Compass Games Flanks Of Gettysburg NISW Fast Shipping

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games Flanks of Gettysburg Flanks of Gettysburg (FOG) consists of two, two-player games on a company level, simulating the two brigade sized flank attacks on Little Round Top and Culp’s Hill on July 2, 1863. Each assault is a separate game. One player controls the forces of the United States (Union) and the other player controls the forces of the Confederate States (Confederate). Historically the Union bested rebel forces on both flanks because it fed enough reinforcements in to stem the gray tide But that is not to say that the rebels don’t stand a chance. They do. Note, the fighting on Culp’s Hill went well into the night and ended the day’s fighting. FOG uses a chit pull system similar to John Poniske’s Ball’ Bluff and Belmont designs. FOG clocks in at three to three and a half hours per game and provides high solitaire capability. The design allows for several what-if situations and many additional optional rules to ensure replayability. Both games follow similar rules applying unique fire and movement, melee and order assignment. These are simple, rapid playing approaches to complex situations. Yes, it’s another game on Gettysburg, something John said he would never do. Then again, he believes these individual actions are worthy of individual treatment, Culp’s Hill in particular. The battles of Culp’s Hill and Little Roundtop demonstrated Lee’s determination to attack and envelop the Union Army of the Potomac. FOG does not attempt to recreate either grand assault in full, rather it presents the desperate three-hour finale that took place on the extreme ends in both cases These were the two instances when Lee came closest to claiming a Gettysburg breakthrough. Culp’s Hill offers the Union prepared defensive positions but the liability of having reinforcements report to General Greene before joining the line. Little Round Top introduces artillery and sharpshooters and challenges players to exit or block the exit of Rebel forces between Little and Big Round Tops. Each game offers a beautiful Rick Barber map and a low counter mix. Regimental draw chits allow companies to move, volley fire or melee at the player’s discretion. The ground over which the Confederates must assault is rough and at times movement under fire can be distressingly slow. Casualties mount rapidly until the rebels are close enough to exact revenge. Officers are essential to relay orders, to rally broken units and to influence melee. In some cases officers may prove the only way to break or hold the line. Because of their importance and visibility, officer casualties are high. Replacement officers are available but make excellent targets as well The designer, John Poniske, is currently working on a sequel, using the same rules, covering the Gettysburg cavalry battles. Product Information: Complexity: 5 out of 10 Solitaire Suitability: 5 out of 10 Players: 1-2 (best with 2) Playing Time: 3.5 hours for each game Components: One 20 page Rulebook Two Player Aids (2 sided- one US, one CS) Two 22 x 34 Battle Maps (Little Round Top, Culp’s Hill) Eight – 10 sided dice (Four US Blue, four CS gray) 425 – 5/8 inch Counters (Half units and officers, half tokens and markers) Game Credits: Designer: John Poniske Artwork: Rick Barber, Vinny Siracusano, Bruce Yearian

Compass Games Victory at Sea, Original 1992 Edition 2024 Reprint NISW Fast Ship

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games 2024 Reprint Victory at Sea, Original 1992 Edition Victory at Sea, Original 1992 Edition is a strategic level game developed from Jedko’s popular naval game, War at Sea. This two-player game refights the Battle of the Atlantic in every detail. This is a game of Grand Strategy with each player assuming the role of an Admiral of the Fleet and trying to control the sea areas that are important to his nation’s interests. The rules are easy to learn, and yet require cunning strategies to achieve ultimate victory. An ideal wargame for beginner’s, Victory at Sea also serves as a fast-playing, tense contest for experience gamers. The Allied player, although possessing a mighty armada of English and American ships, faces a difficult task. The Kreigsmarine’s powerful battleships Bismarck and Tirpitz present a formidable threat. Control of the Mediterranean must be wrested from an elusive Italian fleet. Vital convoys have to be protected from stalking U-Boats and audacious German surface raiders. Oilers in the Atlantic allow ships such as the Graf Spee to elude pursuit whilst harassing Allied vessels. The Axis player has a small fleet by comparison to the Allies, but a shrewd strategy can exhaust hsi opponent and win the war. Victory at Sea allows you to recreate every major aspect of the naval war. The game mechanics include Admirals, port repair facilities, the invasion of France, U-Boat technology, surface raiders & oilers, the British Home Fleet, critical hits & damage control, limited intelligence, airpower, mines, and convoys. Components include a colorful mounted mapboard and 117 large counters representing all major German, Italian, British, American and Russian capital ships of the European theater. Product Information: Complexity: Low Time Scale: abstract (9 turns) Map Scale: area movement Unit Scale: individual capital ships Players: 1-2 players Solitaire: High Playing Time: 3 hours or less Components: 1 Mounted map (22″ x 34″) 1 Countersheet 1 Rulebook 2 Player aid cards Dice Box and Lid Game Credits: Designer: John Edwards Project Lead: Bob Cloyd Project Director: John Kranz Artist: Bruce Yearian

Russia Besieged Deluxe Edition by Compass Games – SEALED

Developer of the Deluxe Edition: Robert Beyma. Do you channel your forces to Leningrad?. Push for Moscow?. Or go for the oil rich regions of the Caucasus Mountains?. All a tough call as each looks attainable, if you only had another couple of units more on the map!

Compass Games Death in the Trenches: The Great War 1914-1918 (Second Edition)

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games Death in the Trenches: The Great War 1914-1918 (Second Edition) (2022) WWI mini-monster with emphasis on simple mechanics and historical narrative. Death in the Trenches is a strategic-level World War I game covering the entire war, from the opening shots in Serbia and Belgium to the final defeat (or victory!) of Germany and its allies in 1918. The map, executed by Jonathan Carnehl, is designed to give you a feel for 1914 by using textures and colors featured in atlases of the time. It stretches from the Pyrenees to Moscow, and from Norway to the Sudan, covering every square inch of territory in Europe and the Near East which saw combat from 1914 to 1918, in a manageable 34×22″ format. Colonial battles around the world take place on an additional 8½x11″ map showing Germany’s empire. The game also features 456 beautifully-illustrated counters depicting all the national armies that fought in the war – from the Germans, French, British and Russians all the way down to the Persians, Montenegrins, Armenians, South Africans, and a host of specialized units (French Foreign Legion, Gurkhas, Italian “Arditi”, Cossacks, Tyrolean Kaiserjäger, Zionists, Bavarians, “Dunsterforce”… even China may send a small expeditionary force). For the World War I buff, the game’s simple off-map system of Allocation markers fills your world with historical detail: Tanks, Alpenkorps, artillery barrages, flamethrowers, poison gas, Krupp guns, Mustapha Kemal, the Royal Air Force, French elan, Rommel’s mountain tactics and Galliéni’s taxicabs… while the great wartime leaders all leave their mark (good or bad!) on history: Bruchmuller, Haig, Hoffmann, Mackensen, Hindenburg and Ludendorff, Rennenkampf and Samsonov, Sarrail, Von Francois, Foch, Brusilov, Nivelle, Plehve, Putnik and Yudenich. All this detail is added without forcing you to remember special rules. What other WWI games make ruthlessly complex, Death in the Trenches simulates with elegant simplicity. Face-up units are entrenched; face-down units aren’t! Simple as that. Emphasis is on the fun stuff rather than the boring stuff; there is no bean counting of production points, supply rules and strategic redeployment are easy, and in combat there are no complicated terrain modifiers to memorize – those are baked right into the combat die roll. Death in the Trenches includes a deceptively simple, short rulebook (with several additional pages of random events) detailing the game’s unique combat system (no CRT!) which portrays the grinding nature of World War I combat in a realistic way that still gives players plenty of options to pursue. The map shows your army-level units, with their divisional components represented off map to prevent map clogging. The production and assignment of divisions has been simplified in this new Second Edition. The game’s unique combat system lets you choose how many dice you want to throw, and the risk you’re willing to take: you’ll agonize over every choice of “just enough but not too much”. If you “overroll” your target number, it means you just sent your men “over the top” to get mown down. What did you expect? This is World War I! Battles feature a grinding ‘arms race’ where you throw in more and more dice, and more and more Allocations, in classic World War I fashion where you know that just “one more big push” will give you the victory that has so often eluded you. Endless replayability flows from over 500 painstakingly researched random events, which plunge you into the fiery world of World War I in ways you’ve ever seen before in a game, while helping keep play simple and straightforward. Lenin, the Senussi revolt, intrigue in the Roumanian court, the Cruise of the Emden, the Armenian Massacre, the Sinai Pipeline, the Ukrainian Reactionary Hetmanate, Rasputin, Mata Hari, the Russian shell shortage, the murder of Edith Cavell, Lawrence of Arabia (and his German counterpart, Wilhelm Wassmuss), the Nestorian resistance, Pancho Villa, the Grand Duke Nicholas, Thomas Masaryk, the Red Baron, Czech Legion, Irish Rising, Berber Revolt, air raids, typhus, influenza… they’re all here in ways that actually teach you about the history of World War I. Players command the armed forces of nearly 40 nations, in a game that still manages to be small enough to fit on your table! It sounds like a massive game, but it isn’t. Death in the Trenches is designed to be played – easy to play, hard to master. You’ll learn things about World War I you never knew before, and you’ll have to face the same crises the leaders of the Entente and Central Powers did. Think you can do better than Douglas Haig and Robert Nivelle? Now it’s your turn. Product Information Complexity: Medium (about 6 out of 10) Playing Time: 10+ hours Solitaire Suitability: Excellent Time Scale: 1 turn = 3 months Map Scale: 1 hex = approximately 80 miles Unit Scale: Army and Corps Designers: R. Ben Madison and Wes Erni Artist: Jonathan Carnehl Components: 1 34×22″ map covering Europe and the Near East – Mounted 3+ countersheets (9/16″) of military unit counters, markers and chits – total 400 (double sided) 1 rules booklet (Game System and Random Events included) 6 8½ x11″ color player aid and display sheets 10 six sided dice 1 full-color box and lid set

Compass Games Enemy Action: Kharkov 2024 Reprint NISW Fast Shipping

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games 2024 Reprint Enemy Action: Kharkov Enemy Action: Kharkov is the second game in John Butterfield’s acclaimed Enemy Action series of card-driven games simulating pivotal battles in World War II, playable by two players or one player controlling either side in the conflict. Enemy Action: Kharkov portrays the Third Battle of Kharkov, the key Eastern Front battle in which the German Army ended a string of Soviet victories begun at Stalingrad. In the late winter of 1943, Soviet Operations code-named Star and Gallop drove the Germans from the city of Kharkov and threatened a complete breakthrough, only to be driven back by the German counteroffensive known as Von Manstein’s Back Hand Blow. Each volume in the Enemy Action series features: Two-player competition with low complexity and constant decision points for both sides;Solitaire play of either side with systems governing all aspects of enemy command and tactics; Card-driven impulse system, with multi-purpose cards played to activate formations, implement command events, or gain tactical advantages in combat. Diceless and chartless combat system – players draw combat chits that build a narrative of each combat. The solo games add fog of war to the experience. Many enemy unit locations in the solo games are unknown until your forces move to contact. Enemy units behind the front line often disappear to reappear elsewhere, within realistic movement limitations. Features specific to Enemy Action: Kharkov include: • Soviet partisans • Offensive command quality • Withdrawal under fire • Armor depletion • Von Manstein’s Rochade (rapid redeployment) • Soviet forward support • Spring thaw and mud conditions Components: Three 22″x34″ maps (1 for each solitaire game and 1 for the 2-player game) Three rules books (1 for each game) Two full sheets of counters, printed both sides 110 playing cards (poker quality) Multiple player aid cards One ten-sided die (for solo play) One full color 3” box and lid Complexity: Moderate Solitaire Suitability: Designed for solitaire play Map scale: 7.5 miles per hex. Hexes are oversized for easy counter handling. Time scale: Three days per turn, with several impulses in each turn. Unit Scale: Regiments, brigades and divisions Players: One or Two (features Solitaire mode) Playing Time: 15 minutes to 5 hours for the full campaign Designer: John Butterfield Developer: Ted Castronova

Compass Games YALU Chinese counteroffensive in Korea Nov 50 May 51 unpunched

The Compass Games YALU Chinese counteroffensive in Korea board game is a war-themed strategy game designed for 2 players. Released in 2009, this complete game features the YALU campaign from November 1950 to May 1951. With a focus on historical events, this board game is targeted towards players aged 17 years and up. Made in the United States by Compass Games, this game offers an immersive and strategic experience for those interested in military history and tabletop gaming.

Compass Games The Fall of Tobruk: Rommel’s Greatest Victory NISW Fast Shipping

SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games The Fall of Tobruk: Rommel’s Greatest Victory The Fall of Tobruk: Rommel’s Greatest Victory is a recreation of the Axis attack on the heavily fortified Gazala-Bir Hakeim line in May-June 1942. Participating in the attack were three corps of Italian troops and the vaunted Deutsches Afrika Korps, all under the operational command of General Erwin Rommel. Opposing the Axis forces were two corps of the Eighth Army, manned by a polyglot Allied force made up of British, South African, and Indian troops, along with a force of Free French troops, all under the command of General Neil Ritchie. The battle was pivotal in the Western Desert campaigns that had see-sawed back and forth across Cyrenaica since the winter of 1940. The battle has been described as Rommel’s greatest victory, leading to the Axis capture of Tobruk, the British abandonment of Libya, and subsequent retreat to El Alamein. Players represent the two army commanders, Rommel and Ritchie, maneuvering the various brigades and regiments under their command in order to control the vital port of Tobruk and defeat the enemy forces while still preserving his own army as a force in being. This is complete revision of the Conflict Games designed by Frank Chadwick and first published in 1975 — consider this a completely NEW game and not a reprint of a previous edition. With extensively researched and revised orders of battle, conversion to a d10 resolution method, all-new weather rules, all-new air rules showing the army-air force coordination that was being perfected by both sides, and an all-new map at half of the original game’s ground scale (1.5 mi/hex vs 3 mi/hex), and a switch from an Igo-Yugo to a chit-pull formation activation mechanism. But the most exciting change is a dynamic Operations Phase wherein players can decide exactly when and with which units they want to move, fight, barrage, or call in an air strike. No fixed Movement Phase, Combat Phase, Indirect Fire Phase, or Air Strike Phase…it’s up to players how they want to construct their own turns. Neatly reflects the chaos of desert warfare in North Africa. Product Information: Complexity: 7 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 day per turn (two operations phases per day) Map Scale: 1.5 miles per hex Unit Scale: battalions and companies Players: two (playable solitaire) Playing Time: 8 to 10 hours Components: Five double-sided counter sheets containing 880 5/8” counters Two mapsheets that combine to make one 40×32” map One 11×17” Allied Air Display One 11×17” Axis Air Display One Allied Reserve and Refit Display One Axis Reserve and Refit Display One Reinforcements and Withdrawals Chart One Air Tasking Display Screen Five 8.5″x11″ Orders of Battle Displays Two identical double-sided Player Aid Cards One 32-page rulebook Box and Lid Game Credits: Designer: Chris Fawcett Graphics: Shayne Logan Additional Playtesting and Development Assistance: Louis Rotundo, Rick Thomas, Mark Henson, Johan Halvarsson, Greg Warren Proofreading and Rules Assistance: Louis Rotundo, Rick Cox, Robert Ott, Martin Gallo, Michael Neubauer Project Director: John Kranz

Compass Games Rebel Tide Civil War 1861-1865 Factory Sealed Copy

Each turn consists of a year, during which multiple card plays occur. Imperial Tide or Pacific Tide, both designed by Gregory M. Smith. Imperial Tide is the use of Resource Points. Each nationality has a set amount, and there is an option to buy an extra point each year.