Showing posts with label war game. Show all posts
Showing posts with label war game. Show all posts

Axis & Allies Pacific Review

Axis and Allies Pacific
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I've just completed playing one game with my 45 yr. old brother as the allies, and I have to say that I enjoyed the game. I used to play regular A&A quite often with him, so I think the test of wills was a fair comparison.
We learned early on, that it is critical to use CAP to slow enemies movements or to channel them into specific sea zones. If you play Japan, prepare to execute flawless turns, because the game is fairly unforgiving to mistakes on their part. Conserve your carriers! They are irreplacable.
At 75 IPCs, the industrial might of the US is truly impressive. Even after getting my clock cleaned on turns one and two (at the expense of the entire Japanese Eastern Pacific Fleet), I was still able to build 2 carriers, 2 destroyers, 2 transports, a sub and a marine! Japan can expect only to delay the US, not defeat them. A better strategy is to press the Aussies and Indians.
The game is better than vanilla A&A and the tactical possibilities are truly interesting because players tend to do a lot of unexpected things on every turn. Combat Air Patrol, US Marines, air and naval bases, submerging subs and destroyers added greatly to the pleasure of this game.
This one's a squid's dream, boys and girls and we will be playing it again I'm sure. Kudos to AH and Hasbro!

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Axis & Allies Pacific is the second expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains.The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?

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AXIS & ALLIES ANNIVERSARY EDITION Review

AXIS and ALLIES ANNIVERSARY EDITION
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Axis and Allies Anniversary Edition is an updated version of a board game classic. The original game was designed by Larry Harris and was part of the Milton Bradley GameMaster Series - large box games with full color mounted boards, simple mechanics which allowed rapid understanding of "how to play" yet with deep subtle strategies, and of course wonderful little plastic soldiers, tanks, planes, ships and submarines. The game has changed hands over the years passing through Avalon Hill/Hasbro/Wizards of the Coast. Wizards of the Coast currently is the publisher. This new version is published on the 50th anniversary of the Avalon Hill company. Avalon Hill is widely regarded as the company which helped to popularize board wargaming in the US and was for many years the leading producer with mounted game boards and die-cut counters. The company produced such classics as Panzerblitz and Squad Leader.
For people who are unfamiliar with the game, Axis and Allies is a board game recreating World War II on a grand strategic level. Armies, fleets, and air armadas are represented abstractly by wonderful plastic pieces (battleships, tanks, soldiers, etc.). Movement is by area and combat is resolved in a simple yet satisfying system. Research and industrial production are key parts of game play. It was a huge hit when first introduced and spawned variants and a Revised version a few years ago.
If you are familiar with the original game and the later variants (A&A Europe, A&A Pacific, etc) the fundamental mechanics are the same. The designer and developers have clearly been tracking the progress of this great game and have incorporated many of the rule changes seen in later variations. The major differences are:
1. There are now three Axis powers: Germay, Japan and Italy. This alters the game play sequence from Germany-USSR-Japan-UK-US to Germany-USSR-Japan-UK-Italy-US. This eliminates the Allies "double move".
2. There are special rules for China - there are now specific Chinese game pieces and help to recreate the historical situation where huge numbers of Japanese troops were tied down in China - making an attack against the USSR (a favorite strategy) in coordination with Germany more difficult.
3. The map is smaller than the original version but about the size of the Revised version. The colors are a muted green/brown earth tones. It may be nostalgic or just my eyes getting older, but frankly I liked the original primary color map - the details were easier to see and less fatiguing. Admittedly, the newer maps are more artful.
4. The game map now includes major cities (sort of like the key cities in Third Reich)and controlling form the victory conditions (unlike the older Industrial Production Certificate [IPC] total method)but in practice this is quite similar.
5. The game map now has impassable and neutral territories which cannot be crossed/invaded/flow over. The Sahara, Switzerland, and other territories are now impassable. Other territories don't have much IPC value.
6. Ships are a bit cheaper to acquire than the original version. The commonly used "double hit" rule is now standard for Battleships. There are now cruisers and destroyers in addition to the original Aircraft Carriers, Battleships and Submarines.
7. Transports now no longer automatically defend with a value of 1. The old strategy of having an armada of transports (e.g. 10 or 12) overcoming an attacking sub force is no longer allowed. If attacked and undefended by other forces, transports are automatically destroyed. It is also no longer possible to move-unload-and-scoot. I understand why this rule change was made but at the large grand strategy scale, the transport unit represents not a single ship or small flotilla of transports but a whole transport fleet - with minor escorts, oilers, etc. So it is reasonable to think it has some self-defense capability.
8. Research now has 12 possibilities. Old favorites like Heavy Bombers and Jet Power are still there but tweaked down. Heavy Bombers only inflict two dice worth of damage and not three. Jet powered fighters attack at 4 and not 5.
9. Armored or tank units are upgraded and attack and defend at 3. The older version attacked at 3 but defended at 2.
10. The little plastic pieces are all there and have been tweaked a bit to reflect the different nations. The UK tanks look like the Churchill and the USSR tanks look a bit like the T34.
11. Rule books and misc. Again, I fear it is just my aging eyes, but the newer version with the darker muddier colors and fancy watermark/faded images on each page are quite beautiful but are a bit harder on the eyes. The game play examples are hard to see the colors of the printing obscures the detailed outlines of the pieces. Again, maybe a simple bright colored illustrations would be more legible. I saw an comment on another site complaining that the IPCs were printed on only one side - but that was the case with the original version. The box art on the site is a bit off. On the actual box, it is entitled "Spring 1941" and not "1942"
Who will like this game? Anyone who is familiar with the original or later Revised version will appreciate this new version. For newcomers, Axis and Allies is a wonderful system - simple and easy to learn, but full of subtle moves and strategies.
Is it worth the price ($80-100)? For collectors and nostalgia buffs, it is probably worth having a nice new version. If you are just into playing the game, and have already your own set of homebrew rules then you are probably already using most of the new rules and could draw up your own maps!
A great game for the board gamer!

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Axis & Allies celebrates 50 years of Avalon Hill games with this Anniversary Edition of the classic World War II strategy board game. Designed by Larry Harris, A&A Anniversary Edition utilizes the standard D6 combat system found in Axis & Allies Revised, Europe, and Pacific, and contains two different set-up options.Italy will debut as the third Axis nation, China will be operated by the U.S. player, and cruiser class ships will join the naval line-up for the first time.The largest board ever produced for an A&A game (24' x 46'), along with new sculpts and deluxe components will ensure this is the granddaddy of all Axis & Allies board games. Deploy your forces and prepare for battle!

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Twilight Struggle - Deluxe Edition Review

Twilight Struggle - Deluxe Edition
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Twilight Struggle. Wow. What a game.
Let me say that again. What a game.
There are many reviews out there. Some of the best are posted on the boardgamegeek website. I encourage you to check them out.
If you are a gamer, you will love this game. It is pure addiction.
A casual coffee-table game it is not. As Booker noted, it will take several plays to get a sense of what's going on in terms of the deeper strategy. A skilled veteran player will destroy new players and non-gamers. So you will need to find someone who is willing to invest the same amount of time that you are.
The reason is that knowledge of every card in the deck is an absolute must to be able to play this game well. Your spirits may crumble after spending several precious rounds building influence in an area only to have a single card wipe it all away. Players who know the cards will have a better sense of where to invest and when.
But fear not--the first few plays are very enjoyable, if also played with a newbie. The experience of learning the game with someone new is really good.
After playing this game, you will be reading strategy articles on the Internet, reading the cards, looking at the board, thinking about strategy, talking with others about the game, etc. It's just that fun and engrossing.
And wow, the theme is great. Every card represents a major event that happened during the Cold War, complete with actual representative photograph from the period. The events and the pictures that represent them will draw you into the game's theme. The game booklet even contains historic descriptions of the events, so you'll learn something to boot!
Make sure that you get the latest version. As of 5/25/10, that would be the Deluxe Edition. You can read online what the differences are, but there are major revisions. It's not like buying the "collector's edition" of a game that is usually unnecessary because the regular version still contains the whole game. That's NOT the case with this game. Not only does the new version come with better components, but there have been several important changes in the game, including balance changes, and there are also new and important cards.
Happy playing!

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Now the trumpet summons us again not as a call to bear arms though arms we need; not as a call to battle though embattled we are - but a call to bear the burden of a long twilight struggle - John F. Kennedy In 1945 unlikely allies toppled Hitlers war machine while humanitys most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades this conflict would be waged not primarily by soldiers and tanks but by spies and politicians scientists and intellectuals artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue prestige and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight. The game begins amidst the ruins of Europe...

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Great War At Sea: Cruiser Warfare Review

Great War At Sea: Cruiser Warfare
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I really like these series. If you are a history buff and think you can do it better than the real historical figures, why not buy this game and the others in the series and try your hand at changing history. The rules are not really that difficult. The pieces are cut outs from card board. The historical information is interesting and the web site often gives you free things as updates, alternate game scenarious, and playig sheets. The battle of the Falklands, amongst others awaits you!

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Cruiser Warfare gives the Great War at Sea series its greatest scope yet: the entire world. British, German, Japanese, Italian, Austro-Hungarian, Russian and Dutch ships begin as they did in August, 1914. The German player must disrupt Allied commerce and try to get the cruisers home if at all possible. The Allied player must track them down and destroy them before they can wreak havoc.

Twice, Great War at Sea series games have won the Origins Award as the Best Historical Game of the Year. Cruiser Warfare is the first with a world-wide setting. The world is divided into sea areas, with modified search rules allowing German and Austrian ships to look for prey, and Allied ships to hunt them. Once contact is made, combat is resolved using the standard game rules (or the variant, advanced tactical rules from the Dreadnoughts book).

The entire Japanese fleet of 1914 is present, with new warships never before seen in the series like the battleships Kawachi and Satsuma. The Dutch make their first large-scale appearance in the series, with several coast defense ships plus four battleships never actually completed. These are taken from actual Dutch naval drawings of the two design variations from which the Dutch admirals would have chosen. The German player has the option of placing a larger cruiser force in East Asia, including the modern armored cruiser Blücher (a proposed addition) and others. Battle cruisers can attempt to break out the join the raiders. There's also an option for a rapid start to the war, which would have found a German summer training squadron of two battleships and a cruiser visiting South America. This is the crowning jewel of the Great War at Sea series. All naval game fans are going to want it.


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Mage Knight Dungeons Pyramid Starter Set - 8f Review

Mage Knight Dungeons Pyramid Starter Set - 8f
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Ok, duh, this is not a game for children who still put everything in their mouth. If you are big into prayer you probably won't like it. I am neither and love it. You can do almost anything to the figures and they won't break. If they do the company will replace them. This game is all the fun of Warhammer, with a lot less work. The click dials keep track of all the point values and special abilities. If you like to paint figures, you can get them individually, made out of pewter, and unique. It is easy to learn and easy to play. I would recommend this toy for children 8 and up.

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Mage Knight Dungeons Pyramid Starter Set - 8F

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Heroscape Expansion Set Collection 5: Soulborgs Review

Heroscape Expansion Set Collection 5:  Soulborgs
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These are an excellent addition to a heroscape collection. This set includes the Blastatrons, which combine well with the Gladiatrons, which unfortunately come from a different set. You won't want to use them without Gladiatrons -- though if you find these for a good price, snatch them up and get the others later. The other common squad in this set, the Deathstalkers, are somewhat specialized but useful. But it's the Blastatrons that you want this set for.
By themselves Blastatrons look weak, and they really are, but when paired with Gladiatrons this combination is regularly used by tournament-level players as one of the most effective combinations in the game. Fun too, since playing them correctly encourages imaginative tactics and strategy. The only reason not to get these is if a) you already have plenty, b) you don't have gladiatrons to go with them, or c) you don't want to spend money on heroscape. Two squads of these is plenty, though; most people will never use more than two squads at a time, with perhaps 3 squads of Gladiatrons with them.


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Axis & Allies CMG Starter Game Review

Axis and Allies CMG Starter Game
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Axis and Allies Miniatures (AAM) is a wonderful introduction to the world of military miniatures. It is a well thought out, very realistic tactical game, without being too wieldy. It is compelling for the novice miniature war-gamer to the advanced wargamer, and unlike traditional wargaming sets, requires no modification or painting out of the box. The pieces are well constructed but made out of plastic, so they need a little care in stowage. Small pieces mean not suitable around infants and toddlers, but great for the 12 and up age. My friend's 12-year-old loves playing with me, especially when he wins. My only complaint is that the starter does not come with all you need to start. With 12 random miniatures, you will not get a good enough mix to field two armies, so you need to buy at least two booster packs. Each booster pack gives you 9 random miniatures, but due to the random "collectible" nature of the game, I wasn't able to field a good pair of armies until I purchased 6 booster sets. Now I'm hooked, as much on the collecting as on the playing, and I will shortly have to come up with a better storage system for all my miniatures!

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Challenge your friends to fast, head-to-head combat with the Axis & Allies Miniatures Game! Command your own hand-picked strike force from 48 historically accurate, fully-painted plastic miniatures in this high-quality skirmish game featuring faithful reproductions of real World War II combat vehicles and fighting units including authentic Shermans, Panzers, infantry, and more! Each Base Set Starter Pack contains 12 pre-painted WWII miniatures comprised of tanks, anti-tank guns, commanders, and infantry units complete with game stat cards; four double-sided battle mats; 10 six-sided dice; a rulebook; and a set checklist. Supplement your armies with booster packs containing nine randomized WWII miniatures with game stat cards, and a set checklist.

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Conflict of Heroes: Price of Honour - Poland 1939 Review

Conflict of Heroes: Price of Honour - Poland 1939
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Got this in the mail today and the quality is even better than the original. the inclusion of a nifty plastic tray to hold all the counters from all the editions is really nice. The period is not well represented and this game definitely delivers. can't wait to roll out the Armoured trains!!
Scotty

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An expansion game for Awakening the Bear! and Storms of Steel Conflict of Heroes: Price of Honor - Poland 1939 is set during the initial stages of World War II and includes a rules addendum for cavalry charges. The deluxe box set contains two new Polish landscape mounted boards two sheets of early war Polish German and Russian tanks airplanes and other units another sheet featuring all Awakening the Bear upgraded counters with new artwork and updated stats 16 firefights - 10 playable with the Awakening the Bear base game and 10 playable with the Storms of Steel base game - plus new summary sheets detailing terrain and unit data for all Eastern Front games.

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Axis & Allies Review

Axis and Allies
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You can get this version of the game for about $40.00 new at any board game store. Don't pay more.

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The year is 1942. The Axis war machine appears invincible. The Balkans have fallen. Pearl Harbor has been attacked. Wake Island is in Japanese hands. And Rommel has the British on the run in North Africa At this explosive time in history, Axis & Allies challenges you and your opponents to decide the outcome of World War 2. As one of the world powers battling for supremacy in 1942, you must spearhead your country's military drive. During play, you'll discover that the theaters of war remain the same and the familiar embattled frontiers still exist, but astonishing events will occur. The Battle of Midway could be lost by the United States--the Russians might not stand at Stalingrad-- MacArthur may never return to the Philippines-- and the Normandy invasion could happen again and again. As a world leader in Axis & Allies, you must be a brilliant military strategist. You must have the perseverance of a Montgomery, the elusiveness of a Rommel, the courage of a Patton, the daring of a Yamamoto and the steadfastness of a Zhukov!Decide where to strike, when to strike and the intensity of the strike. Will it be a strategic bombing raid, a sneak submarine attack, a hit-and-run assault by your well-trained infantry, an antiaircraft barrage or a major invasion by land, sea and air forces? Plan your attack, move into the embattled territory with your forces and resolve the conflict.The economic destiny of your nation is also at stake. Buy armaments and develop secret weapons from your stockpile of production certificates..... an income based on your own natural resources and successful territorial expansion.If you're a brilliant military strategist, a prudent economist and an astute politician, you'll lead your nation to victory

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B-17 Queen of the Skies Review

B-17 Queen of the Skies
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While modern computer games may do a better job of simulating the sights and sounds of air-combat and flying bombers over Germany, this game is MUCH more realistic in regards to understanding what was actually happening. There are a lot of charts & tables and dice-rolling, but overall you get a very realistic idea as to just how tough it was to survive 25 bombing missions!
My two brothers and I played this one repeatedly over one weekend, dividing the members of our B-17 crew evenly among us, giving them names, and cheering their successes, like when they'd shoot down an attacking German plane or complete a highly successful bombing mission. Likewise, we felt the terror of having our plane badly damaged by flak and being forced out of formation, only to then be hunted down by German fighters. Once we were even shot down, and everybody had to bail-out. Several individual crewmen didn't make it. Over the course of completing 25-missions, we felt like we'd experienced the real thing. This is an educational game that's a LOT of fun!

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Commands & Colors: Ancients 2Nd Edition Review

Commands and Colors: Ancients 2Nd Edition
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Command and Colors is a wargame designed by Richard Borg (the designer of Battle Cry, Memoir '44, and Battlelore Board Game) that focuses on ancient warfare; the initial game is Rome vs. Cathage, 1st expansion is Greece and Persia, 2nd expansion is Roman vs. barbarians, 3rd is the Roman Civil Wars).The game's focus is on playing various battles from history (there's a scenario booklet that tells you how to set up the game). Game play follows Mr. Borg's earlier systems where players play cards from their hands that cause units to do actions. Combat is done using dice with the number of dice depending on the unit rating (light, medium, or heavy) and type. The objective is to have enough flags to win the scenario (flags are won by destroying your opponent's forces or meeting certain scenario objectives).
This is a fun, quick play series of games. Most scenarios take less than an hour to play, promoting players to play the scenario against each other twice so they can play it from each side. The units are wooden blocks with stickers that have the unit type and rating listed. The rules are fairly easy to understand and there's nice support material to aid game play. The only dislikes to the game are the plastic dice and that you have to place stickers on the blocks for the units. I wish GMT would have charged a dollar extra and throw some good dice in the package (note: if you have Battlelore you can use the dice from it, there's also wooden Command and Colors dice available for those who are interested). This is an excellent alternative for players of DBA (De Bellis Antiquitatis). A very solid 4 star product.

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10 Epic Battles - Now YOU are in command!

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Twilight Struggle Review

Twilight Struggle
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I have a collection of hundreds of games ranging from super classics such as Acquire, Conquest, Chivalry (yes, these might be more obscure titles to the general public but I find games such as Monopoly, Risk, Sorry and their like to be so far inferior to these other titles that they aren't even in my collection). More modern examples of the 'Euro' game such as Caylus, Die Macher, Cosmic Encounter... Abstracts from the old and new school (if you're an 'abstract game fan' check out the GIPF Project of games. My highest recommendation). I list these as a sort of qualification; as stated, I have and have played hundreds of different kinds of games.
Twilight Struggle is the culmination and distillation of many of the game mechanics that have been developed over the last 100 years of game design: area control, Card Driven action point allocation, dice modifiers... there are quite a few mechanics that integrate so seemlessly in this particular game whereas in other games these same mechanics tend to fall far short. The reason why these mechanics do so well in this particular game is totally because of the subject matter. The Cold War is the perfect setting for a game in which influence (area control) and card driven play (which depict real-world events) are the major mechanics. There is subtle intrigue and that 'making do' with a rotten situation that was so prevalent during the Cold War. The theme absolutely drips from this game, the tension and struggle is manifest in the gameplay. And this is an important point. Themes tend to be an addendum to game mechanics, pasted on or 'almost' fitting to whatever the original design was, which is why many games can easily be re-themed to suit a wider potential customer base. However, in TS, the theme is so well intrigrated that it transcends the general game experience into something that could easily be used as a tool for education on so many levels.
This game is, unforunately, not for everyone. It does require a good 3 games to know what the vast majority of the cards are (events) and needs a further number of the plays to get proficient at both the phases of the game and how each phase interacts with each other. This game requires longer term strategy, shorter term tactical know-how as well as card-hand management amongst its host of other player requirements. It is not really difficult to learn (I'd also heartily recommend 'Hammer of the Scots' by Columbus Games but the component quality falls short of Twilight Struggle, especially since TS was just released as a Deluxe Edition) and is the suggested choice for those that want to delve into the more complex Card Driven Games (CDG's) available (Paths of Glory, Sword of Rome, Here I Stand...).
Highly, highly recommended from a consummate gamer.

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In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-fiveyear dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.Twilight Struggle inherits its fundamental systems from the carddriven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab- Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.

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Dungeon Twister 3-4 Players Review

Dungeon Twister 3-4 Players
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A great way to include two more people in the fun and chaos of the original game. Now you can have teams and work to bring each other down with diplomacy.

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1 scenario booklet

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Memoir '44 Terrain Pack Expansion Review

Memoir '44 Terrain Pack Expansion
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This seems to have been made for the fan base but for normal gamers it is of very little value.
There are only 4 new scenarios included and no new figures but a few special rules.
I recommend you give this one a miss and go for the much better and playable Pacific and Mediterranean instead, they bring new units and new playing style in a far better value for money box.

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Filled to the brim with new terrain pieces, new elite unit badges, and additional victory medals, this expansion also includes dozens of new game elements, including rules for North African warfare, minefields, big gun markers, radar stations, supply depots, airfields and more. CONTENTS: 66 terrain tiles 22 landmark tiles 20 round markers (mines, medals...) 16 obstacles 28 Special Unit badges 4 Historical scenarios Rules in English and French.

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Attack Expansion Review

Attack Expansion
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Good expansion. Board is a great size. Original game got boring after a few plays. The expansion adds what was missing. Much like Axis and Allies except plastic parts are of a lower quality and are exactly the same for all axis and allies countries. Ships are about half the size of axis and allies parts which was dissapointing.

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This expansion pack takes the Attack! system to a new level of detail. Other strategy games become predictable after a few playings. But the Attack! system was created to allow the players to graduate to the next level. The Attack expansion offers more. More miniatures, more players (2 to 6), more detailed rules, and more amazing artwork by Paul E. Niemeyer. You need to have the Attack! game in order to use this expansion.

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Heroscape Expansion Set Assortment Roman Legion Review

Heroscape Expansion Set Assortment Roman Legion
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The Roman army does a great job of capturing some Roman feeling. There are 4 infantry whose special power is the shield wall, adding to their defense while in formation, and 3 archers who can fire volleys of arrows if they're near each other. The figures aren't as intriguing for me as the more fantasy oriented pieces (like the gruts and vipers) but they're definitely a lot of fun if you enjoy roman history at all. Match them up with their General and the mayhem they create can be epic. Just beware of Mimring, because he loves figures in tight formations...

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With the HeroScape - Malliddon's Prophecy IX Roman Legion expansion set you can add the power of the Romans to your HeroScape Army!Einar, in his quest to help Utgar control the wellsprings, has summoned additional warriors to fight with the fearsome Grimnak.A squad of 4 Roman Legionnaires and a squad of 3 Roman Archers are ready at your command.These archers and Legionnaires with their special powers and abilities will add strength and power to your armies.
Please note: A Heroscape Master Set is required for play.

Contents of HeroScape - IX Roman Legion Expansion Set:
7 Painted Figures
2 Two-hex Tiles
2 One-hex Tiles
2 Army Cards
1 Glyph
1 Glyph Card



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Battle Cry Review

Battle Cry
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I am a long time wargamer who loves Axis and Allies, Risk and History of the World. Battle Cry is far superior to all of these better known games.
It is a simple, and challenging 2 player game that simulates basic civil war tactics in realistic recreations of actual battles. Best of all, a game takes less than 1 hour each. So you can play a best 2 out of 3 and switch sides and battles before you could even finish setting up most strategy games.
Because of the various elements, die rolling, terrain, 3 different types of armies, etc. there is never 2 games that go the same way. I have found that with 2 fairly equal players the game will almost always be close. It is a very tough game to dominate at.
The greatest part of the game is the cards that allow you to only use men on a limited field of battle. The board is spit into right flank, center and left flank, and most of the cards allow you to move 1,2,3 or all the units on one of these fields at a time. Often your main army is ready to attack from one flank, but you find that you have only center cards. Furthermore there are special, rare cards that allow you to make unorthodox moves. Some allow you to move 1 unit from each field, others allow you to do double moves with cavalry or allow you to march all of your infantry units on the board. Then there is 1 awesome card that allows you to move all of your units at once. This game is so balanced that I have sometimes used that card and been unable to cinch a victory with it.
These variables not only make this game infinitly replayable (unlike axis and allies or risk games where you can win with 1 refined strategy nearly every time!) it also makes the game realistic. The civil war battles were often won by terrain and often resulted in stalemates for long periods of time until complicated and successive tactical moves could gain momentum in specific areas od battle. Communication was key, and it was difficult at best for the generals of one side to coordinate attacts on more than one area of the battle-field. The cards in this game simulate this factor very well.
This game of course is not totally realistic. There is no hospitals, sickness, slaves, resources etc. But it gains enjoyment in its simplicity. It accomplishes its intentions - that is to simulate tactics within a single piece of a single battlefield of the civil war, not the entire war. If you're a gamer like me, this will be the funnest game you've ever played and you will play it over and over with glee.

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