Tag: Wargame

Wargames are strategy games where players are responsible for the management of a military’s operations.

Fief France

Fief France

Fief France

Fief: France 1429 is a game of dynastic ambition in which players assume the roles of nobles in the 15th century kingdom of France. Each player strives to become the most powerful ruling force in the kingdom by gaining control of Fief and Bishopric territories. In turn, they acquire Royal and Ecclesiastical (church) titles which give their families influence to elect the next Pope and King. Players strengthen their positions by negotiating marriage alliances between their families, setting the stage for love, treachery and deception!

Fief is a classic French-language game and is being re-introduced by Academy Games in English with updated rules, new units, a new and larger consolidated map, and more. This edition also includes additional components, which enhances game play.

The game board represents a portion of the Kingdom of France in the Middle Ages. Villages have square outlines that are connected by roads that allow Lord and Troop movement. The villages are grouped into eight colored background areas that represent individual Fiefs, which are domains given to Lords to preside over. Fiefs have different colored backgrounds and Bishoprics have heavy bordered outlines that include several different Fiefs. Each village also belongs to one of five church Bishoprics; each Bishopric is outlined with a heavy border line and is numbered between 1-5 along the edge of the board inside a Bishop’s Mitre.

Each player controls up to four family members, comprised of male and female nobles. These family members will rise in power by gaining Royal and Ecclesiastic Titles.

In Fief: France 1429, a player may attempt to gain control of all the villages in a Fief to gain the Royal Title of Baron, Earl or Duke. For each Fief a player controls, he gains 1 VP. These Titled Lords may now take part in the election for the next King. They may even be a candidate to become King, thus bringing 1 VP and more power to the family! Other members of your family may follow the calling of the Church to gain the Ecclesiastical Titles of Bishop and then Cardinal. These titles allow you to Tithe Bishoprics, taking the Church’s (i.e. “your”) fair share of income from other Fief Lords! The highest goal your clerical family member can attain is to be elected Pope, bringing 1 VP and special privileges to your family!

You win the game as soon as you have 3 VPs. This is easier said than done and you may need to form alliances with other players through diplomacy and marriage to obtain your goal. When one of your family members marries a noble of another family, the two of you become allied. You now win the game together with 4 VPs and cannot win alone, unless your marriage is annulled by the Pope or your spouse is “mysteriously” murdered or dies of some other foul means!

In addition to being wary of your fellow players, you may draw event cards that can quickly change your destiny. Bounty Event cards are beneficial to the Player and include “Good Harvest”, “Good Weather” and “Added Taxes” cards. But some cards are Disaster Cards that can randomly effect all players in specific Bishoprics. These include “The Plague”, “Heavy Rain”, “Famine”, and “Peasant Uprisings”!

Income can be increased by players imposing church tithes on their opponent’s villages or taxing their own Fiefs. Players may purchase new Fief titles, improve their village incomes with mills, and fortify their cities.

Players will also need to protect their land and castles. Men at Arms and Knights can be purchased, as well as Siege Engines. If you feel that other players are not running their Fiefs as well as you can, you may try to invade their territories! But you must risk one of your family members to lead the troops into possible battle, where they might be killed or taken prisoner. If two opposing armies are in the same village square, a Battle may be initiated. The players assess the size and strength of their armies, which determine the number of Battle Dice each may roll. Each “f” rolled is a hit. Men at Arms are defeated with one hit, while Knights require three hits to be removed from the battle.

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Negotiation
  • Team Based
  • Trading
  • Wargame

Game Specifications:

  • 3 – 6 Players
  • 60 – 180 Minutes
  • Difficulty Weight 3.83

Dune

Dune

Dune

Imagine you can control the forces of a noble family, guild, or religious order on a barren planet which is the only source for the most valuable substance in the known universe.

Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert’s DUNE.

In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe – melange, the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says “All fades before melange. A handful of spice will buy a home on Tupile. It cannot be manufactured, it must be mined on Arrakis. It is unique and it has true geriatric properties.” And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace.

Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide!

Game Mechanics:

  • Area Control
  • Area Movement
  • Auction/Bidding
  • Bluffing
  • Bribery
  • Negotiation
  • Take That
  • Wargame

Game Specifications:

  • 2 – 6 Players
  • 120 – 180 Minutes
  • Difficulty Weight 3.96

Dawn of the Zeds

Dawn of the Zeds

Dawn of the Zeds

The postcards in every local drug store read, “Welcome to Fabulous Farmingdale!”, an ad campaign that was the brainchild of Mayor Hernandez (who coincidentally employed his wife’s public relations firm to market their community). But right now, things are far from fabulous in Farmingdale and, for once, everyone isn’t blaming the Mayor. Some kind of virus or poison is turning ordinary people into vicious, zombie-like killers. It is not clear how the disease spreads (though it seems that physical contact is certainly one way), but it is obvious what the illness does to its victims.

These undead, nicknamed “Zeds” from the local newscasts as the acronym for “Zombie Epidemic Disease,” are now converging on your corner of the world around Farmingdale. As best you can tell, you have been left to your own devices to stop them while the National Guard organizes a relief column, but that could take days, perhaps weeks, for them to fight their way to you and until then, what can you do?

With little choice between survival and a gruesome (un)death, you realize that you must coordinate the defense of the town of Farmingdale and its surrounding villages. You must lead the good citizens and emerging heroes of these communities to halt the Zeds’ advances by (re)killing them, attempt to coordinate the discovery of a cure to this vile scourge, and preserve as much of the area and as many of its inhabitants as possible. There’s no time to lose…

Game Mechanics:

  • Action Points
  • Cooperative
  • Dice Rolling
  • Move Through Deck
  • Wargame

Game Specifications:

  • 1 – 5 Players
  • 90 – 120 Minutes
  • Difficulty Weight 3.81

Circadians: Chaos Order

Circadians: Chaos Order

Circadians: Chaos Order

The initial quakes were only minor tremors, but as the land began to unravel, so did our sense of security. We watched the cliffs of Hytazch fall into the sea. Mighty trees of old, swallowed up by the caverns below. As the waters rose, a great roar was heard across the plains. This was no cry of disbelief or heartache, but of jubilance. Songs began to fill the air as our once peaceful hosts, now readied themselves for war. Suddenly on the horizon, what appeared as huge bolts of energy shoot out into the depths of space, before disappearing again. Despite the inevitable shock wave heading our way, the clans continued to cheer as they made haste towards the origin of the blaze. What could cause such elation? Why abandon caution in favour of chaos? Had we missed something – some crucial misunderstanding of this planet and its inhabitants? Upon reaching the site, we were immediately plunged into combat. Across the landscape lay six massive structures, towering over the forces fighting below. They seemed to pulse and flicker with a golden haze. Could these be the ancient relics the Oxataya spoke of? There is so much we still do not understand, but we cannot concede to indecision. Will we stay and fight, or retreat back to Moontide?

In Circadians: Chaos Order, players take on the role of 1 of 6 asymmetric factions. Each faction has their own means of winning the game, unique leaders, attribute cards and other abilities.

Game Mechanics:

  • Action Drafting
  • Area Movement
  • Hand Management
  • Wargame

Game Specifications:

  • 2 – 5 Players
  • 120 – 240 Minutes
  • Difficulty Weight 3.71

A Game of Thrones

A Game of Thrones

A Game of Thrones

King Robert Baratheon is dead, and the lands of Westeros brace for battle.

In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!

To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.

Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.

The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!

During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence their position in the court of the Iron Throne and to stand against the wildling Hordes.

In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.

Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What’s more, such a card may also contain icons that can affect the outcome of the battle…all of which delivers a new level of intensity to your military engagements.

Game Mechanics:

  • Area Movement
  • Auction/Bidding
  • Bluffing
  • Hand Management
  • Negotiation
  • Racing
  • Wargame

Game Specifications:

  • 3 – 6 Players
  • 120 – 240 Minutes
  • Difficulty Weight 3.72

V-Sabotage

V-Sabotage

V-Sabotage

V-Commandos is a WW2 commandos co-operative board game. Players can either select a pre-generated mission or create their own by combining objective cards, then they assemble a team from famous Allied corps: U.S. Raiders, British SAS., Devil’s Brigade, SOE, etc. During play, you hide in darkness, wear enemy uniforms, and sneak up on your targets. Get spotted? Open fire with emblematic allied weapons and try to turn the enemy’s weapons against them! If you can, get back to cover and turn off the alarms as the enemy has more available troops than you. Thus, you need to focus on completing the mission, then leaving the area as quickly as you can.

Game Mechanics:

  • Action Points
  • Area Movement
  • Campaign
  • Cooperative
  • Dice Rolling
  • Wargame

Game Specifications:

  • 1 – 4 Players
  • 30 – 180 Minutes
  • Difficulty Weight 2.71

Twilight Struggle: Red Sea

Twilight Struggle: Red Sea

Twilight Struggle: Red Sea

Part of GMT’s Lunchtime Series, Twilight Struggle: Red Sea – Conflict in the Horn of Africa is a two-player card driven game that builds on the award winning Twilight Struggle.

The year is 1974, and the Soviet Union and the United States have been locked in a life-or-death struggle across the globe. As so often happened during the Cold War, a relatively obscure region of the globe suddenly took center stage. Emperor Haile Selassie I of Ethiopia, a bedrock U.S. ally in Africa, had grown old and increasingly dictatorial. When he was overthrown in 1974, a Marxist coalition took the reins of power. This new revolutionary leadership initiated a chain of events that upset the regional balance of power and unleashed all the familiar elements of Cold War competition in the Horn of Africa.

With a more limited scope and much shorter playtime, Twilight Struggle: Red Sea is the perfect way to introduce new players to the Twilight Struggle system, while maintaining all the tension, decision making, and theme of the original classic. The cards from Twilight Struggle can be used in TS: Red Sea and vice versa.

Game Mechanics:

  • Area Control
  • Dice Rolling
  • Hand Management
  • Wargame

Game Specifications:

  • 1 – 2 Players
  • 35 – 75 Minutes
  • Difficulty Weight 2.95

Star Wars: X-Wing

Star Wars: X-Wing

Star Wars: X-Wing

X-Wing Second Edition puts you in command of your own squadron of advanced starfighters locked in thrilling, tactical space combat. Following in the footsteps of the first edition, the second edition refines the intuitive and exciting core formula of maneuvering your ships into position by placing a central focus on the visceral thrill of flying starships in the Star Wars galaxy.

During a battle, you’ll use your squadron’s unique capabilities to give yourself an advantage in the thick of combat. Each X-Wing ship flies differently, with its own set of maneuvers ranging from gentle banks to aggressive Koiogran turns. As in the game’s first edition, you’ll need to use every ship’s maneuvering capabilities to the fullest in order to strategically position your ships. A round begins with players secretly selecting a maneuver on each of their ships’ unique maneuver dials. Once you’ve decided how each of your ships is going to fly, you’ll begin revealing the dials and moving your ships, starting with the lowest skilled pilots.

As you move, you’ll enter a tense duel with your opponent as you both try to line up the perfect shot. Before you can open fire on an opponent’s ship, however, they must be in your firing arc and within range. By carefully selecting your maneuvers, you can get enemy ships in your sights, and once you’ve locked onto your target, you’re free to choose your plan of attack. You might pepper the enemy with blaster fire to whittle away their shields. Or, you could go for massive damage and launch a devastating volley of proton torpedoes. No matter how you approach the battle, you have complete control of your squadron. One player wins when all of their opponent’s ships are destroyed!

Slick flying is certainly important, but it isn’t the only consideration you’ll have to make in the midst of a dogfight. As in the first edition of X-Wing, once your ships have completed a maneuver, you can also perform an action to gain the upper hand. Whether you choose to acquire a target lock on a rival ship or barrel roll out of an enemy’s firing arc, the actions you take affect the course of the battle and determine the fate of your squadron.

Now, in the second edition of the game, your actions offer greater strategic depth than ever before. Some actions are red and induce stress when they are used. Other actions may be linked, allowing you to chain two actions together and push the limits of how your ship can handle in a dogfight!

Game Mechanics:

  • Bluffing
  • Dice Rolling
  • Player Elimination
  • Wargame

Game Specifications:

  • 2 Players
  • 30 – 45 Minutes
  • Difficulty Weight 3.08

Star Wars: Imperial Assault

Star Wars: Imperial Assault

Star Wars: Imperial Assault

Star Wars: Imperial Assault is a strategy board game of tactical combat and missions for two to five players, offering two distinct games of battle and adventure in the Star Wars universe!

Imperial Assault puts you in the midst of the Galactic Civil War between the Rebel Alliance and the Galactic Empire after the destruction of the Death Star over Yavin 4. In this game, you and your friends can participate in two separate games. The campaign game pits the limitless troops and resources of the Galactic Empire against a crack team of elite Rebel operatives as they strive to break the Empire’s hold on the galaxy, while the skirmish game invites you and a friend to muster strike teams and battle head-to-head over conflicting objectives.

In the campaign game, Imperial Assault invites you to play through a cinematic tale set in the Star Wars universe. One player commands the seemingly limitless armies of the Galactic Empire, threatening to extinguish the flame of the Rebellion forever. Up to four other players become heroes of the Rebel Alliance, engaging in covert operations to undermine the Empire’s schemes. Over the course of the campaign, both the Imperial player and the Rebel heroes gain new experience and skills, allowing characters to evolve as the story unfolds.

Imperial Assault offers a different game experience in the skirmish game. In skirmish missions, you and a friend compete in head-to-head, tactical combat. You’ll gather your own strike force of Imperials, Rebels, and Mercenaries and build a deck of command cards to gain an unexpected advantage in the heat of battle. Whether you recover lost holocrons or battle to defeat a raiding party, you’ll find danger and tactical choices in every skirmish.

As an additional benefit, the Luke Skywalker Ally Pack and the Darth Vader Villain Pack are included within the Imperial Assault Core Set. These figure packs offer sculpted plastic figures alongside additional campaign and skirmish missions that highlight both Luke Skywalker and Darth Vader within Imperial Assault.

Game Mechanics:

  • Campaign
  • Dice Rolling
  • Grid Movement
  • Role Playing
  • Team Based
  • Wargame

Game Specifications:

  • 1 – 5 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.30

Ruination

Ruination

Ruination

The world ended so long ago that none remember its name. From its ashes rose the Khanate, whose citadel guards the last aquifer. The immortal Khan commands that only the most worthy may drink from its waters. Thus the hordes ready themselves for battle. Win, and lead your people onward… Die, and be forgotten!

Ruination is a 2-4 player area control and civilization game set in post-apocalyptic Eurasia. Using an innovative action system, players will gather resources to acquire advantages from the wreckage of the world before, bolster their armies with powerful exiles, and march across The Wasteland to war. Only the strongest and most canny horde will rule beside the Khan in this new world.

Game Mechanics:

  • Area Control
  • Area Movement
  • Dice Rolling
  • Open Drafting
  • Wargame

Game Specifications:

  • 2 – 4 Players
  • 60 – 120 Minutes
  • Difficulty Weight 3.00