BattleLore (Second Edition)

BattleLore (Second Edition)

Prepare for fantasy battles beyond your wildest imagination with the onslaught of BattleLore Second Edition. Set in the fantasy realm of Terrinoth, BattleLore Second Edition is a two-player board game focused on squad-based battles between the hardy defenses of the Daqan Lords garrison in Nordgard Castle and the unleashed ferocity of the demon-worshipping Uthuk Y’llan. You must strategically command your troops and use the power of lore to tip your battles in your favor.

In every game, you will create new maps and scenarios, before mustering a new army for each game, so you can tailor your army to suit your favored play style. Command armies of fearsome warriors and deadly creatures, and lead them against the enemy in this intense game of warfare and military strategy. By seizing victory points from objectives on the battlefield and by eliminating enemy units, a skilled commander can raise his banners as the victor over the borderlands of Terrinoth!

BattleLore Second Edition comes with a game board, ninety-two detailed figures, forty-three map overlay pieces, more than one-hundred fifty cards, rules, four custom dice, and everything else you need to win the borderlands of Terrinoth!

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Jaipur

Jaipur

Jaipur, capital of Rajasthan. You are one of the two most powerful traders in the city. But that’s not enough for you, because only the merchant with two Seals of Excellence will have the privilege of being invited to the Maharaja’s court. You are therefore going to have to do better than your direct competitor by buying, exchanging and selling at better prices, all while keeping an eye on both your camel herds.

A card game full of surprises for seasoned traders!

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Babel

Babel

In ancient times, monarchs built temples to demonstrate their wealth. The highest temple belonged to the wealthiest monarch. In this two-player game by Uwe Rosenberg, you are one of these long-forgotten monarchs. With the help of various nations, your temples will grow more and more beautiful, reaching ever closer to the sky. But beware of your opponent and the nations on his side, for they will want to destroy your temples and convince your own people to change sides…

So, who will be the greatest monarch?

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The Rivals for Catan

The Rivals for Catan

Submerge yourself into the bustling life on Catan – be the prince or princess of Catan and decide on the fate of its settlers. In addition to settlements, roads, and cities, you also construct the buildings where your subjects work, hire heroes that make your opponents’ lives as gamers difficult, and build ships to boost your trade.

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Rivet Wars

Rivet Wars

Rivet Wars is a miniatures boardgame that springs forth from the warped imagination of Ted Terranova – set on a world that never quite left World War I but with crazy technology like walking tanks, diesel powered armor, unicycled vehicles and armor plated cavalry!

Don’t let the cute visuals fool you, it’s a world full of angst, war-torn camaraderie and dark humor.

Rivet Wars is at its heart a strategy game, with both players deploying units each round to counter the threats set forth by their opponent and stay one tactical step ahead.

Heavily influenced by Ted’s experience working on RTS games like Rise of Nations, players gather resources (bunkers and capture points) and use these to deploy streams of new units!

There’s an ebb and flow on the tactical landscape and you can stock up surprises for your opponent to be unleashed even as he thinks he’s winning!

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Band of Brothers: Ghost Panzer

Band of Brothers: Ghost Panzer

Band of Brothers: Ghost Panzer is a fast playing game of squad level combat in WWII. It covers the exploits of the German 11th Panzer Division in Russia from 1941 to 1944. The rules are very simple (no combat charts are needed) with very few exceptions to remember and yet the game is meant to be all encompassing and will include infantry, tanks, and artillery.

Based on years of research, the game system uses a unique suppression mechanic. There are no longer two unique states for a unit, but varying degrees of suppression. This allows suppression to accumulate from multiple fire sources and means that the unit will not take a morale check until it is asked to do something. You will never know for sure how your units will respond until they are needed.

Although casualties can be caused by artillery and heavy weapons (which makes them prime battlefield targets), squads will never cause significant casualties shooting at range at dug in, first line troops. Their goal is to fire and maneuver. Sections of the enemy force must be pinned down and eliminated from up close. The system itself forces this realistic play. In a similar fashion, the system rewards you for spreading your troops out and other realistic game play.

Another unique feature of the game is its use of Proficiency and Casualty ratings to differentiate squads in areas besides just morale.

Ghost Panzer is a STAND ALONE GAME, but is also the second in a series.

Band of Brothers: Screaming Eagles was the first in the series and followed the U.S. 101st Airborne Division.

Other games under research are “The Old Breed” (the US 1st Marine Division) and a module that follows Commonwealth forces.

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Moonbase Alpha

Moonbase Alpha

The two men knelt in the shadow of the rock outcropping and gazed at the destruction in the crater below them. Combat reporters, they made their living with words, but this time words failed them. The ambush had been perfectly executed. For less than an hour of soundless fury, moondust had erupted below them as the well-hidden crawlers, MCUs, and PMC soldiers of the Luna Mining Corp poured fire into the exposed ranks of the troops and MCUs of Mond Bergbau AG. Now as the dust drifted lethargically down, the two men could see wreckage and death spread out before them across the lunar surface.

Moonbase Alpha is a simulation of lunar combat in an alternative history between two exo-planetary private corporations that have hired private “security” companies to enforce their territorial and intellectual property rights. In Moonbase Alpha, the first player to inflict enough casualties on his or her opponent to drive their stock price down or earn enough profit to maximize their own stock price wins a major victory. The corporation with the highest stock price at the end of negotiations wins a minor victory.

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Sekigahara

Sekigahara

Sekigahara is a simple 3-hour block game based on the campaign in 1600 that unified Japan. Hidden information on blocks & cards, but no dice. Cards are not events (this isn’t a typical “card-driven wargame”) but rather motivation (suited by clan). Units fight only when a matching card is produced.

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DreadBall

DreadBall: The Futuristic Sports Games

DreadBall: The Futuristic Sports Game is the hyper-kinetic sci-fi sports game of unparalleled speed and ferocity – a fast, fun and tactical miniature sports board game written by Jake Thornton and created by Mantic Games.

Two coaches compete for victory with teams of beautiful miniatures on a stunning sci-fi pitch. The game is easy to learn, yet challenging, with carefully orchestrated plays and counter attacks hinging on positioning and the mercy of the dice gods.

Created by the finest sculptors, artists and game designers, DreadBall: The Futuristic Sports Game is the first in a series of visually stunning sci-fi sports games, to be supported with expansions introducing new teams and exciting new game play, building on the already impressive 84-page full-colour A4 rulebook.

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It Never Snows

It Never Snows

It Never Snows is a Standard Combat Series (SCS) game covering the pivotal Market Garden offensive in September, 1944. Using a system based on the well-received SCS Game Bastogne, It Never Snows covers the landings and ground offensive endeavoring to link up with them at 600m per hex with units generally companies. Each turn is half a day making for a 17 turn campaign game (uniquely playable among Market Garden games).

The expansive five map area allows each of the airborne division fights to be geographically isolated and separate, as was the case historically. What this does is that it allows each situation to be gamed as its own little tactical puzzle—making it such that a player might be “winning” in one region while “losing” in another, at the same time. Both players are always “in the game.”

While the Allied player is busy dropping paratroopers, establishing bridgeheads and running a ground offensive to link up with them, the German player must devastate the airborne forces clinging to Arnhem, defend the various river crossings and counterattack to sever the Allied supply lines. Both players are attacking and defending at the same time, every turn.

Following on the heels of Bastogne, It Never Snows uses a tactical model with a minimal amount of rules overhead which shows both set-piece as well as “on the fly” attacks and the effects of indirect fires and air support.

A fantastically detailed OOB shows the insane array of German units being scratched together to defeat the Allied offensive—from displaced sailors to the deaf, from elite armor to barely trained school units, from highly motivated SS to penal units being pushed into battle at gunpoint. Against the elite airborne troops of the Allies, this menagerie is hardly the German army many wargamers envision when they think of World War II.

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