The Guns of Gettysburg

The Guns of Gettysburg

In the aftermath of his stunning triumph at Chancellorsville, Robert E. Lee decided to carry the war to the North in the hopes that a victory on Northern soil would win the war for the Confederacy. Lee’s Army of Northern Virginia was as close in numbers to its antagonist, the Army of the Potomac, as it had ever been, and that army was in a leadership crisis that would result in a new commander, George Meade, being appointed in the middle of the campaign.

Only two days after Meade’s taking command, a Union cavalry division outside of the town of Gettysburg came under attack by Confederate infantry. The engaged commanders of both sides called for reinforcements, and without orders from either Lee or Meade, more and more units from both armies rushed to the scene. Without anyone having planned or intended it, the decisive battle of the campaign, and perhaps the war, was underway.

The Guns of Gettysburg recreates that historic battle. Derived from the system used in the acclaimed Bonaparte at Marengo and Napoleon’s Triumph, the game, still in development, will retain the striking appearance, simple rules, and fast play of its predecessors. The system will, however, have numerous changes to reflect differences between the Napoleonic and American Civil War periods and also the special characteristics of the battle of Gettysburg.

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Merchant of Venus

Merchant of Venus (2nd Edition)

The galaxy is bursting with opportunities for savvy space traders to exploit, and the race to profit blasts off in Merchant of Venus. Discover new alien cultures and learn where you can get rich selling their goods in this board game of interstellar trade and exploration for 1-4 players. From your First Contact with alien cultures to the establishment of trade routes and spaceports, your quest for cash demands you keep on the move. Successful traders will quickly locate fast and reliable trade routes, timing their purchases and sales with the interest in the market.

Featuring a double-sided board, Merchant of Venus offers rules for both Richard Hamblen’s classic game and Rob Kouba’s reimagined version.

Space traders, get your ships ready for launch because it’s time to engage in some wild entrepreneurship!

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Middle-Earth Quest

Middle-Earth Quest

Middle-Earth Quest takes place approximately ten years after Bilbo Baggins leaves the Shire, and several years before Frodo leaves Bag End on his journey leading to the destruction of the One Ring. Thus, Middle Earth Quest will take place in a time of growing darkness. Players will take control of characters such as a Gondorian Captain, a Rider from the Westfold, or numerous other character types. Not only will characters be able to experience new adventure in Middle Earth, but we will carefully seek to tie in the experience with the massive amounts of lore and story that takes place around the edges of the central THE LORD OF THE RINGS storyline.

Middle-Earth Quest is a game of adventure and conflict set in the time leading up to the creation of the Fellowship. One player will adopt the mantle of Sauron and do his best to spread his evil influence across the lands. Up to three players become heroes and will do their best to foil Sauron’s foul plots, and rally the peoples of Middle-earth to their side.

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Merchants & Marauders

Merchants Marauders

Merchants & Marauders lets you live the life of an influential merchant or a dreaded pirate in the Caribbean during the Golden Age of Piracy. Seek your fortune through trade, rumor hunting, missions, and of course, plundering. Modify your ship, buy impressive vessels, load deadly special ammunition, and hire specialist crew members. Will your captain gain eternal glory and immense wealth – or find his wet grave under the stormy surface of the Caribbean Sea?

In Merchants and Marauders, players take on the role of a captain of a small vessel in the Caribbean. The goal is to be the first to achieve 10 “glory” points through performing daring deeds (through the completion of missions or rumors), crushing your enemies (through defeating opponents and NPCs in combat), amassing gold, performing an epic plunder or pulling off the trade of a lifetime, and buying a grand ship. While some points earned from performing various tasks are permanent, players earn points for amassing gold, which can be stolen or lost (or at least diminished) if their captain is killed. Points due to gold are hidden so there’s some uncertainty about when the game will end.

A big component of the game is whether (or when) to turn “pirate” or remain as a trader or neutral party. Both careers are fraught with danger: pirates are hunted by NPCs (and other players) for their bounty and blocked to certain ports while traders are hunted by non-player pirates as well as their opponents and generally have to sacrifice combat capability for cargo capacity. Although players can kill each other, there is no player elimination as players may draw a new captain (with a penalty) so it’s possible to come back from defeat.

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