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Battle for Normandy

Battle for Normandy

[GMT 0912]

The Battle for Normandy recreates the 1944 Campaign in France during World War II at a grand scale. With five maps stretching from Cherbourg to Argentan and over 2,500 counters representing every signicant combat unit in the campaign, players can once again fight the battles for Caen, Carentan, St. Lo, Cherbourg, Villers-Bocage, and more.
Battle for Normandy

Battle for Normandy

[GMT 0912]

The Battle for Normandy recreates the 1944 Campaign in France during World War II at a grand scale. With five maps stretching from Cherbourg to Argentan and over 2,500 counters representing every signicant combat unit in the campaign, players can once again fight the battles for Caen, Carentan, St. Lo, Cherbourg, Villers-Bocage, and more.
Halls of Montezuma

Halls of Montezuma

[GMT 0815]

The Halls of Montezuma is a fast paced game of the Mexican War which takes you back to the era of Manifest Destiny. The Halls of Montezuma is a Card Driven Game, allowing players the opportunity to recreate the various events and actions in Mexico from 1846 to 1848. The historical cast of characters is here, from Doniphan to Arista, Scott to Santa Anna. Even Lee, Jackson, Beauregard and Grant make cameo appearances.

Strategy card play allows you to move your forces, make events happen, activate the fleet, secure control of your lines of communication, and even invade Mexico with General Scott.

The outcome is never a foregone conclusion. Victory comes from driving Mexico's political will down to zero; but each battle's outcome is in doubt - a few troops performing superbly can defeat many troops performing poorly. Mexico can achieve a quick sudden-death victory before the U.S. has declared war and can bring its force to bear.

Will Santa Anna arriver early and retake Tejas?

Can General Scott take Mexico City?

Play The Halls of Montezuma and find out!


Samurai

Samurai

[GMT 9601-07]

Samurai is the fifth entry in the award-winning Great Battles of History series and is easily the most exotic and visually stunning. Samurai covers all the major battles of the Sengoku Jidai (the Age of Warring Daimyos). Japan was truly a country at war. Because of the nature of 16th century Japanese warfare, it is also the easiest game in the series to play. The revamped command system simulates the clan-oriented levels of leadership, plus simplified shock and fire mechanics. Also included are individual samurai used to challenge opponents and collect the important severed heads. Ignore the challenge and lose face, or even be forced to commit seppuku on the spot.



Battles include the most unusual Okehazama, complete with burning castles, thunderstorms, and a historically victorious army out-numbered six to one; Anegawa; Kawanakajima; Mikata-ga-Hara; Nagashino, with the famous Takeda cavalry corps charging Odas volley-firing musketeers; and the most famous battle to take place in Japan, Sekigahara. All the great leaders are there: Obu Nobunaga, Takeda Shingen, Uesugi Kenshin, and of course, Tokugawa Ieyasu.

Game Contents:



* 850 colored counters

* Two 22 x 34 mapsheets
Combat Commander Europe

Combat Commander Europe

[GMT 0609-08]

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 players 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 leaders 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".
Twilight Struggle 2nd Edition

Twilight Struggle 2nd Edition

[GMT 0510-07]

Now the trumpet summons us again - not as a call to bear arms, though arms we need, not as a call to battle, though embattled we are - but a call to bear the burden of a long twilight struggle...
Formula Motor Racing

Formula Motor Racing

[GMT 0103-07]

Gentlemen (and ladies), start your engines! Overtake the polesitter. Take advantage of cars on the wrong line. Push your equipment to the limit with a hard charge, risking engine or gear failure. Outduel the other crews in the pits. Avoid race-ending crashes and costly spins. Stay in the slipstream as you stalk the leaders. Score points for finishing positions. Shuffle the cards and do it again. Can you accumulate the most points over the course of the racing season?



FORMULA MOTOR RACING is a fast-paced card game in which each player maneuvers a two-car team in search of the Constructors Championship. You control the fate of your cars and those of your opponents through the timely play of cards. The player whose team scores the most points over a series of races wins the championship. Each race takes 20 minutes or less to complete. Play just a few races for a quick game, or simulate an entire season, including the Drivers Championship and variable race lengths. You decide how many races will constitute the season at the start of play to fit the playing time you have available. FORMULA MOTOR RACING is the quickest-playing auto racing game in existence. It has very few rules to master and is easy to teach.

Game Contents:



* 12 plastic cars (two each in six colors)

* 6 team pit crew cards (one in each of the six colors)

* 54 action cards

* 1 12-sided die

* 1 rulebook
Ivanhoe

Ivanhoe

[GMT 0015-07]

Take on the role of a knight and join the prestigious tournaments at the king's court. Use your cards to win the jousting competitions, and to fight with your sword, axe or morningstar. Rally your squires, gain the support of a maiden, and play action cards against your opponents.


Clever use of action cards can change the type of tournament that is in progress. One card will “unhorse” you, forcing everyone still in the jousting competition to switch to a weapon battle of the action card holder’s choice.

Other actions cause you to drop whatever other weapon you are using and resort to hand-to-hand battles in which the player with the most cards- not the highest point total- will win a token. Depending on the number of players in the game, the first player to win four or five different tournaments becomes the overall victor.

There is a lot more strategy involved in the game than first meets the eye.


Battle Line

Battle Line

[GMT 0012]

Two opponents face off across a 'battle line' and attempt to win the battle by taking 5 of 9 flags or 3 adjacent flags. Flags are decided by placing cards into 3 card poker-type hands on either side of the flag (similar to straight flush, 3 of a kind, straight, flush, etc). The side with the highest 'formation' of cards wins the flag.

This is a rethemed version of Schotten-Totten with different graphics and wooden flag bits in place of the boundary stone cards. Game play is identical, except the cards run from 1 to 10 (not 9), you hold seven cards in your hand (not 6), and the rule that stones may only be claimed at the start of your turn is presented as an "advanced variant".

Some have reported that the production quality of the cards is inferior to the Schotten-Totten cards, however, for most readers Battle Line will be much easier to find in stores. In the second edition of GMT's Battle Line the card quality is higher.


Blackbeard: The Golden Age of Piracy

Blackbeard: The Golden Age of Piracy

[GMT 0803]

Blackbeard: The Golden Age of Piracy lets you guide the fate of the pirates who sailed the seas in the late 17th and early 18th centuries. Each player takes the role of one or more pirates, attempting to become rich, notorious, and feared before (hopefully) retiring and living off his spoils and his reputation.
Empire of the Sun

Empire of the Sun

[GMT 0501]

Empire of the Sun (EotS) is Mark Hermans third card driven design since he introduced the system to the hobby in We The People. EotS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbor until the surrender of Japan. EotS is the first card driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of MacArthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to Australia. This is represented on a single map based on a 1942 equal area projection of the entire theater of conflict.





As in other games using the CDG system, players try to maximize the impact of their cards even as they hide their intentions and traps from their opponent. The player is faced with a wide set of clear strategic choices. The focus of EotS is on directing major offensive axes of advance. The Japanese early in the game are challenged to achieve their historical expansion as Allied forces battle the clock to react with their in-place forces trying to achieve maximum damage to the hard-to-replace Japanese veteran units.





Combat in EotS is based on successfully bringing superior combined land, air, and sea forces to bear in a two-tiered combat system. The first tier is the resolution of air-naval combat, the second tier covers ground combat. The culmination of both tiers results in one side prevailing in battle.





The key variable in determining strategic victory is the level of U.S. political will. The Japanese win the game by forcing the U.S. into a negotiated peace, which was not achieved historically. The Japanese achieve this by knocking countries like India, China, and Australia out of the war, while inflicting massive casualties on the United States. The delivery of the A-bomb on its historical schedule is not a guarantee, often necessitating Operation Olympic and the invasion of Japan. It is often in its darkest hour that the Japanese find victory in EotS.





EotS scenarios were designed with the busy enthusiast, grognard, and competitive tournament player in mind. EotS was designed to be played n yearly scenarios (1942, 1943, and 1944) of three turns each that play in under two hours. If you are a fan of CDGs, EotS takes the genre into a familiar, but new direction. If you are a fan of classic hexagon wargames, this game has all of the features that brought you to this hobby in the first place, but with a new level of excitement and replayability. The game is comprehensive, but easy to learn.
Manifest Destiny

Manifest Destiny

[GMT 0406]

Manifest Destiny is a card-driven, multi-player strategy game for 3 to 5


players set in North America from colonial times to the present. Designed


as the successor to the Age of Renaissance, Manifest Destiny combines the


strategic components of earlier, longer civilization-based games with the


elegance of streamlined European gaming.
Paths of Glory: The First World War

Paths of Glory: The First World War

[GMT 9903]

They called it the Great War. In over four years of titanic struggle, the

ancient Europe of Kings and Emperors tore itself to pieces, giving birth

to our own violent modern age. The bloody battles fought in the trenches

of the Western Front, the icy plains of Poland, the mountains of the

Balkans, and the deserts of Arabia, shaped the world we know today. We are

all orphans of the Great War. Paths of Glory: The First World War allows

players to step into the shoes of the monarchs and marshals who triumphed

and bungled from 1914 to 1918.
Gringo!

Gringo!

[GMT 0306]

From the rough mountains of Cerro Gordo, to the moon-like landscapes of

Buena Vista, and the remarkably detailed city of Monterey, Gringo!

introduces five classic battles from the Mexican-American War for use with

the revised and polished Great Battles of the American Civil War system.
Great Battles Of Alexander: Tyrant Deluxe Module

Great Battles Of Alexander: Tyrant Deluxe Module

[GMT 0305]

Compatible with both the advanced and standard versions of the Great

Battles of Alexander system, the Tyrant module features one regional map

and 140 counters covering 12 of the most decisive battles in the recurring

wars that pitted Carthage against the Greeks of Syracuse.
Great Battles Of Alexander Deluxe Editio

Great Battles Of Alexander Deluxe Editio

[GMT 9501]

This updated, expanded, full-color version of the best-selling Great

Battles of Alexander game system includes three full-color, double-sided

22\ x 34\ mapsheets, new game counters, two Player Aids cards with charts

and tables, a 32-page rulebook, and one 10-sided die. A 24-page scenario

book is also included featuring all the major battles from the original

game and the Juggernaut module, plus five additional encounters.
Medieval

Medieval

[GMT 0211]

Arrange alliances, unleash Assassins, send out the Jihad, call for

Crusades, and excommunicate

players in your quest for dominance and sovereignty over an ever-changing

conglomerate of 27

Powers/Countries before the Mongol hordes bring Tartar Hell upon the world

in Medieval,

a card-based board game designed by Richard Berg that takes players back

to the turbulent

13th century in Europe, Middle East, and North Africa.

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