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Información de la tienda
The Dark Sands: War in North Africa 1940-1942
The Dark Sands takes the game system from Ted S. Raicer’s sold-out and critically acclaimed The Dark Valley: The East Front Campaign to the legendary battles of North Africa in WWII
Paths of Glory Deluxe Edition Sixth
Paths of Glory, designed by six-time Charles S. Roberts Award winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful "Place in the Sun." As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is "The War to End All Wars." Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I.
Wilderness War takes two players into the French & Indian War, 1755-1760, the climactic struggle between France and Britain for control of North America. It uses strategy cards and a point-to-point map similar to GMT's award winning For the People and Paths of Glory. Players maneuver and fight over a map stretching from Northern Virginia to Canada. As the leader of French or British forces in North America, you will need to defend your frontier, raid your enemy's frontier, build fortification networks through the harsh wilderness, recruit Indian allies, besiege forts and fortresses, and deal with events occurring in Europe that are above and beyond your control.
Wilderness War 2015 Edition
Wilderness War takes two players into the French & Indian War, 1755-1760, the climactic struggle between France and Britain for control of North America.
No stacks of armies, no hexes, no overly-lengthy rules to learn - Hitler’s Reich takes five minutes to set up and two hours (or less!) to play. Players fight over Europe, across the North Atlantic and Mediterranean and into Russia using a combat mechanism similar to the traditional card game “War” with dice added in. High-quality wooden pieces mark their progress, which is aided economically, politically and on the battlefield through the competition for and play of Event Cards drawn from three unique decks: one for the Axis, one for the Allies, and one from which either side can attempt to draw.