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Brass

Brass

[FRD 718122262502] Miscellaneous   $59.95 $49.99

Brass is set in 18th century Lancashire at the beginning of what would eventually be called the Industrial Revolution. It starts at the beginning of the Canal Age and ends after the development of railways. Players take the roles of entrepreneurs attempting to make the most money from the various industries of the time. Cotton dominates the game but players ignore the other industries such as coal mining and engineering at their peril.
Tide of Iron: Map Upgrade Pack

Tide of Iron: Map Upgrade Pack

[FFG TD05] Fantasy Flight Games   $29.95 $26.95

Complete with upgraded obstacles such as tank traps, bunkers, and hills, The Tide of Iron Map Upgrade Pack lets players update their original map boards with brand-new artwork and enhanced colors, as well as supplement their existing Tide of Iron boards to create epic-level battles.
Combat Commander Europe

Combat Commander Europe

[GMT 0609-08] GMT Games   $79 $70.29

Combat Commander Vol. I is a card-driven board game series covering tactical infantry combat in the European and North African Theaters of World War II. One player takes the role of the Axis (Germany in this first game; Italy & the Axis Minors in later installments) while another player commands the Allies (Russia & America here; Britain, France & the Allied Minors in future expansions). This first game of Combat Commander includes units, cards, and historical scenarios depicting the American, German, and Russian forces. The second game in the series will provide cards, counters, and historical scenarios for British, French, and Italian forces. Each game includes 6-12 historical scenarios as well as a "roll your own" scenario system that provides an almost unending variety of map configurations, force structures, and combat situations. Replayability value for Combat Commander is very high. A game of Combat Commander has no strict sequence of play. Each turn is divided into a variable number of Player Turns, each of which may consist of either: the active player expending one or more Fate cards from their hand for their Actions; or passing, which allows the discarding of one or more Fate cards. Players redraw up to their maximum hand size at the end of each of their own Player Turns. Additionally, Reactions may be played by either player at any time, so long as the prerequisite listed is met. FATE CARDS: Players will take turns playing one or more "Fate" cards from their hands in order to activate their units on the mapboard for various military functions. Each nationality has its own 72-card Fate deck highlighting its historical strengths and weaknesses (lots of Smoke for the US; marksmanship bonuses for Britain; commissar events for the Soviets; broken Italian units will surrender more often; etc.). Each Fate card contains one Action and one Reaction: only one of which may be declared when the card is played. The bottom portion of each Fate card contains an Event, a random hex symbol, and a 2d6 die roll -- these can never be played from the hand, only revealed from the top of the draw pile when a game situation instructs a player to do so. ACTIONS include: Fire, Move, Advance, Rally, Rout, Artillery Request and Artillery Denied. Each nationality also has a varying number of Command Confusion Actions which act as duds while in hand -- these cards are useless except for any possible Reaction on the card. Actions, when played, generally activate a single unit to perform that Action, unless a Leader is activated: in which case it can further activate any or all non-leaders within its Command Radius to perform the same Action. There are 15 different REACTIONS. For example: * Sustained Fire -- Add +2 when firing a Mortar or Machine Gun. If the fire roll is "doubles", break it. * Smoke -- If a unit with boxed Movement is activated to Move or Advance, place Smoke in or adjacent to its hex. * Grenades -- Add +2 when firing at an adjacent hex. * Dig In -- Place foxholes in a friendly hex. There are 36 different EVENTS -- both good and bad -- that will occur at random intervals to add much chaos and uncertainty to each player's perfect plan. Event examples: * Walking Wounded -- Select one eliminated unit. Return that unit to play in a random hex, broken. * Hero -- If not already in play, place the Hero in a friendly hex. Rally one broken unit there. * Reinforcements -- Roll on the Support Table. Select one available unit then place it along your map edge. * Battle Harden -- One unit becomes Veteran. Units and weapons are rated for their Firepower and Range, while units also have a Movement allowance and a Morale number. Most importantly, Leaders have a Command number as well. Command has two functions in Combat Commander. First, it allows a leader that has been activated to perform an Action the ability to further activate any friendly non-leaders up to X hexes away, where X is its Command number (or "Command Radius"). Second, a leader's Command number is added directly to every stat on every non-leader currently occupying the same hex. So, for example, a 5-FP, 5-Rg, 5-Mv Squad with 7-Morale in the same hex as a Leader with a Command of 2 would have stats of 7-7-7 and 9 for all purposes as long as that condition existed. Average playing time is about 90 minutes per scenario. A scenario is played on one of several mapsheets, each with a 10x15 hexgrid depicting various terrain at a scale of 100 feet per hex. In addition to playing one of the many pre-generated scenarios included with the game, players can roll up random situations, as well. Playtesters described both types of scenarios as "fast, furious, and addictive".
Warrior Knights Crown & Glory Exp

Warrior Knights Crown & Glory Exp

[FFG VA44] Fantasy Flight Games   $24.95 $22.29

In the war-torn land of Warrior Knights, the conflict is far from over. The new Crown and Glory expansion provides contenders to the throne with a multitude of new options, additions, and variants. In the Crown and Glory expansion, a player can actually become King and attempt to prove that he has what it takes to retain the crown! The Crown of Glory expansion also includes Mission cards, which provide players with new paths to victory. The Crown and Glory expansion features over 200 new cards including: * New actions that provide mobility and versatility * Garrisons that help defend your cities * Town levies that support your armies * New specialized mercenaries * A larger Fate deck allowing for bigger battles and new combat and Fate results * New rules for mercenary Nobles, a new resource, and much more The Crown and Glory expansion provides Barons with indispensable new resources and options for consolidating their hold over the realm of Warrior Knights.
Britannia

Britannia

[FFG VA19] Fantasy Flight Games   $49.95 $39.29

Welcome to a land of sweeping history. Welcome to a land that the Romans, the Angles, the Saxons, and a dozen other peoples warred over for a thousand years. Welcome to the land of King Arthur, Alfred the Great, Harald the Ruthless, and William the Conqueror. Welcome to Britannia. BRITANNIA is an historical board game that broadly depicts the millennia-long struggle for control of England, Scotland, and Wales. The game begins with the Roman invasion of 43 A.D., continues through the many struggles between Angles, Saxons, Picts, Norsemen, Scots, Irish, and other tribes, and ends with the Norman invasion of 1066. BRITANNIA allow players to re-create this epic history, re-enacting important battles in some cases, altering the course of history in others. The game rules discourage players from making historically unrealistic moves, but also give players the freedom to alter Great Britain’s history in important ways, creating countless interesting “what if?” scenarios. What if Boudicca’s Revolt against the Romans had been more successful? What if the Romans and the Romano-British had repelled the Saxon invasions of the 5th and 6th centuries? What if William the Conqueror had died during the Norman invasion of 1066? In BRITANNIA, the players will determine the destiny of a kingdom. Game Contents: * One Rulebook * The Game Board * 276 Unit Markers in four colors: red, blue, yellow, and green, representing Infantry, Cavalry, Leaders, Roman Forts, and Saxon Burhs. * 17 Nation Cards * 220 Victory Point Tokens in denominations of 1, 5, and 25 * 16 Population Markers * 1 Round Marker * 5 Dice
Tribune

Tribune

[FFG TR01] Fantasy Flight Games   $59.95 $47.29

Bow down before the Tribune, ye citizens of Rome! Rich and poor, strong and weak, patricians and plebians, hear your Tribune's words! It is he who guides you and who is guided by you. He is one of you, but he is the Tribune, he is the Primus Inter Pares, the first among equals! Welcome to the most complex metropolis of the ancient world -- Rome. More than 2000 years ago, Rome was a town full of life whose inhabitants, although they could not have been more different, still had one thing in common: They were all Romans. In Tribune, 2-5 players each control one of the large and ambitious patrician families of ancient Rome who thirst for influence and power, exerting their influence on the city's many varied factions. Send your followers out into the streets of Rome to win influential allies and use them to control the city. Will you win over the Legions? Will you be crowned with laurel wreaths, control the Senators, and gain the favor of the Gods? The time has come to make history. Tribune is Karl-Heinz Schmiel's game of politics and power in ancient Rome for 2-5 players aged 12 and up, playable in 1-2 hours. Game Contents: * 1 Set of Playing Instructions * 1 Playing Board * 136 Cards o 26 Winning Condition Cards o 100 Faction Cards o 10 Reference Cards * 35 Laurel Wreaths * 30 Legion Tokens * 42 Faction Markers * 60 Coins * 6 Scroll/Tribune Tiles * 6 "Eternal Favor of the gods" Tiles * 2 "Temporary Favor of the gods" Tile * 2 Chariots * 5 Family Sheets * 30 Wooden Followers * 1 Proconsul Piece * 1 Player Starting Coin
Axis & Allies Anniversary Edition

Axis & Allies Anniversary Edition

[WOC 95775] Wizards of the Coast   $195 $195

Deploy your forces and prepare for battle as Axis & Allies celebrates 50 years of Avalon Hill games with this Anniversary Edition of the classic World War II strategy board game designed by Larry Harris. Utilizing the standard D6 combat system found in Axis & Allies Revised, Europe, and Pacific, this Anniversary Edition of Axis & Allies debuts Italy as the third Axis nation, while China is included as a US-controlled ally, cruiser class ships join the naval line-up for the first time, and two set-up options are introduced: Spring 1941 and Spring 1942.
Dutch Golden Age, The

Dutch Golden Age, The

[MFG PHA6026] Mayfair Games   $45 $40.5

Around 1600, a Golden Age started in the Northern provinces of the Low Countries. In 1602, the United East-Indian Company (VOC) was founded, the first ever company with shares. A maritime trade and transport network to the Far East was established, with fortified trade posts along the way. The Low Countries developed steadily in many areas. The Seven Provinces were led to glory by Johan de Witt, an astute statesman who built an effective, modern navy led by superior admirals. Rich entrepreneurs were influential from many European ports to the Far East and the West Indies. William of Orange, murdered in 1584, lived on in the hearts of his people as the Father of the Fatherland. Meanwhile, success also loomed in other fields. In science, the philologist Lipsius, the naturalist Leeuwenhoek, the philosopher Spinoza and, last but not least, the father of the "law of nations", Hugo Grotius all advanced their expertise considerably. In arts, the "Flemish School" with Rubens and Van Dyck and the "Dutch School" with Frans Hals, Jan Steen, Vermeer, and Rembrandt became famous. In The Dutch Golden Age the players try to amass victory points in a variety of fields (culture, trade, arts etc.). The first player who accumulates 33 points is the overall winner. Game Contents: * 1 Large Game Board * 110 Playing Cards (27 culture, 22 arts, 21 investment, 21 spices, 19 colony cards) * 20 Movement Tokens in Four Colors * 24 Influence Markers * 1 King Pawn * 60 Guilders Coins in Three Denominations * 2 Dice * 1 Rules booklet
Catan Gallery Edition

Catan Gallery Edition

[MFG 73001] Mayfair Games   $33 $30.29

In the Catan Gallery Edition, the award-winning game is simplified and reduced in price to allow for quick play and introduction to casual players. The Settlers of Catan are once again traveling through the lands of Catan, racing to develop their settlements. Players are now able to gain the flavour of the popular board game within 60–90 minutes with simplified rules that allow quick game setup and learning. The Catan board game continues to have the popular modular board and the variety of strategic options available that made the original Settlers of Catan game so popular. * Contents: Full-color game board * 6 island pieces * 20 settlement piece * 16 city pieces * 60 road pieces * 4 scoring markers * 93 resource cards * 25 development cards * 2 special bonus cards * 2 six-sided dice * 1 robber piece * Rule book 3–4 players, Ages 12 and up Playing Time: 30–90 minutes
SPQR: Deluxe Edition

SPQR: Deluxe Edition

[MT 9201-08] GMT Games   $99 $88.99

Game Components # COUNTERS: 800 full-color two-sided counters, including 19 full-color two-sided double-size counters # MAPS: Two full-color double-sided 22x34" mapsheets # One 10-sided die # 24-page Rule Book # 24-page Scenario Book # Player Aid Cards: Two 8.5x11" two-sided cards containing game charts and tables # New Scenario Book and Sample of Deluxe Maps ERRATA TIME SCALE 15-20 minutes per turn MAP SCALE 70 yards per hex UNIT SCALE 300-1000 men per counter NUMBER OF PLAYERS One to four
Axis and Allies Miniatures Expanded Rules Guide

Axis and Allies Miniatures Expanded Rules Guide

[AVH 21656740] Avalon Hill   $19.99 $16.29

The Rules of Engagement Haven?t Changed. They?ve Just Gotten Better.

Add more depth and detail to your Axis & Allies Miniatures games with expanded rules that allow you and your opponent to engage in skirmish battles on a whole new level. The Axis & Allies Miniatures Expanded Rules Guide compiles the existing rules system along with expanded rules developed with the feedback and input of avid fans and strategy gamers. These new rules do not replace our existing rules set, but rather add a new dimension to existing game play. Battle Scenarios challenge players on either side of the battlefield, putting tactical skills and strategic planning to the test. Larger double-side battle maps feature highly detailed artwork and allow players to make use of maneuverability and tactical placement of their units.

The Expanded Rules Guide Contains:

* 48-page rulebook, including new, expanded rules for the Axis & Allies Miniatures Game .
* 8 New Battle Scenarios.
* 2 new full color, double sided, 21? x 30? hex maps with 3' hexes.
* Comprehensive checklist featuring every miniature from all five Axis & Allies Miniatures expansions
Memoir

Memoir '44

[DOW 7301] Days of Wonder, Inc.   $50 $39.99

From the opening minutes of D-Day to the liberation of Paris and beyond,
Memoir \'44 airdrops you into the key battles that turned the tide of war
in Western Europe. In this unique wargame from BattleCry! designer Richard
Borg, players face-off in one of over a dozen stylized WWII battles -
including Omaha Beach, Pegasus Bridge, Operation Cobra, and the Ardennes -
as they strategically deploy historically accurate infantry, paratrooper,
tank, artillery, and resistance fighter units on a regional, oversized hex
game board. For 2-8 players, ages 8 and up.
Axis & Allies D-day

Axis & Allies D-day

[WOC 21761] Wizards of the Coast   $39.95 $33.29

Axis & Allies D-Day edition honors the 60th anniversary of D-Day.

Axis & Allies D-Day begins as Operation Overlord, the invasion of German-held Normandy, is underway -- 130,000 soldiers of the United Kingdom, Canada, and the United States are poised to assault Fortress Europe. You and your fellow world powers control their fates.

One player controls Germany, whose Axis forces have turned the beaches of Normandy into a near-impenetrable stronghold. Set to breach those defenses are the Allies: the United Kingdom, Canada, and the United States. The future of Europe and the world hangs in the balance.

Axis & Allies D-Day is designed for two or three players and can be played in two hours. Axis & Allies D-Day is the third Axis & Allies variant, following the successful Axis & Allies Europe and Axis & Allies Pacific, both of which were published in 2001.


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