Compass Games No Motherland Without Northern Korea in Crisis and Cold War NISW
Item Tag : United States
Compass Games Atlantic Sentinels: North Atlantic Convoy Escort, 1942-43 NISW
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 Atlantic Sentinels: North Atlantic Convoy Escort, 1942-43 Escort convoys across the Atlantic, and protect them from the U-Boat threat. Atlantic Sentinels is a solitaire, tactical level game placing you as the Senior Officer of the Escort, shepherding a convoy in the North Atlantic from the attacks of U-boats, both singly and in wolfpacks. You are in command of a convoy escort group, composed typically of 4-10 escort vessels guarding a convoy on its way across the Atlantic. Your mission is to protect as much Allied shipping as possible while simultaneously destroying as many U-boats as possible during the height of the U-boat threat – 1942 to early 1943. Atlantic Sentinels provides players with a host of decisions as he is assigned to protect merchant convoys, typically ranging from 40 to 60 ships. The placement of escorts to offer front, rear, and flank protection to the convoy is complicated by the size of the convoy and available assets. Additional decisions must be made on where to place the escorts, which are equipped with Type 271 radars, the key to your defense. As the game progresses, a player’s Escort Group may receive upgrades in the form of additional radars, HF/DF (High-Frequency Direction Finding) equipment, and possibly additional ships. Air support can be key, but until the CVE “jeep carriers” arrive, the “Black Pit” in the center of the Atlantic remains a high threat area. Players will find it highly challenging to minimize convoy losses and keep them to an acceptable level. Players may choose any of 10 historical Escort Groups (five British, four Canadian, one US) armed with historical destroyers and corvettes. These ships include: B/C/D/E Classes DE F Class DE H Class DE V&W Class DE Town Class DE (American Lend Lease) River Class FF Flower Class Corvettes Gameplay moves quickly, following a set sequence of events that are repeated until the end of the game. Once your initial Escort Group is set up, play proceeds by rolling for a convoy and escorting it across the Atlantic. Enemy forces range from single U-boats (typically a type VII, but possibly a Type IX) to entire wolfpacks. Wolfpacks increase in size (as they did historically) and will be your primary challenge. Encounters are randomly generated, ensuring no two careers will ever be the same. Weather can impact operations, as well as air support and crew upgrades due to experience. A logical but reasonably simple set of instructions bring the U-boats in to attack you from random directions, making your initial defensive array very important. Of particular note is the game is designed to integrate with “The Hunters” if players wish to combine the games. Atlantic Sentinels: North Atlantic Convoy Escorts 1942-43 is meant to be a highly playable and interesting solitaire game covering the actions an Escort Group would have to deal with in fighting the U-boat peril during convoy escort. Product Information: Complexity: 4 out of 10 Solitaire Suitability: 10 out of 10 (solitaire game design) Time Scale: Semi-abstract (Convoy escort missions, 2 per month) Map Scale: Abstract Unit Scale: Individual escorts, U-boats, merchant ships (when targeted) Players: One (with option for two) Playing Time: 15 to 20 minutes (single mission), 6-8 hours (full career) Components: One Counter Sheet of 9/16″ unit-counters Two Tactical Displays (double sided, one for Small Convoys, one for Large Convoys) Three Player Aid Cards (double-sided) Three Player Aid Cards (single-sided) One Operational Display Rules Booklet One Mission Logsheet Two 6-sided and two 10-sided dice Game Credits: Designer: Gregory M. Smith Artist: Nadir Elfarra, Brien Miller Project Director: John Kranz
Compass Games Carrier Battle: Philippine Sea New In Shrink Wrap Fast Shipping
Carrier Battle: Philippine Sea is a solitaire simulation of the largest carrier battle in history, fought during the invasion of Saipan (June, 1944). You will not know that a Japanese air strike is headed your way until it is detected by radar and you scramble your fighters to intercept.
Compass Games Lebensraum! The War for Europe 1941-1945 NISW Fast Shipping
Airpower, naval support, partisans, production centers, and transportation networks are all featured. Turns are quarterly, with a map scale of 50 miles (80km) per hex. 1 Box and Lid set. 1 Rule and Scenario book.
Compass Games: Combat!, Volume 1 – 2nd Printing
Provides a wide variety of battle situations for you to experience. After this the player will assign orders to each character on his side. Once the friendly characters have orders assigned to them, the player will draw an Enemy AI Card for each Alerted Enemy Character.
Steel Wolves Compass Games
Steel Wolves – Compass Games
Europe in Turmoil II: The Interbellum Years 1920-1939 – Compass Games – NIS
New in the shrink wrap.
Compass Games Napoleon’s Imperium 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 Napoleon’s Imperium, 1798-1815 Napoleon’s Imperium is a magnificently designed team-based wargame fought out on an epic scale, set in the glorious Napoleonic Wars! Allowing up to eight players, each player can command one or several Empires in a Two Alliance Battle for Europe. All Empires have different strengths and weaknesses, different economic scales, and geographic advantages. As no two Empires are alike and can be played in so many ways, no two games are the same. Survival and dominance in Napoleon’s Imperium are dependent on solid player partnerships! But although each Empire in the Alliances is vastly different, the two opposing Alliances are balanced equally. The slight imbalance of commencement strength is offset by the combination of an Empire’s unique abilities together with their geographic advantage or disadvantage. The upheaval of changing alliances, the ramifications of treaties and the significance of world events are all represented in Napoleon’s Imperium via 160 beautifully designed “Battle Cards.” These Battle Cards balance history and real-world events with the element of chance and fog of war. In Napoleon’s Imperium optional rules, the role of weather adds an exciting factor, affecting the movement and the attack and defense abilities of each Empire. The average game would run five to six hours but can be campaigned to play for days. And it’s straight into the cannon fire or cannon fodder depending on your battle fortunes, as an average game would encompass an average of 80 to 100 battles! Napoleon’s Imperium includes a magnificently designed, large scale map 34x44inch paper map uniquely circular in a “Christopher Columbus” style world globe. The globe is a visual masterpiece that reflects Napoleonic Europe and North Africa in striking contrasting colors based on each Empire. With a “Churchill war room” feel, Napoleon’s Imperium brings a whopping 780 counters to the game. These counters represent Age-of-Sail style Fleets, Artillery, Cavalry, Infantry units, Commanders, Spies, flags, and the odd Camel, to mix it up! The land counters bring authentic tabletop hand-painted images to enhance realism. It’s big, it’s bright, it’s attractive and interactive. But most of all, it’s addictive, bringing a new experience every time you play. And with Napoleon’s Imperium, the more you play, the more your prestige grows as you earn ranking points with every game! Ranking charts are located within the rule book for personal and online rank tracking. The game designer is from Australia, so don’t be surprised if you see a rare cameo of little-known Napoleonic connections to Australia in the gameplay! Napoleon’s Imperium represents over 29 years of design development and game testing and is modelled on an award-winning prestige tabletop game that has featured in Australian media, exhibitions and used for many years as a corporate training aid for team building and strategic planning. And there is more to come in the future with each of the Seven Coalitions being developed as new Alliance sets that can be added to this base game as future add-ons. THE BASICS Napoleon’s Imperium is a turn-based game that is restricted by a timeline of years. There is a maximum of 18 playable years in Team Napoleon; 1798 to 1815. A typical game is five to six years or turns. Approximately 80 to 100 battles will happen in that time. A Battle Point Game lasts 4 to 6 hours (variable turn length based on player agreement). A Campaign Game can last up to 5 to 20 hours depending on the skills of the players as they seek to achieve a Capital Victory. Large Scale Map – The map is divided into land territories and sea territories with different economic values Capital Cities and Sea Ports. Playing Pieces Types Artillery = Cannon Cavalry = Horses Camels (only Ottoman Empire) Infantry = Foot soldiers Fleets = Ships Colors = Flags Each Turn has 3 phases. Phase One: Purchase Phase Two: Attack Phase Three: Movement Weather. A wonderful optional element of Napoleon’s Imperium is the roll for weather each year. This has individual effects on each player and can lay waste the best of plans or save an Empire from imminent destruction! Game Objectives The objective of Napoleon’s Imperium is for one Alliance to conquer the other by either achieving a Capital Victory (capturing key enemy territories) or a Battle Points Victory (based on favorable outcomes and achievements made during game play). Product Information: Scope: Napoleonic Grand Strategic Complexity: 6 out of 10 Solitaire Suitability: 4 out of 10 Time Scale: 1 Turn = 1 Year Map Scale: Global map centered on Europe, North Africa Unit Scale: 10,000 men per Infantry unit, 2,000 men per Cavalry unit, 50 cannon per Artillery unit, 5 ships of the line per Fleet unit Players: 2-8 players Playing Time: 4-6 hours for Battle Point Game, 6-15 hours for Campaign Game depending upon skill of players. Each year of play takes approximately 40 minutes to one hour to complete. Components: Two paper maps 22×34″ (Total map battlefield map size 34×44″ inches) Two decks of 80 Battle Cards (160 cards) One deck of 80 Battle Point Cards One Battle Point Card Replacement Board Six sheets of 130 oversized counters each Eight Player Aid Cards One Battle Point Card and Weather Pad Two Map Counter Placement Reference Cards Forty-page Rules Booklet Twenty Dice (10-sided red and blue) Box and Lid Game Credits: Game Development and Design: Andrew Rowland Game Development Partner: Harry Rowland, Australian Design Group Graphic Design: Vlad Stanescu Lead Playtesters: “Team Napoleon Test Team” (Darryl Kane, Guy Wernhard, Thomas Carrett, Michael Popple, Scott Rowland, Andrew Rowland, Wayne McIntyre, Robert Spier, Aylin Rowland, Natasha Rowland) Research, Historical Game Components Development: Peter Cross, Andrew Rowland Game Rule Editors: Darryl Kane, Guy Wernhard, Scott Rowland, Anne Leishman Counter figure Art: Vlad Stanescu, Peter Cross, David Rowland Map Design and Layout: Andrew Rowland, Vlad Stanescu
Compass Games Vietnam: Rumor of War Brand New In Shrink Wrap 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 Vietnam: Rumor of War The second game on the Operational Scale Series. This game covers the American involvement in the Vietnamese War of 1965-1972. In 1965, the United States decided to intervene in the ongoing conflict in Vietnam. This moment shaped the United States more than any other in the 20th Century. From the battlefield to the home front, the United States faced one of the greatest challenges in its history. Using the Operational Scale System as seen in Korea: Fire and Ice, OSS: Vietnam will show the conflict in a playable yet historical manner. Using at its heart, a blending of two older games, Road to the Rhine and A Victory Denied, players have the ability to move all their units once. However, they may choose to move those units in any of several impulses, if they can afford the supply cost to do so. The opposing player will have to maintain adequate reserves to counter this variable impulse movement. The Operational Scale System (OSS) is meant to be a fast, accessible way of playing, and finishing, larger games. Finally playing a large “monster game” will no longer require hundreds of hours – now, you can easily complete a game of this size in a weekend. Players will activate HQs, fight off insurgents, bomb and disrupt the infrastructure of their opponents with the unique means available to each side. Whether by bombing raids or insurgents, how your side maintains the ability to wage war will be the key to victory. All the while, players must watch how their actions influence events far from the battlefield. There are scenarios to allow various campaigns that defined this war as well as a campaign game. Product information: Complexity: 4 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 season per turn Map Scale: 8 miles per hex Unit Scale: Divisional/Regimental (with Viet Cong Battalions) Players: 1-2 Playing Time: 2 – 35 hours Designer: Adam Starkweather Graphic Artist: Ilya Kudryashov Components: Three maps at 22” by 34” Three Countersheets of 9/16” counters Five Player Aid Cards, Displays and Charts One rulebook Two 6-sided and two 10-sided dice 1 Box and Lid set
Compass Games: Combat! Volume 2
Provides a wide variety of battle situations for you to experience. After this the player will assign orders to each character on his side. Once the friendly characters have orders assigned to them, the player will draw an Enemy AI Card for each Alerted Enemy Character.
Compass Games Granada: The Last Stand of the Moors, 1482-1492 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 Granada: The Last Stand of the Moors, 1482-1492 Granada: The Last Stand of the Moors, 1482-1492 is a game for two players in which they will decide the outcome of this decisive historical episode in less than 4 hours. Units are represented by blocks depicting their strength but also their origin: Castilians, Aragoneses, Leoneses and mercenaries for the Catholic player, and different clans like Banu Sarray, Zegríes, Banu Bannigas and proper Nasrids for the Muslim player. The map is point-to-point, covering the ancient Nasrid Kingdom in southeast Iberia (present-day Spain). Granada, the capital, is the jewel of the realm: the game ends if it falls into the Catholic player’s hands. Each season, players receive a predetermined number of cards which they can use to move their armies and fleets or rally new units. When a battle occurs, each regiment is summoned by the play of one card of its nationality, so as Tamerlan said: ”It is better to be present with 100 soldiers than absent with 1.000.” In other words, be sure you have the right cards to send your troops into battle. As an almost Renaissance war, different weapons will also be present. Cavalry charges and crossbows will be extremely dangerous if well combined, whereas artillery will have a significant value when maintaining or defending sieges. Your fleets will fight for sea control, enabling the transport of North African reinforcements, Catholic naval movements or blocking sieged ports. Balanced and historically accurate, the game is easy to learn but difficult to master. The Catholic player will have to decide which invasion route to choose and whether he will create a massive army, leaving the Muslim player time to reinforce his strongholds, or go for a quick campaign where losses will be difficult to replace. The Nasrid player, on the other hand, will enjoy a central position but he will need to be cautious about the internal problems that can arise— the Boabdil revolt is almost an inevitable danger to face and crush. As the Catholic player, will you gain fame and glory accomplishing the Reconquista and enlarging your kingdoms in one unified powerful state? And as the Muslim player, will you resist and save Granada or will you become the last King of the Nasrid dynasty? Situation: Anno Domini 1482. For the past few centuries, the Iberian Peninsula has been a complex battlefield of crossed interests, kings’ ambitions and noblemen’s intrigues. The Muslim power, once uncontested under Cordoba’s Caliphate banners, lies languidly in the last Moor stronghold in Al-Andalus, the marvellous city of Granada. The last rulers of the Alhambra (“The Red One”) have been buying peace from the powerful Christian kingdoms for decades. Weakened by internal family divisions, they now face their darkest nightmare: a nuptial union between Castille and Aragón in the figures of Isabel I of Castille and Ferdinand II of Aragon, the Catholic Monarchs. Through cunning diplomacy and negotiations, large armies are congregating to push to the sea the last Muslim presence in Western Europe. The Pope promulgates the last Crusade and military orders join the mixed army of Castille and Aragon, along with mercenaries all over Europe. The Nasrid Kingdom tries to gather its men and garrisons, sending messengers to North Africa for military support and reinforcing the numerous castles and watchtowers all over its lands. But deception and treason will play their part (Ferdinand II will be the main inspiration for Machiavelli’s ”The Prince”). Boabdil is conspiring to reach the throne in the city of the pomegranates whereas his uncle, el Zagal, is well known for his hit-and-run ambushes and guerrilla warfare. Will Catholic Monarchs be able to consolidate their dream of a united Iberian realm to continue towards world-wide domination? Will the Nasrid Kingdom accept the challenge and fight in a stubborn resistance until it breaks its enemies’ will to continue the fight? Product Information Complexity: Low to Medium (4 out of 10) Solitaire suitability: Low (3 out of 10) Time Scale: 1 Year per turn Map Scale: Point-to-point map Unit Scale: Units vary from 500-1500 men Players: 2 Playing Time: 3½ to 4 hours per game Components: • 22” x 34” mounted map • 137 Rectangular wooden blocks in various colors • 2 Sheets of stickers (for blocks) • 2 Draw bags • 20 Wooden Castle shape (10 white, 10 black) • 20 Wooden Cylinders (10 white, 10 black) • 20 Wooden cubes (10 white, 10 black) • 7 Wooden markers (various sizes and colors) • 3 Decks of cards (72 Christians, 66 Muslims, 17 Naval) • 1 Victory Point track • 2 Reference cards (identical) • 1 Rules booklet Game Credits: Designer: José Rivero Graphic Designer: Iván Cáceres
Compass Games: Paper Wars #103: Second Fallujah: Unpunched
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
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
