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  • A Time for Trumpets
    • 15% less

    A Time for Trumpets

    A Time for Trumpets (ATFT) is a battalion level game of the Battle of the Bulge. The game system incorporates a number of concepts from two the highly playable games on the same subject: Bitter Woods by The Avalon Hill Game Company and the iconic battalion level Wacht am Rhein from SPI in 1977. In addition, the command and control concepts devised for the TAHGC version of The Siege of Jerusalem were utilized.

    Most of the ground combat units in “ATFT” are battalion sized combat units. The battalion is homogeneous with regard to mission and functionality. Homogeneous, because an infantry battalion is comprised primarily of infantry companies, a tank battalion is comprised primarily of tank companies, etc. A battalion based game is designed with differentiation inherent to the system, whereas a regimental level game is designed with integration inherent to the system. For example, in a battalion level game, Kampfgruppe Peiper will include at least two separate panzer battalions, a panzer grenadier battalion, an AA battalion and an artillery battalion; whereas in a regimental level game, KGP will be comprised of one counter representing all of the aforementioned units.

    The Divisional compositions include HQ, the front line battalions and the combat support battalions: recon, engineers, anti-tank, anti-aircraft and artillery. The individual field battalions perform game functions that attempt to simulate the battlefield actions of their real-life models. The aircraft squadrons include those that were most numerous over the battlefield in December 1944: P47, B26, ME109, JU88 and ME262.

    Front line battalions are the primary forces that try to wrest territory from the enemy, while also being assigned to prevent the enemy from doing likewise. Armored recon units function as cavalry, which is a difficult proposition given the   weapons employed. Engineers perform the specialized missions that can only be approximated in higher level. In addition to lending their expertise to direct combat in a combined arms fashion, they construct strong defensive positions and bridges, and of course, they blow things up. Anti-tank units provide a strong backbone to defensive positions while still possessing a moderate offensive potential. Light anti-aircraft provides defense against aircraft while effectively creating problems for enemy infantry not supported by tanks. Heavy anti-aircraft provides enhanced defense against aircraft while stiffening resistance against enemy tanks. Last, but not least, conventional field artillery (FA) and massed German rocket artillery (NW) rules the battlefield when they are able to achieve local superiority.

    In order to maintain the combat Divisions and Brigades as cohesive and compact entities, the successful command and control concepts similar to those of Wacht Am Rhein 1977 have been utilized. Division/Brigade combats units must be in Command Range of their HQ, while their HQ must be in Command Range of their Corps HQ, etc. Much effort has been expended to make this system easy to play. Every formation has been color-coded, so that visual segregation and recognition are immediately obvious. 

    The game map is at the scale of one hex equals a mile and was developed using the 1-50,000 1943-1944 GSGS 4040 and GSGS 4507 topographical maps. Players will easily recognize the influence of the Bitter Woods game map as terrain is easily recognized and differentiated.

    Game concepts include: HQ activation status (active or resting), fatigue and exhaustion, command and control, formation supply, supply by air, German fuel shortages, American supply dumps,  ground conditions, atmospheric conditions, air strafing and interdiction, construction of defensive positions and bridges, demolition, sacrosanct formation boundaries, limited winter movement across rivers and streams, strategic movement, infiltration due to limited visibility, over-run of vulnerable units, German night combat advantage, Kampfgruppe Peiper Breakout, German Nebelwerfer Operations, German FA Operations, Allied FA Operations, Time on Target, terrain effects for ground combat, weapons effects on ground combat, exploitation after combat, etc.

    Extensive research using the most modern sources available has assured an accurate and complete Order of Battle. Also included are optional random events that will provide additional challenges for those inclined. Scenarios will include the Campaign Game, 6th Panzer Army, 5th Panzer Army, 7th Army, Patton's Relief of Bastogne, and the Race to the Meuse.

    Components:

    • 5 full size maps
    • 12 counter sheets
    • 1 rules booklet
    • 1 Scenario booklet
    • At least 6 player aid cards
    •  2 dice

    Time Scale: 4 turns per day

    Map Scale: 1 mile per hex

    Ground Unit Scale: Battalion

    Air Unit Scale: 25 aircraft per counter

    Number of Players: 2 to 5

    Not rated yet
    • $127.00
  • A Victory Awaits
    • 15% less

    A Victory Awaits

    Famed Japanese designer Tetsuya Nakamura, who created A Victory Lost, Fire in the Sky, A Most Dangerous Time, and What Price Glory?, returns to the East Front with A Victory Awaits.


    Using a lightly modified version of the A Victory Lost system, the game covers Operation Barbarossa from June 22 to mid-September. Game play features the same chit-pull mechanics used in AVL, with 10 one-week turns. Players can play either the full campaign game, or the Army Group North, Army Group Center, or Army Group South scenarios. Each of the scenarios plays on a single map, or play the full campaign game on all three maps!

    This design was originally published as a series of three games in Japan: Fierce Fight! Leningrad Blitzkrieg, Fierce Fight! Smolensk Blitzkrieg, and Fierce Fight! Kiev Blitzkrieg. The game also includes rules for multiplayer (four to eight players) and a series of optional rules. The rules have been expertly translated into English, with detailed assistance from the designer.

    On the wide steppes of the Soviet Union can you emerge victorious from the opening blows of the Russo-German war?

    Components:

    • Three maps 
    • Three countersheets 
    • 32 page full color rulebook 
    • 2 player aid cards 
    • 2 dice 
    • box and lid


    Solitaire Rating: Excellent

    Complexity: Low

    Playing Time: 3-15 hours

    Scenarios: 4

    Game scale: Units are divisions, 1 week turns.

    Not rated yet
    • $75.00
  • A World At War (WWII)
    • 15% less

    A World At War (WWII)

    4th Printing

    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 BismarckYamatoNew 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

    Time scale: 3 months per turn

    Map scale: 60 miles per hex (Europe); 100 miles per hex (Pacific)

    Unit scale: Corps or Divisions, air wings and squadrons, individual ships and naval squadrons

    Number of players: 1+

    Not rated yet
    • $178.50
  • Absolute Victory: World Conflict 1939-1945

    Absolute Victory: World Conflict 1939-1945

    Absolute Victory is a simulation of World War II in every actual and possible theater on the entire globe, designed by the Charles S. Roberts Award-winning design team of R. Ben Madison and Wes Erni. The armed forces of a hundred different nations battle to control a single world-wide map whose ‘sliding scale’ gives more detail to areas which saw historical fighting (such as Europe and the Pacific islands). A revolutionary mode-based land combat system models the real decisions and objectives of high level commanders. Players will be immersed in the geostrategic maelstrom of WWII through more than 2,500 carefully researched random events including diplomatic efforts, unconventional warfare, tech breakthroughs, and the conflicting aims of world leaders on every level.
    Not rated yet
    • $148.00
  • Ardennes II
    • 15% less

    Ardennes II


    Ardennes II is a Standard Combat Series reissuing of the award-winning game Ardennes from 1993 using the additional research available in the BCS game Last Blitzkrieg. Like its predecessor, it covers the German Wacht am Rhein offensive in December 1944 against the heretofore “quiet front” of the Ardennes Forest. 

    Despite heavy losses on both the Western and Eastern Fronts, the German Army attempted to re-invigorate its offensive forces using drafts of the elderly, infirm, and very young.   The defending US forces were recovering from the dash across France and using the Ardennes area to give exhausted units a chance to refit and to give their new reinforcements some modest battle-zone experience.

    The result went down in history as the Battle of the Bulge. 

    Overcoming the initial surprise, the US forces put together a series of determined defenses, numerous timely bridge destructions, and the incredible power of their well-supplied artillery to stop the vaunted German Panzer troops nearly dead in their tracks.  

    Ardennes II covers all this action in turns representing one day of combat and a hex scale of 1 mile per hex. Units are usually reinforced battalions (or smaller). The full campaign game lasts only 16 turns from 16 Dec to 31 Dec 44.

    In addition to spotlighting the better OOB and map research first used in Last Blitzkrieg, the game differs from its predecessor by highlighting the unique nature of the artillery on both sides, correcting the original’s “Supply Wagon” supply system, as well as giving units the opportunity to withdraw before an enemy attack. It also cuts back on the amount of chrome rules which the player needed to wade through, and which exaggerated the effects of some marginal forces.

    The game continues the SCS tradition of a very clean and easily played Sequence of Play, clear unit interactions, and straight-forward victory determination.  

    This game is highly recommended for those interested in learning for the first time or teaching the fine hobby of wargaming to beginners.

    Scenarios:

    • Ardennes Campaign, 2 maps, 16 turns
    • Breakthrough Campaign, 1 map, 6 turns
    • KG Peiper, part of 1 map, 5 turns
    • The Goose Egg, part of 1 map, 5 turns
    • Bastogne: Screaming Eagles Under Siege, parts of 2 maps, 8 turns
    • Tip of the Spear, 1 map, 4 turns

    Components:

    • SCS rulebook (Version 1.8) 
    • Ardennes II game-specific rulebook
    • two full-color 22" x 34" game maps
    • 560 counters
    • 6 scenarios (including four on a single map)
    • box and dice
    Not rated yet
    • $68.00
  • 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
  • Autumn for Barbarossa (Deluxe Edition)
    • 16% less

    Autumn for Barbarossa (Deluxe Edition)

    Autumn For Barbarossa (AfB) is a Standard Combat Series (SCS) game originally published in Special Ops magazine #7 (2017), covering the struggle to seize Smolensk in the late summer of 1941 marking the end of the initial period of Operation BARBAROSSA and the front’s stabilization until the last effort to take Moscow in Operation TYPHOON that fall.

    This re-issue is the same as the original edition, except that the counters have been enlarged to 5/8" for easier handling (and the map expanded to fit them) and known errata has been fixed.

    Autumn For Barbarossa features a small map area and limited units, making it easily accessible for fast or competition play. The entire campaign takes 10 turns.

    Play begins with the German offensive in full bloom. The German player attempts to rapidly seize as much of the map (in the form of Victory Point locations) as he can. Speed is essential; while he has several cities to reduce, he knows the clock is ticking before Hitler pulls the plug on his efforts. The commanders did not realize this was in the cards, but for design purposes we assume the player feels the pistol pointed at his head. The Germans have copious air and mechanized forces to accomplish their goals...for the moment. At some point determined by the "Hitler Roll," the German mechanized forces are taken off the map and air support cut in half.

    The Soviet player stalls, withdraws, and conserves his forces while letting the German offensive expend itself. As the high tide passes, he prepares his rebuilt Red Army for the second half of the game: The Soviet effort to force back the German and recoup their losses as best they can.

    Game Scale:
    Game Turn: 6 days
    Hex: 7 miles/11.2 kilometers
    Units: Regiment to Division
    Solitaire Playability: High
    Complexity Level: Medium
    Players: 2 or more
    Playing Time: 3-6 hours

    Components:
    • One v1.8 SCS Series rulebook
    • One AfB specific rulebook)
    • two x full-color 18" x 22" maps
    • 352 counters (5/8")

    * Players must provide two 6-sided dice

    ** This is not a boxed game.  

    Not rated yet
    • $37.00
  • 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
  • Barbarossa: Army Group Center, 1941, 2nd Edition
    • 15% less

    Barbarossa: Army Group Center, 1941, 2nd Edition

    We are happy to present the long-awaited second edition of this fascinating game. It stands as the first in its series to benefit from a full system overhaul. We have rewritten all first edition game rules for clarity and simplification and then reorganized it for readability. Some old rules details were dropped, others added. We then thoroughly reviewed the orders of battle in light of considerable information that has come to light in the years since the first edition was published. Likewise, the charts and tables have benefitted from some small adjustments. Overall, the whole game system is greatly improved for your enjoyment.

    Historical Setting

    June 1941 -- Army Group Center hurls itself through the Soviet border defenses, and its two Panzer groups race headlong toward Minsk. Behind them lie the remnants of the Soviet Western Front -- almost a million men in four armies. The Soviets are stunned by the German Blitzkrieg. Their responses are slow, confused, and governed by pre-war contingency plans made obsolete by the speed of the German advance. In little more than a week, the German panzer spearheads meet east of Minsk. Though isolated units continue to fight, the entire Soviet Western Front has ceased to exist!

    The Germans' next target is Smolensk, but the Soviets resist more effectively. Entire armies are dispatched from other parts of the Soviet Union as the true scope of the Minsk pocket disaster and the magnitude of the German threat become known. Soviet counterattacks, especially around Lepel, are thrown back with horrific losses. Once again the Panzer Groups charge eastward, creating yet another huge Soviet pocket west of Smolensk. The Soviets resist savagely. Smolensk falls on July 13th, but the pocket does not close. Many Soviet units escape to fight another day.

    Hitler now makes a fateful decision and overrides his generals. Over half of Army Group Center's armored and air formations are diverted south to take Kiev or north to isolate Leningrad. No longer under heavy pressure, the Soviets gain time to form solid fronts around Vyazma and Bryansk. Did Hitler's decision cost the Germans the war? Play Barbarossa: Army Group Center and find out for yourself.

    Components:
    • Four 22x34 inch full-color maps (Series Maps C, D, H, and I)
    • One 22x8.5 inch map (Map WA)
    • 1120 multi-colored die-cut ½ inch counters
    • One 48 page Rule Book
    • One 40-page Play Book
    • Three 11 x 17 Scenario Cards with map and set up
    • Player Aid Cards: five two-sided Set-Up cards, Soviet and Axis Air Status cards, two 11x17 two-sided game chart cards, six cards with additional charts and tables.
    Not rated yet
    • $76.00
  • Battle for Normandy Expansion

    Battle for Normandy Expansion

    This Expansion Set for The Battle for Normandy allows players to extend the campaign game to the end of August, but most importantly includes the area for the Mortain and Falaise Pocket scenarios. Counters are included to fill out Allied and Axis Order of Battles to the end of August, and also include specific breakdown counters for AT, SP AT, and mechanized infantry. The Full Color Rules & Scenario books are updated and comprehensive, and include all original rules and scenarios plus all optional rules, and 6 new scenarios.
    Not rated yet
    • $47.25
  • Cataclysm
    • 15% less

    Cataclysm

    Cataclysm: A Second World War is a quick-playing game about politics and war in the 1930s and 40s, designed for two to five players. The three primary ideologies of the time contend to impose their vision of order on the world. The Fascists (Germany, Italy, and Japan) seek to overthrow the status quo, which favors the Democracies (France, the United Kingdom, and the United States), while the Communists (the Soviet Union) look for opportunities to storm the global stage.

    Not Your Father’s Panzer Pusher

    Cataclysm is unapologetically a game of grand strategy. Military pieces have no factors or ratings. The capability of your forces increases as you shift the commitment of your economy from civilian to military production. Land, air, and naval forces all have their role in prosecuting war. There is no Combat Results Table; instead, battles are resolved by opposed die rolls with a limited number of modifiers capturing the most important operational effects. The area map emphasizes political boundaries, drawing attention to strategically critical territory, encouraging players to think in broad terms of resource acquisition, control of border states, and the perception of power as the arms race plays out.

    Geopolitics and The Clever Use of Flags

    Flags are the currency of political capital in Cataclysm. Nations earn flags through public mandate or provocation by opposing powers. Spending this political capital is subject to the effectiveness of your power, which determines how easily you can implement your policies. Readying for war requires you to increase your commitment, straining the stability of your government. You can offset this by using propaganda to shore up your position. You can form strong alliances with friendly powers, or use diplomacy to sway your neighbors to your side. You may need to pressure reluctant partners into taking action. Manage your political actions to suit your goals, but be wary of provoking your opponents, allowing them to earn flags in reaction. 

    A Continuous Flow of Action

    There is no sequence of play. Instead, Cataclysm relies upon a strategic chit pull system that randomizes the order of not only your actions, but also the appearance of newly built combat units. This creates riveting tension that keeps players involved at all times. Random crisis events will upset plans, as well as signal the approach of the end of the turn. Not all is governed by luck. Players can use their reserve to carefully time important moves. Each side faces unique challenges managing its political, military, and economic resources in the face of constant uncertainty. Without long-term planning, any crisis can turn into chaos.

    A Sandbox Spanning Two Decades

    The full game of Cataclysm covers the entire globe and runs from 1933 to 1950. The extensive playbook includes several additional scenarios allowing for a range of theatres and start points. Special rules account for Appeasement, the Chinese Civil War, Lend Lease, the Atomic Bomb, the Great Purge, Dreadnought Refits, etc. Great care has been taken to allow a different but plausible alternate history to unfold with every play.

    Not rated yet
    • $67.00
  • 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
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