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  • Atlantic Sentinels: North Atlantic Convoy Escort, 1942-43
    • 15% less

    Atlantic Sentinels: North Atlantic Convoy Escort, 1942-43

    Atlantic Sentinels is a solitaire, tactical level game placing you as the Senior Officer of the Escort, shepherding a convoy in the North Atlantic from the attacks of U-boats, both singly and in wolfpacks. You are in command of a convoy escort group, composed typically of 4-10 escort vessels guarding a convoy on its way across the Atlantic.   Your mission is to protect as much Allied shipping as possible while simultaneously destroying as many U-boats as possible during the height of the U-boat threat – 1942 to early 1943.

    Atlantic Sentinels provides players with a host of decisions as he is assigned to protect merchant convoys, typically ranging from 40 to 60 ships. The placement of escorts to offer front, rear, and flank protection to the convoy is complicated by the size of the convoy and available assets. Additional decisions must be made on where to place the escorts, which are equipped with Type 271 radars, the key to your defense.

    As the game progresses, a player’s Escort Group may receive upgrades in the form of additional radars, HF/DF (High-Frequency Direction Finding) equipment, and possibly additional ships. Air support can be key, but until the CVE “jeep carriers” arrive, the “Black Pit” in the center of the Atlantic remains a high threat area.

    Players will find it highly challenging to minimize convoy losses and keep them to an acceptable level.

    Players may choose any of 10 historical Escort Groups (five British, four Canadian, one US) armed with historical destroyers and corvettes.

    These ships include:

    • B/C/D/E Classes DE
    • F Class DE
    • H Class DE
    • V&W Class DE
    • Town Class DE (American Lend Lease)
    • River Class FF
    • Flower Class Corvettes

    Gameplay moves quickly, following a set sequence of events that are repeated until the end of the game. Once your initial Escort Group is set up, play proceeds by rolling for a convoy and escorting it across the Atlantic. Enemy forces range from single U-boats (typically a type VII, but possibly a Type IX) to entire wolfpacks. Wolfpacks increase in size (as they did historically) and will be your primary challenge. Encounters are randomly generated, ensuring no two careers will ever be the same. Weather can impact operations, as well as air support and crew upgrades due to experience. A logical but reasonably simple set of instructions bring the U-boats in to attack you from random directions, making your initial defensive array very important.

    Of particular note is the game is designed to integrate with “The Hunters” if players wish to combine the games.

    Atlantic Sentinels: North Atlantic Convoy Escorts 1942-43 is meant to be a highly playable and interesting solitaire game covering the actions an Escort Group would have to deal with in fighting the U-boat peril during convoy escort.

    Product Information:

    • Complexity: 4 out of 10
    • Solitaire Suitability: 10 out of 10 (solitaire game design)
    • Time Scale: Semi-abstract (Convoy escort missions, 2 per month)
    • Map Scale: Abstract
    • Unit Scale: Individual escorts, U-boats, merchant ships (when targeted)
    • Players: One (with option for two)
    • Playing Time: 15 to 20 minutes (single mission), 6-8 hours (full career)
    Not rated yet
    • $58.75
  • B-17 Flying Fortress Leader
    • 20% less

    B-17 Flying Fortress Leader

    You select and command Bomber Groups and Fighter Groups belonging to the US 8th Air Force as you carry out a strategic bombing campaign against German Occupied Europe.  As you plan and carry out your missions, the game's AI controls the German Air Defenses, Technology improvements, and allocation of resources to the European, Mediterranean, and Russian campaigns.

    B-17 is a Dean Brown design. He has worked closely with us to make sure B-17 is faithful to the Air Leader series, while at the same time having its own unique flavor!

    You begin by selecting a Campaign sheet. Each Campaign details the year of your aerial campaign, point values of different types, objective, and special rules that make the campaign unique.  You then select your Bomber Group cards, Fighter Group cards, and any Renowned Commanders you would like to have command them.  It is then time to set-up the initial German resources and air defenses that you will be flying through.

    During each Mission, you select which Target card you wish to attack, plot a flight path to and from the target based on what you think the best path through the defenses is, and then resolve the Mission.  During the Mission, you'll move your Bomber Formation and Fighter Escorts one leg of the flight at a time to the target, checking to see if you encounter German fighters, "Bandits", and resolving the air engagements along the way.  During these battles, your Escorts will do their best to shield your Bombers from the swarming Bandits, but some might slip through. At which point it will be up to your gunners to destroy the incoming fighters, or at least driving them off.  While at the same time, the Bandits will be doing their best to shoot down your Bombers.

    As you approach the Target, you'll lead your Bombers through deadly fields of flak guns before being able to drop your bombs.  Once over target, you'll call out "Bombs Away!" as you rain destruction down on the factories below!  It is then time for the long flight home. Hopefully, the enemy fighters will not have had enough time to land, rearm, and take off again to intercept you on your home-bound journey.  It is up to you to inflict maximum damage on Germany's war-making capability, while at the same time bringing your brave crews home.

    Components:

    336 Cards
    5 Counter Sheets
    1 Commander Counter Sheet
    1 Huge 33" x 17" Mounted Display Board
    1 Player Aid Sheet
    1 Mini Campaign Sheet
    1 Single Bomber Sheet
    11 Campaign Sheets
    1 DIF Crossover Sheet
    1 Player Log Sheet
    Rulebook

    Not rated yet
    • $71.99
  • Banish the Snakes
    • 15% less

    Banish the Snakes

    A Solitaire/Cooperative Game of St. Patrick in Ireland 

    If I have any worth, it is to live my life for God so as to teach these peoples.” - St. Patrick

    Legend has it that St. Patrick drove the snakes out of Ireland. True, there are no snakes anywhere on the island- but there have been none since before the last Ice Age! The legend is actually an allegory about his successes in converting Ireland to Christianity.

    Banish the Snakes is a solitaire and/or cooperative game that simulates Ireland in the 5th century, while the Roman Empire was collapsing in the west and Ireland was turning to the Christian religion. Players represent Saints- Patrick and others (up to six of you) who set out to convert the pagans on the island. You must work as a team to convert the people of Ireland before the barbarians completely overwhelm Britain- if you fail, the Irish will not be able to save Civilization in the following centuries!

    The game board shows a map of Ireland in the 5th century, with four Provinces-the same as today- but no counties yet. Wooden tiles represent the People, Druids, Chiefs, and Kings, and of course the High King at Tara. It is your job to break into the interrelated influences between these groups of people and get your new ideas accepted.

    Each turn a card is drawn, throwing new challenges at your team. The severity of the event is determined by the previous card, and so no two games can ever play the same. The cards introduce events and ideas of the time, new saints, and historic figures- like Neil of the Nine Hostages.

    There is a diagram of Great Britain to keep track of the steady decline of Roman civilization in Great Britain. As different parts of Britain succumb to the barbarians, more and more difficult challenges are added to the deck, until finally Britain is completely overwhelmed, cutting off Ireland from the continent and ending the game.

    If you succeed in your endeavor, Christianity will thrive in Ireland, while paganism overruns Western Europe. The arts, writing, literature and history will flourish on the Emerald Isle! Soon, Irish missionaries will bring these civilizing attributes back to Great Britain and mainland Europe- as Thomas Cahill says in his book, the Irish will save Civilization. But if you fail…

     Components:

    • 22 x 25" Mounted Mapboard
    • 156 Wooden Blocks
    • 85 Playing Cards
    • 2 Label Sheets
    • 8 Player Aid Cards/Play Mats
    • Six-sided die
    Not rated yet
    • $50.00
  • CDG Solo System
    • 15% less

    CDG Solo System

    The CDG Solo System is a revised GMT Edition of Stuka Joe's CDG solo method, which streamlines two-handed solitaire gameplay by decreasing turn to turn overhead and maintenance. This method of play increases narrative immersion as the great battles of history unfold on your tabletop. The GMT edition of the CDG Solo System includes professionally printed components, a custom screen-printed die, an official ruleset, and Playsheets for seven of GMT’s most popular Card Driven Games.

    Gameplay Overview

    The CDG Solo System plays alongside your favorite CDG and is designed to enhance your solitaire experience by reintroducing many of the best parts of wargaming that fall apart in standard two-handed play, namely, as Stuka Joe mentioned above, the narrative flow and the fog of war.

    The CDG Solo System includes two Card Displays that are used to manage each side’s hand of strategy cards. At the beginning of each Side's turn, you will roll a Fate Die to determine which of the cards in one or more of the slots are available for play. Typically 2 or 3 cards are available at a time, but the final decision is ultimately yours. After a card is played, the marker on the Cards Remaining track slides one spot to the left, and then it’s time to roll the die for the other side’s turn. 

    Because the turn to turn maintenance level is so low, the rhythm of play quickly becomes second nature and allows for the game to shine. The combination play between the roll of the Fate Die and the layout of the Card Displays provides many great benefits for Solitaire CDG players. First, the singular die roll provides a nearly instantaneous result that limits the player’s options so a decision can be made quickly for each side.

    Second, because cards are only turned face-up when their lettered slot is rolled, the player doesn’t know all of the cards that will be available for each side. This combined with the Fate Die dictating which slots are available each turn effectively reinstates a reasonable degree of uncertainty and allows the player to focus on the options for the active side, instead of falling victim to the mental strain of trying to take every card into consideration while also pretending to not know what the other side is planning to do.

    Finally, the system allows for an element of surprise. Every once in a while, the perfect strategy hangs in the balance as the die rolls. Whether things look grim (until the die roll flips the perfect card) or everything feels like it's falling perfectly in line (until the card slot you need isn't rolled), the CDG Solo System reintroduces the fog of war to solitaire CDG wargaming. The moments that don't go as planned make for the best stories.

    Playsheet Support

    Along with a Rules Summary and the components we’ve talked about above, the system will launch with official Playsheet support for seven GMT games:

    • Caesar: Rome vs Gaul
    • Commands & Colors: Ancients
    • Commands & Colors: Samurai Battles
    • For The People
    • Illusions of Glory
    • Paths of Glory
    • Washington’s War


    Playsheets are single sheets of rules, front and back, that contain all of the game-specific rules needed to use the system. These include a diagram of set-up, a listing of die result rulings, and modifications to the system that are necessary to meet the demands of unique game rules.

    For those who are familiar with Stuka Joe’s original solo method, the Playsheets are based on the original “Tweak Sheets” and provide the same ease, simplicity, and clarity while aiding in the play experience. While the CDG Solo System is launching with support for the above-mentioned titles, the development team will continue to build more official Playsheets to support old and new CDGs in the GMT catalog.

    Finally, we recognize that the CDG Solo System was a community effort and want to give back to the community that developed this system. So, GMT will make the rulebook, playsheets, and all needed files available as a free Print-and-Play download when the system is sent to the printer.

    Not rated yet
    • $18.70
  • CDG Solo System Pack #2
    • 15% less

    CDG Solo System Pack #2

    The CDG Solo System is a revised GMT Edition of Stuka Joe's CDG solo method, which streamlines two-handed solitaire gameplay by decreasing turn to turn overhead and maintenance. This method of play increases narrative immersion as the great battles of history unfold on your tabletop. The GMT edition of the CDG Solo System includes professionally printed components, a custom screen-printed die, an official ruleset, and Playsheets for seven of GMT’s most popular Card Driven Games.

     AND WE’RE BACK! It is our goal to keep making Playsheets for GMT’s CDGs and so we are back with nine new Playsheets, two new Card Displays in Red and Yellow, and a Black Fate Die.

    Gameplay Overview

    The CDG Solo System plays alongside your favorite CDG and is designed to enhance your solitaire experience by reintroducing many of the best parts of wargaming that fall apart in standard two-handed play, namely, as Stuka Joe mentioned above, the narrative flow and the fog of war.

    The CDG Solo System includes two Card Displays that are used to manage each side’s hand of strategy cards. At the beginning of each Side's turn, you will roll a Fate Die to determine which of the cards in one or more of the slots are available for play. Typically 2 or 3 cards are available at a time, but the final decision is ultimately yours. After a card is played, the marker on the Cards Remaining track slides one spot to the left, and then it’s time to roll the die for the other side’s turn.

    Because the turn to turn maintenance level is so low, the rhythm of play quickly becomes second nature and allows for the game to shine. The combination play between the roll of the Fate Die and the layout of the Card Displays provides many great benefits for Solitaire CDG players. First, the singular die roll provides a nearly instantaneous result that limits the player’s options so a decision can be made quickly for each side.

    Second, because cards are only turned face-up when their lettered slot is rolled, the player doesn’t know all of the cards that will be available for each side. This combined with the Fate Die dictating which slots are available each turn effectively reinstates a reasonable degree of uncertainty and allows the player to focus on the options for the active side, instead of falling victim to the mental strain of trying to take every card into consideration while also pretending to not know what the other side is planning to do.

    Finally, the system allows for an element of surprise. Every once in a while, the perfect strategy hangs in the balance of the die roll. Whether things look grim (until the die roll flips the perfect card) or everything feels like it's falling perfectly in line (until the card slot you need isn't rolled), the CDG Solo System reintroduces the fog of war to solitaire CDG wargaming. The moments that don't go as planned make for the best stories.

    Playsheet Support

    Pack 2 adds official Playsheet support for nine GMT games:

    • 1960: The Making of The President
    • Commands & Colors: Ancients Epic Battles
    • Commands & Colors: Napoleonics
    • Commands & Colors: Napoleonics Epic Battles
    • Commands & Colors: Medieval
    • WW2: Barbarossa to Berlin
    • Pursuit of Glory
    • Empire of the Sun
    • Wilderness War

    Playsheets are single sheets of rules, front and back, that contain all of the game-specific rules needed to use the system. These include a diagram of set-up, a listing of die result rulings, and modifications to the system that are necessary to meet the demands of unique game rules.

    For those who are familiar with Stuka Joe’s original solo method, the Playsheets are based on the original “Tweak Sheets” and provide the same ease, simplicity, and clarity while aiding in the play experience. While the CDG Solo System is launching with support for the above-mentioned titles, the development team will continue to build more official Playsheets to support old and new CDGs in the GMT catalog.

    Not rated yet
    • $17.00
  • Corsair Leader
    • 20% less

    Corsair Leader

    Corsair Leader is the newest game in DVG's Air Leader series!

     We are proud to break into this new era, and Corsair Leader, and the rich history of the US Navy and Marines is the perfect way to do it. Thank you for all the support you have shown for the Air Leader series! 

     For those of you who are new to the series, Air Leader games are entirely solitaire by design. This means you can play whenever, where ever, and for as long as you like. No opponent needed! The game system handles all the enemy decisions and actions for you!

     Corsair Leader adds several new features to the Air Leader series!
     - Detailed Dogfighting rules! - You'll select a Maneuver, adjust Position, and do your best to shoot down enemy aircraft! The AI uses the same rules for Maneuvering on your Aircraft!
     - Enemy Bandit Pilot Skill Levels - Each Enemy Bandit is rated for its Pilot Skill Level from Newbie to Ace. The higher their Skill Level, the higher their ratings. When you shoot down enemy Veterans and Aces, you remove those counters from the Campaign!
     - Gung Ho - WWII was all about teamwork and getting the job done. Each of your Pilot's has a Gung Ho skill that you can use to perform heroic actions!
     - Naval Sites - We've added an entire set of Naval Site counters for Naval Targets! This gives Naval Targets a completely different feel from land targets!

    Not rated yet
    • $79.99
  • Devil Boats: PT Boats In The Solomons
    • 20% less

    Devil Boats: PT Boats In The Solomons

    Devil Boats:  PT Boats in the Solomons is a solitaire, tactical-level wargame. You, as commander, will lead a squadron of four US Navy PT boats on nightly missions against Japanese forces in the Solomon Islands during the summer months of 1943.

    Sleek, fast, and heavily-armed, US Navy PT boats were soon given the nickname ‘Devil Boats’ by Imperial Japanese forces for their ability to suddenly show up out of nowhere, inflict heavy damage, and then quickly disappear again under the cover of night. From General Douglas Mc Arthur’s evacuation from the Philippines in 1942, throughout numerous bloody South Pacific island naval battles, and finally upon the eventual return of US forces to the Philippines in 1945, US Navy PT boats played a small but important role in the South Pacific Campaign during World War II.

    Devil Boats:  PT Boats in the Solomons covers the months from July to September 1943- the most active months during the campaign against Japanese forces in the New Georgia Islands area as US forces advanced northward. As PT Boat commander, you will lead up to four PT boats on nightly patrols from your PT base on Rendova Island. Your primary goal is to sink as many IJN barges as possible in an attempt to prevent them from transporting troops and supplies to the surrounding islands. But that’s easier said than done, as enemy air patrols and the occasional IJN destroyer will do their best to sink you and your squadron. And don’t think that sinking IJN barges will be easy. They were armored and very tough, requiring hundreds or even thousands of PT gun shell hits to sink. More often than not, they escaped into the night.

    You may occasionally be assigned a special mission, such as picking up a downed Allied airman, dropping off supplies to a coastwatcher, or even shelling an enemy supply dump. But beware- hidden enemy machine gun nests and shore guns may await as your boats approach the shoreline.

    Other hazards you and your squadron will likely face are bad weather with heavy seas, reef collisions, and a multitude of random events.

    Devil Boats:  PT Boats in the Solomons models 12 individual PT boat crewmen that may be injured, killed, or even come down with Malaria. But if they do survive long enough, their skills will improve. The game also models individual PT boat equipment and components, such as radio, radar, engines, guns, bilge pumps, etc. These components may be damaged or destroyed, perhaps forcing your PT squadron to break off the patrol early, or maybe even disabling one of your boats. Also modeled is PT squadron management, allowing you to conduct PT boat assignments and repairs.

    As PT squadron commander, your ultimate goal is to survive the 3 months and destroy as many IJN enemy forces as possible without suffering too many squadron losses yourself. But be careful- play recklessly and lose too many PT boats and you may find yourself relieved of command and sent back to the States, or even court-martialed! But do well and you will earn well-deserved medals, and maybe even change the eventual outcome of the war for the better.

    Devil Boats: PT Boats in the Solomons was designed to be detailed, yet accessible to even new players with no prior gaming experience. Gameplay has been greatly streamlined by avoiding the need to memorize a bunch of complicated rules, yet it still retains a certain level of complexity and unpredictability that add to replayability. Most patrols can be completed in 15-30 minutes, with the occasional 1-hour patrol if several enemy convoys are encountered. The option to play Short and Medium campaign games of one or two months is also included. One thing is certain- no two missions will ever play the same.


    Product Information:

    Complexity: 5 out of 10

    Solitaire Suitability: 10 out of 10 (designed for solitaire play)

    Time Scale: 1 day per mission, 20 missions per month

    Map Scale: Abstract

    Unit Scale: Individual PT boats, ships, aircraft, guns, specific PT boat crew members/equipment, and ammo/bombs

    Players: One (with option for two or more)

    Playing Time: 15-60 minutes per mission, 15-30+ hours for full campaign game.

    Components:

    One Counter Sheet of 5/8" unit-counters

    One Strategic Movement Map Board  8.5" x 11"

    One PT Boat Crewmen Placement Board  8.5" x 11"

    One Combat Board  8.5" x 11"

    One Special Missions Board  8.5" x 11"

    One PT Boat Damage Log Sheet (Laminated)

    One PT Boat Damage Repair Times Sheet (Laminated)

    One PT Boat Squadron Status Sheet (Laminated)

    One IJN Barge Status Sheet (Laminated)

    One Special Missions / Destroyer Status Sheet (Laminated)

    Three PT Campaign Log Sheets

    Tables Book

    Rules Book

    Two 6-sided dice, four 10-sided dice, and one 4-sided die

    One erasable marker

    Box and Lid

    Game Credits:

    Designer: Joe Carter

    Game Concept: Joe Carter

    Project Director: Billy Thomas

    Not rated yet
    • $55.20
  • Fields of Fire Deluxe Edition
    • 15% less

    Fields of Fire Deluxe Edition

    What’s New in the Deluxe Edition?

    Fields of Fire Deluxe Edition is an expanded and improved edition of Fields of Fire Volume I. Based on the past 15 years of feedback, hundreds of hours of playtesting, and long discussions with the design team, the Deluxe Edition presents Ben Hull’s masterpiece of tactical infantry command in a way that is accessible to the modern gamer while retaining all of the deep complexity that veteran players have grown to love over the years.

    New features include:

    • A Rewritten Series Rulebook. The Deluxe Edition comes with a rewritten 3rd Edition ruleset, packed with examples, diagrams, and clarifying notes while maintaining continuity with the 2nd Edition rules. Series Developers Andrew Stead and Colin Parsons have worked to eliminate ambiguities and edge cases throughout, creating a much improved reference manual for play.
    • Training Material. While Fields of Fire has a reputation of being difficult to learn, the Field Manuals make it easy. Each chapter in the Basic Training Field Manual incrementally introduces new rules through training exercises that teach you the basics of infantry combat. In the Advanced Operations Field Manual you'll find guides on setting up for air assaults, defensive missions, and making the best use of supporting vehicles.
    • A Full Stand-Alone Mission. Keep Up the Fire! is a WWII based stand-alone mission tailored towards easing new company commanders into the full game. This mission can be played repeatedly with a variety of simplified rules to allow you to adjust to the full historical campaigns.
    • Four Fully Redesigned Mission Books. Refining and improving the new campaign book format that began with Fields of Fire: The Bulge Campaign, the Normandy, Heartbreak Ridge, Naktong River, and Vietnam campaigns are presented in a clarified and expanded manner featuring newly written background notes and additional features for this edition.
    • Over 200 updated counters plus various additional reference markers and new units.
    • New elevation cards to enhance the Heartbreak Ridge campaign.
    • A completely new set of redesigned player aids including new charts, logsheets, Command Display, and air assault planning cards.
    • A 3.5" Game Box

    Your Mission

    To close with the enemy by means of fire and maneuver in order to destroy or capture him, or repel his assaults by fire, close combat and counterattack - US Army Field Manual FM 7-10: The Infantry Rifle Company.

    The Game

    Fields of Fire is a solitaire game of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are two decks used to play. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform. The Action deck serves many purposes in controlling combat, command and control, various activity attempts. The units of the company are counters representing headquarters elements, squads, weapons teams, forward observers, individual vehicles or helicopters. A single playing is a mission and several missions from an historical campaign are strung together for the player to manage experience and replacements. A mission can be played in about 1 – 2 hours.

    This game is based on four actual campaigns experienced by units of the 9th US Infantry in World War II, Korea, and Vietnam. The 9th infantry are known as the "Manchus" for their service in the Boxer Rebellion. Their motto is “Keep Up the Fire.”

    WWII Normandy Campaign

    Normandy, France - June to August 1944

    As part of the 2nd Infantry Division "Indianhead", the 9th Infantry landed on D-Day +1, June 7th 1944. They would spend the next 70 days in the line battling through the bocage terrain. For much of that time they faced the German paratroopers of the 3rd Fallschirmjaeger Division. The Germans used the difficult terrain to their advantage, forcing the Manchus to battle for it hedgerow by hedgerow.

    Korea – Naktong River Campaign

    Naktong River - August to September 1950

    Among the first reinforcements to arrive in Korea, the 9th Infantry was rushed into the Pusan Perimeter to reinforce the decimated US 24th Infantry Division. The North Koreans battled across a bend in the Naktong River, known as the Naktong Bulge. The Manchus were thrown in to face the North Koreans head-on. It took weeks of fighting and reinforcements to finally eject the North Koreans from the Bulge. The rest of the 2nd Infantry Division had arrived, and the 9th reverted back to its parent division. The battered regiment was given responsibility for the entire Naktong Bulge. With little rest they faced a renewed massive North Korean offensive that pushed back into the Naktong Bulge, and spent the rest of September pushing the North Koreans back out again.

    Korea – The Battle of Heartbreak Ridge

    Heartbreak Ridge - August to October 1951

    The summer of 1951 saw the 2nd Division taking part in a series of offensive operations in Central Korea, and systematically rolling back Chinese and North Korean forces. In the high rugged hills just to the south of the 38th Parallel, the fighting between August and October was the last major engagement of the war for the Manchus and the rest of the 2nd Infantry Division.

    Vietnam Campaign

    III Corps - December 1966 - December 1968

    The Fourth of the Ninth, 4/9, Infantry was transferred to the 1st Brigade of the US 25th Infantry Division in 1966 and sailed to the Republic of Vietnam. The Manchus were posted Cu Chi, northwest of Saigon near the base of the infamous "Iron Triangle". They faced some of the toughest Viet Cong fighters in the Filhol Rubber Plantation, Ho Bo, and Bo Loi Woods areas. Later they moved northwest to Tay Ninh to battle North Vietnamese infiltration along the Cambodian border. Working closely with helicopters, the Manchus flew in and out of action routinely.

    Time Scale: 15-20 minutes per turn

    Map Scale: Abstract areas approximately 10m x 10m to 100m x 100m depending on the terrain

    Unit Scale: Squads, HQs, teams, and weapons crews

    Number of Players: 1

    Not rated yet
    • $88.50
  • Fields of Fire: The Bulge Campaign
    • 16% less

    Fields of Fire: The Bulge Campaign

    The 9th Infantry Regiment “Manchus,” 2nd Infantry Division faced three weeks of intense combat from December 13th, 1944 to January 8th, 1945 as part of the Battle of the Bulge. This campaign covers those critical days. The Campaign consists of seven new missions featuring a new Terrain Deck for the forests, fields, and villages of the Ardennes. The counter sheet includes a U.S. heavy machine gun platoon, Bangalore torpedoes, anti-tank mines, wire entanglements, German tanks, assault guns, Panzergrenadiers, and Volksgrenadiers.

    We left the “Manchus” of World War Two in Fields of Fire: Volume I at the close of the Normandy Campaign. The 2nd Infantry Division was rapidly moved to join the assault on the port city of Brest, in Brittany. The city was captured after heavy fighting from August 21st to September 18th. By that time, the German resistance elsewhere in France had collapsed, and the 2nd Infantry Division raced to Paris, arriving on September 29th. The rapid advance ended on October 4th when the Division entered the region just east of St. Vith, Belgium called the Schnee Eifel on the highly symbolic German border. The 2nd Infantry Division relieved the 4th and 28th Infantry Divisions, completing the relief on October 5th. Ahead lay the German border, defended by the Siegfried Line cutting across difficult terrain.

    The “Manchus” were able to incorporate replacements and prepare for whatever would come next throughout October and November. This period saw frequent patrol activity but no major combat actions. On December 10th, the 2nd Infantry Division began a relief in place by the 106th Infantry Division. By the 11th, the relief was complete, and the Division gathered at Camp Elsenborn to prepare for the renewed offensive. The attack north through the Siegfried line would commence on December 13th.

    Important Note: Fields of Fire Volume I, either first, second, or Deluxe edition is required to play this expansion.

    Components:

    • Campaign Booklet
    • Terrain Deck of 55 Cards
    • Counter sheet - 176 counters
    • One 8.5 x 11Player Aid Card (Vehicle Table/German Squad Breakdowns)
    • 7 Missions
    Not rated yet
    • $21.00
  • Fire in the Lake Tru’ng Bot Update Pack
    • 20% less

    Fire in the Lake Tru’ng Bot Update Pack

    Tru’ng is the name of a new bot system for Fire in the Lake. It follows in the footsteps of the innovative card-based bot system that was first developed for Gandhi, giving fans of Fire in the Lake more opportunities to get this great game to the table.

     Tru’ng is quick to use and easy to implement, but is sophisticated enough to play the full Fire in the Lake game. When selecting Operations and Special Activities, cards are drawn from the Tru’ng deck—there are six cards for each Fire in the Lake faction. Each card examines the current state of the game and selects the appropriate action for the active faction. A single, faction-specific table then determines where that action will occur. The same table is used to select spaces for Operations, Special Activities, and Events, minimizing the need to flip between multiple player aids.

     

    Playing against Tru’ng feels like playing against a human opponent. It is unpredictable yet responsive to strategic needs, it goes after its enemies while keeping an eye on its ally, and makes moves up to now limited to human players—like choosing a Limited Operation to block an opponent’s Event. Tru’ng can take the place of a human player for any Fire in the Lake faction, can be used with every Fire in the Lake scenario, and can be used in any combination of player and non-player setups.

     In 40 CE, the Tru’ng sisters successfully fought to liberate their homeland from foreign occupation. They defeated the Chinese army that had been sent to pacify the region and for three years ruled as queens. In the past two millennia, the legend of the Tru’ng sisters has grown; they are now celebrated as exemplars of sacrifice and patriotism in defense of their homeland. It was the birth of Vietnamese national identity.

    “A woman proudly led a young nation;

    Even the Han emperor heard of it, and was terrified.”

    — 19th century Vietnamese poem

     

    Note: The Tru'ng bot works for Fire in the Lake only, not for the Fall of Saigon expansion. The bot in Fall of Saigon has to deal with the additions in that expansion, so it only works for Fall of Saigon.

    Note: The <b>Fire in the Lake Tru'ng Bot Update Pack is compatible with the First and Second Edition of Fire in the Lake as well as the Second Edition Upgrade Kit. This is a Solitaire system for Fire in the Lake only and is not the same as the Solitaire System included in Fall of Saigon, which is for Fall of Saigon scenarios only.Tru'ng can be combined with Fall of Saigon to enable players to play Solitaire across the entire scope of the Vietnam war.

    Not rated yet
    • $20.00
  • Fleet Commander: Nimitz

    Fleet Commander: Nimitz

    Fleet Commander Nimitz is the fourth game in our Commander series of solitaire games. For the first time, we take the Commander series to the high seas!


    At the start of the war, Nimitz faces a Pacific Ocean on the brink of disaster. The Imperial Japanese Navy has just delivered a devastating attack against the US fleet at Pearl Harbor, and little stands in the way of total defeat for the US in the battle for the Pacific. In the months to come, the situation will spiral from bad to worse. Nimitz will see the Japanese score one victory after another as they march across the Pacific, until only Midway and Hawaii stand between them and the West Coast of the US.


    The game spans the entire Pacific war from January 1942 until the end in September 1945.

    Not rated yet
    • $79.99
  • In the Shadows
    • 15% less

    In the Shadows

    In the Shadows is a two-player card-driven game about the desperate struggle of the French Resistance against the occupying Nazi and collaborating French forces between January 1943 and June 1944. In the game you will play as either the Resistance or the Occupation in a fight over the hearts and minds of the French People. The game strives to have players better understand the nuances of the resistance and the clandestine nature of the fight that led to the founding of the fourth French Republic.

    The gameplay of In the Shadows is driven by Event cards and Actions based on suits. The game relies on three different suits (the Resistance Cross, the Victory Cross, and the Iron Cross) to determine the cost and effectiveness of your Actions. Narratively, this is meant to represent the vital importance of local networks and resources. You may be working with resources in Paris but need to perform Sabotage Actions in Vichy. In this way, the game can better replicate the choices that the leaders of the Occupation and Resistance needed to make.

    The goal of the game for the Resistance is to reduce the Occupation’s authority and recruit others to the movement. For the Occupation, players will be trying to uncover Resistance cells and make arrests. The game will end immediately if either the Resistance has no presence on the map or the Occupation authority reaches the point of collapse.

    In the Shadows also uses a Resolution deck in lieu of dice. Represented as newspapers, a vital line of communication for the Resistance, these cards allow players to resolve an action with the flip of a card. This unique system allows for a streamlined game that lets players focus more on strategy and less on luck, making for a compelling and quick-playing gaming experience.

    Solo Friendly. In the Shadows will also offer a narrative solitaire option where players can take on the role of a leader of the Resistance movement. These different playable characters will allow for diverse experiences against a challenging Occupation automata. Using the same mechanics as the two player game, the solo option is focused on a more immersive gaming experience. This makes In the Shadows unique in that players will essentially be able to enjoy two different games in the same box.

    Not rated yet
    • $41.75
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