setup, and (comparatively - 18xx games tend to be longer-playing, but this is one of the shorter ones) shorter game length, which are good for players new to 18xx.
1846 features a nice balance between portfolio management and board play (track and station lays and building profitable routes). It is highly rated on BGG but has been previously available only by small press publication. GMT is proud to offer this new version of 1846, with enhanced components, as our first 18xx game.
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Note to existing 18xx players: Andy Lewis, an avid 18xx player himself, says you are going to want to know the following two things about our version:
We're not changing anything in terms of game play. This will still be the 1846 game you love, just with better components.
Regarding the components, besides putting the map on a mounted game board, we'll be using half-size playing cards for the Stock Certificates and trains, and the Corporation mats, stations tokens, and track tiles will be on the high-quality counter stock like what you'll find in our more recent versions of the Deluxe Edition of Twilight Struggle.
Number of Players: 3-5
Playing Time: 240 Minutes
Recommended Ages: 14+
Battle Line Game
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65
$30.00
Reader Reward Price: $27.00
Battle Line is a two-player card game built around the theme of warfare during the age of Alexander the Great. Battle Line features 60 full-color cards depicting the prominent formations of the period (War Elephants, Heavy Cavalry, Phalanx, etc.) and 10 full-color tactics "wildcards" that give players extra flexibility and choices and help make each new battle wildly different from the last.
Battle Line takes about 30 minutes to play. To win, you must create powerful formations along your side of the line of battle that are superior to those of your enemy. Victory goes to the player who wins 5 of the 9 battle flags (an envelopment) or three adjacent flags (a breakthrough). Based on Reiner Knizia's original design published in Germany as Shotten-Totten, Battle Line enhances and expands that game system to give players even more tactical options and gut-wrenching decisions.
How will you muster your battle line? Will you use your elephants to trample a hole in the enemy front, or send Alexander to the front to win a critical flag? Maybe you'll dispatch the Companion cavalry to lead or reinforce a crucial point in the line, or perhaps you"ll rely on your spies to determine the enemy"s strengths and weaknesses before committing your best forces. You'll always have plenty of choices. With every card play, you'll determine the strength and direction of your attack while plotting to fend off your enemy's advances.
In Battle Line, you and your opponent lead the combined arms of the greatest units of the era. Will you, like Alexander, reign supreme? Play Battle Line, and find out.
Designer: Reiner Knizia
Number of Players: 2
Playing Time: 30 Minutes
Recommended Ages: 12+
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