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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Warhammer: Diskwars

Warhammer: Diskwars

Set amid the constant warfare of the Old World, Warhammer: Diskwars is a game of ferocious, fast-paced tabletop battles for two to four players. At the heart of the game’s conflicts are its disks, which represent heroes and units from across the Old World. During the game, you activate these disks, flipping them end over end to move them across the battlefield and position them to attack.

With a host of terrain cards, objectives, command cards, and more than sixty disks for the game’s four races, the Core Set includes everything you need to build your first armies and dive into the fray!

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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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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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Quantum

Quantum

In Quantum, each player is a fleet commander from one of the four factions of humanity, struggling to conquer a sector of space. Every die is a starship, with the value of the die determining the movement of the ship, but also its combat power – with low numbers more powerful. So a [ 6 ] is a quick but fragile Scout and a [ 1 ] is a slow but mighty Battlestation.

Each type of ship also has a special power that can be used once per turn: Destroyers can warp space to swap places with other dice and Flagships can transport other ships. These powers can be used in combination for devastating effects. You’re not stuck with your starting ships, however: using Quantum technology, you can spend actions to transform (re-roll) your ships. Randomness plays a role in the game, but only when you want: Quantum is very much a strategy game.

You win by constructing Quantum Cubes – massive planetary energy extractors. Each time you build a new one, you can expand your fleet, earn a new permanent ability, or take a one-time special move. The board itself is made out of modular tiles, and you can play on one of the 30 layouts that come with the game or design your own. The ship powers, player abilities, and board designs combine to create a limitless set of possibilities for how to play and strategies for how to win.

With elegant mechanics, an infinity of scenarios, and easy-to-learn rules that lead to deep gameplay, Quantum is a one-of-a-kind game of space combat, strategy and colonization that will satisfy both hard-core and casual players.

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Rex: Final Days of an Empire

Rex: Final Days of an Empire

Rex: Final Days of an Empire, a reimagined version of Dune set in Fantasy Flight’s Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy’s crumbling imperial city. Set 3,000 years before the events of Twilight Imperium, Rex tells the story of the last days of the Lazax empire, while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy, deception, and tactical mastery.

In Rex: Final Days of an Empire, players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more, when allied with other factions) can a player assert dominance over the heart of a dying empire.

Unfortunately, mustering troops in the face of an ongoing Sol blockade is difficult at best (unless, of course, you are the Federation of Sol or its faithless ally, the Hacan, who supply the blockading fleet). Savvy leaders must gather support from the local populace, uncover hidden weapon caches, and acquire control over key institutions. Mechanically, this means players must lay claim to areas that provide influence, which is then “spent” to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired, players must aggressively seek the means by which to turn the conflict to their own advantage.

While the great races struggle for supremacy in the power vacuum of a dead emperor, massive Sol warships execute their devastating bombardments of the city below. Moving systematically, the Federation of Sol’s fleet of warships wreaks havoc on the planet’s surface, targeting great swaths of the game board with their destructive capabilities. Only the Sol’s own ground forces have forewarning of the fleet’s wrath; all others must seek shelter in the few locations with working defensive shields…or be obliterated in the resulting firestorm.

Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed, direct combat may prove inevitable. When two or more opposing forces occupy the same area, a battle results. Each player’s military strength is based on the sum total of troops he is willing to expend, along with the strength rating of his chosen leader. A faction’s leaders can therefore be vitally important in combat…but beware! One or more of your Leaders may secretly be in the employ of an enemy, and if your forces in combat are commanded by such a traitor, defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council, be careful in whom you place your trust.

All this, along with a host of optional rules and additional variants, means that no two games of Rex: Final Days of an Empire will play exactly alike. Contributing further to replayability is the game’s asymmetrical faction abilities, each of which offer a unique play experience.

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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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Tash-Kalar: Arena of Legends

Tash-Kalar: Arena of Legends

Tash-Kalar: Arena of Legends is a game played by masters of magic. Two to four summoners encounter each other in the Tash-Kalar arena, either in teams or each on his own, and prove their skill and strategy in a short but intense battle. By clever deployment of their minions, they create magic patterns for summoning powerful beings, and then use those to destroy their opponent’s forces or to prepare patterns for the ultimate legendary beings.

The game includes three different factions (but two copies of one of them), each with a unique deck of beings to summon. There is also a deck of legendary creatures. Players take turns placing their common pieces on the board, and if they succeed in creating the pattern depicted on one of the cards in hand, they may play it. When played, the card summons a specific being and allows the player to perform an effect described on the card.

Tash-Kalar: Arena of Legends offers two game modes. In the standard mode you score points for fulfilling various tasks set by the Arena Masters: controlling certain points or areas of the arena, destroying a number of enemy pieces in a single turn, performing a certain combination of summonings, etc.

In the other mode of play, your only goal is to entertain the crowd. You do that by primarily destroying your opponents.

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A Distant Plain

A Distant Plain

The latest volume in Volko Ruhnke’s COIN Series takes 1 to 4 players into the Afghan conflict of today’s headlines, this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke, the award-winning designer of Labyrinth: The War on Terror, with Brian Train, a designer with 20 years’ experience creating influential simulations such as Algeria, Somalia Interventions, Shining Path: The Struggle for Peru, and many others.

A Distant Plain features the same accessible game system as GMT’s recent Andean Abyss and upcoming Cuba Libre but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency.

A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for GMT COIN Series players to learn, A Distant Plain will transport them to a different place and time. New features include:

Coalition-Government joint operations.
Volatile Pakistani posture toward the conflict.
Evolution of both COIN and insurgent tactics and technology.
Government graft and desertion.
Coalition casualties.
Returning Afghan refugees.
Pashtun ethnic terrain.
Multiple scenarios.
A deck of 72 fresh events.

… and more.

As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card. The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities. Flow charts are at hand to run the three Afghan factions, so that any number of players—from solitaire to 4—can experience the internecine brawl that is today’s Afghanistan.

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Warrior Knights

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In Warrior Knights, each player takes on the role of a Baron vying for control of the Kingdom. Each Baron commands four faithful Nobles who lead his armies into battle. Each Baron seeks to capture cities in order to gain Influence (victory points), which is used to measure his claim to the throne. Barons may also seek to gain advantage by increasing their income, gathering Votes to use at the Assembly, or by amassing Faith, which can be used to gain a measure of control over chance events. Only through cunning strategy and careful diplomacy can a Baron hope to attain victory.

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