Showing posts with label cold war. Show all posts
Showing posts with label cold war. Show all posts

Tuesday, January 29, 2019

New March releases from Osprey!

Order by Date: February 1, 2019
Street Date: March 19, 2019

OSPBLT027
Bolt Action: Campaign: Fortress Budapest

$30.00 SRP

As the Soviet Red Army marches westward, the city of Budapest stands in their way. Encircled and severely outnumbered, the German and Hungarian forces attempt to resist the Soviet juggernaut and defend Festung Budapest to the last. This book brings the siege of Budapest to the table-top with in-depth information on the forces involved, linked scenarios, and new Theatre Selectors that make this an ideal resource for any Bolt Action player with an interest in the the Eastern Front and the fall of the Reich.


OSPWLD003
Wildlands: The Adventuring Party

$25.00 SRP

The Adventuring Party has arrived, bringing four classic adventurers to the Wildlands. Play as a thief, a wizard, a cleric, and a barbarian, asserting your dominance over your opponents and immortalizing your status as fantasy favourites. A word of warning - these characters don't like to be left out, and will invade your game whether someone is playing them or not, stealing your crystal shards and punching anyone in their way.

This faction pack includes four unique miniatures and their activation deck, along with encounter rules for using this faction as non-player characters.

Requires a copy of Wildlands to play.


OSPGNM360
World War II Battle by Battle

$15.00 SRP

This compact gift book takes thirty of World War II's most significant clashes, both the famous and the lesser known, and presents their stories in a concise, easy to digest format, accompanied by beautiful Osprey artwork plates in full colour that illuminate a key moment in each battle.

World War II was the single greatest conflict the world has ever known, fought in theatres all around the globe, and many of its battles - Stalingrad, Monte Cassino, the Battle of Britain - are household names. While the Western Front in Europe is often what first comes to mind, bitter and bloody battles were also fought in Eastern Europe, Africa, Asia and the Pacific, on land, at sea, and in the air, and their many stories help illuminate both the scale and the varying character of the conflict.

Author: Nikolai Bogdanovic
Softcover


OSPGNM348
Cold War Fleet: Ships of the Royal Navy 1966–91

$75.00 SRP

Cold War Fleet is a selection of photographs of Royal Navy vessels from the 25 years from 1966 to 1991. Each is reproduced at an exceptionally high standard, accompanied by a detailed caption. Many of the photos are completely unique and have never been published, such as the images of the minesweepers HMS Wilton and HMS Bossington photographed during Operation Rheostat in 1974. There are many ships displayed that took part in the Falklands conflict and a large number of aerial photographs.

Created by two of the most acclaimed naval photographers in the world, this stunning book is a window back in time to the Royal Navy of the Cold War, showing a fleet created to defend Britain and other NATO countries from Soviet attack. Featuring every kind of ship from aircraft carriers and destroyers to auxiliary vessels, this is a peerless resource for any enthusiast of naval history.

Authors: Clive Taylor and Sue Taylor
304 page hardcover


More March Releases from Osprey
ItemDescriptionSRP
OSPCAM333The Aleutians 1942–43: Struggle for the North Pacific$24.00
OSPCBT039Russian Soldier vs Japanese Soldier: Manchuria 1904–05, by David Campbell$22.00
OSPCOM127RF-101 Voodoo Units in Combat, by Peter E. Davies$24.00
OSPGNM299Sherman Lead: Flying the F-4D Phantom II in Vietnam, by Gaillard R. Peck, Jr.$32.00
OSPGNM323Holding the Line: The Naval Air Campaign in Korea, by Thomas McKelvey Cleaver$30.00
OSPGNM349Hitler’s Death: The Case Against Conspiracy, by Luke Daly-Groves$22.00
OSPGNM352Pilgrim Days: From Vietnam to the SAS, by Alastair MacKenzie$25.00
OSPMAA524Norwegian Waffen-SS Legion, 1941–43, by Massimiliano Afiero$19.00
OSPNVG268M1A2 Abrams Main Battle Tank 1993–2018, by Steven J. Zaloga$18.00
OSPWPN067Sniping Rifles on the Eastern Front 1939–45, by Martin Pegler$22.00



Sunday, February 8, 2015

New from IELLO! Steam Torpedo: First Contact and The Grasshopper and the Ant!

Coming in March!
IEL51222
Steam Torpedo: First Contact
$29.99 SRP
NPI

The First World War has lasted for ten years without any country taking the upper hand and no one can foresee how it shall end. Telin gas, an experimental weapon developed in secrecy, has been used by all armies, either to threaten or to punish and a dangerous game of cat and mouse has ensued.

On each continent, vast portions of territories have become toxic no man’s land. Whole provinces are isolated and states are divided. In many cases, neither men nor goods can travel by land anymore and sea control has become vital. In this context, each faction is developing a new generation of submarines in an effort to survive and dominate the seas.  

In this war torn world, players must balance the need for oxygen, speed, and torpedoes while their crew does their best to defend against the enemy ship in Steam Torpedo: First Contact. 

Before facing his opponent, each player builds his or her own submarine by selecting ten tiles to outfit the different compartments. Shielding, faster engine or firepower: each submarine will thus be unique, and players will need to develop their own strategy!

On the game board, each submarine is represented by a model indicating its position relative to the enemy (front, back or side) and distance (in contact or away). During the battle, players use their five crew members to enable the compartments of their submarine. Various effects can be triggered, in particular to inflict devastating damage to the enemy submarine. A player wins by destroying the control room of the opposing submarine or by eliminating all opposing crew members.

Ages 13+
2 players
30 minute play time

IEL51223
Steam Torpedo: R&D
$14.99 SRP
NPI

Steam Torpedo: R&D is a non-collectible booster pack for the tactical submarine battle game Steam Torpedo that includes ten new submarine compartment tiles, thereby allowing players to build new submarines and create new strategies!

IEL51218
Tales & Games 4: The Grasshopper and the Ant
$29.99 SRP
NPI

The Grasshopper & the Ant includes two ways to play, but the heart of both is the same; players will alternate between the role of the hard working Ant and the carefree Grasshopper as each collects food for the upcoming winter months.

The ant player places six ants on the landscape cards laid out in a 4x4 grid, one ant per card, with the ants forming a chain (as in real life), then secretly chooses one type of terrain on which at least one ant stands. The grasshopper player then stands with one of the ants, and if the grasshopper chose the same landscape as the ant player, the grasshopper takes all the path cards of this type on which an ant stands; if the grasshopper chose incorrectly, then the ant player takes these path cards. Either way, you then refill the 4x4 grid. The ant player keeps playing until she finally wins path cards, then the next player in clockwise order controls the ants.

In autumn mode, players score path cards immediately, with each type being tracked independently; path cards that feature insects are saved for a endgame bonus. As soon as a player maxes out two scoring tracks, the game ends and whoever has the most points wins.

In winter mode, players keep the path cards they collect in order to buy provision cards (worth one victory point), which cost particular combinations of path types. In this mode, when you win a path card that features an insect, you can claim another card in the grid that features the same insect. Collect both provision cards of the same type, and you score a bonus VP. The first player to collect 4 VPs wins.


2-4 players
Ages 8+
30 minute play time

Contains:
48 Round path cards
8 Pawns with stickers
12 Choice tokens with stickers
1 Game board
20 Cubes
14 Provisions cards
6 Power cards
Rules

Thursday, December 18, 2014

New from Passport Games! Progress: Evolution of Technology, [redacted], Versailles and more!

Coming in January!
PGSLDR00101
Gear & Piston
$55.00 SRP
SDI

It is 1888, and everywhere you turn, people are talking about the horseless carriage. They are also talking about Jenatzy and Cugnot, Benz and Diesel, Atkinson and Butler – visionaries now remembered for their passion to create, to progress, and to succeed.

But this game is not about them, these giants of engineering. No, in Gear & Piston, you play one of the unsung heroes of history, an engineer of meagre means but great ambition, trying to build a prototype for picky investors seeking to profit from the future of transport. Will you make a name for yourself as an automotive pioneer, change the history of motorized transportation, and win the race that is Gear and Piston? With a lot of skill and a little luck, maybe. If nothing else, try not to blow yourself up in the process.

In the game, each player builds an automobile prototype by taking actions in different locations. You may patent brand-new parts in the Patent Office, look for rejected, volatile pieces of machinery in the chaos of the Junk Yard, try to gain an edge through the Back Alley, and finally build your prototype in the Workshop. All this just to please the two investors who are doing the rounds of the different engineering outfits, and who will be evaluating your rickety mess of an automobile. Good timing, keeping an eye on your competitors, and even a dash of luck are all you need to succeed in this business. So grab a wrench, some elbow grease, and your wits, and put some gears and pistons together!

2-6 players
Ages 8+
30-60 minute play time

PGSLDR00102
Byzantio
$55.00 SRP
SDI

Byzantio is a game of medieval intrigue in the east in which players take the role of the heads of the main Byzantine dynasties, and scheme to choose the successor to the imperial throne.

In the 11th century A.D. the empire is torn between four factions, two of them provincial, military aristocracies (the houses of Comnenid and Phocas) and two of them urban, secular aristocracies (the houses of the Dukes and Angels). It is 1025, and the emperor Basileios II has ascended into the heavens without providing for an heir. In Constantinople, representatives from the most important aristocratic families vie for their favored to inherit the Emperor’s ring and throne.

It is a futile and petty dispute as each family is not about to surrender the throne to any of the others, but they ultimately decide that the winner will be the one who’s supported by most of the wealthiest cities of the empire. Every ambitious successor raises the banner of his dynasty and begins the struggle to win over the cities that will secure him the throne.

Each family secretly chooses seven imperial cities that they will seek to control through the actions available to them: Commandment, Diplomacy, Exile, Trade, Garrison, Espionage, and Corruption. May the rightful heir arise!

2-4 players
Ages 10+
30-60 minute play time

PGSNSK006
Progress: Evolution of Technology
$59.00 SRP
SDI

Progress: Evolution of Technology is a card game about researching technologies. Each player takes his civilization from early antiquity and learns various technologies, moving progressively to the Middle Ages, the Industrial Revolution, and Modern Times and ending with today’s Internet or Social Welfare.

Unlike other civilization games, Progress focuses on a single aspect of civilization building: researching technologies that help a society advance. The 210 technology cards in the game are divided into three ages (Ancient, Middle Ages, Industrial) and three types (Military, Science and Culture). With every advancement on a path, you gain easier access to its more advanced technologies and you’ll end up opening the door to the next age.

Each tech card provides one bonus, which can vary from one extra knowledge to a larger hand size. Even though most tech cards in the game come in multiple copies (usually one per player), the key technologies occur less frequently, forcing players to specialize and granting them unique advantages. Every technology you research decreases the cost of up to three more advanced technologies, accelerating the race towards the end of the game.

The game play is streamlined, with players usually taking two actions, thus making each turn short and ensuring that you use the time when the others are playing for planning rather than seeing it as downtime.

1-5 players
Ages 12+
90 minute play time

PGSLDR145000
[redacted]
$55.00 SRP
SDI

[redacted] is a game of spycraft, intrigue, betrayal, and bluffing set in the golden age of the cold war, when men knew how to drink a Martini, and women knew not to trust a man who claimed to know how to drink a Martini.

In this cold war game, spies must infiltrate the embassy during the reception that the ambassador holds every year to show how important he is. Moving from room to room, they have to recover files and escape in the helicopter, or make sure that the other side’s pilots have a really bad day.

While interacting with each other, the players seek to interrogate, steal or injure when they can. With a double-blind interaction mechanism that never really lets the tension ebb, a skilled agent will need to do a lot more than see through a bluff if they want to win.

2-6 players
Ages 12+
45-90 minute play time

PGSNSK007
Versailles
$55.00 SRP
SDI

In Versailles, players become master builders competing over the favor of King Louis XIV and the title of main architect of the legendary palace. On every turn, a player moves their workers through a network of locations. Each location provides valuable resources, or a way to spend those resources on tiles. These tiles represent parts of the palace, its surrounding gardens, and decorations and technologies to bolster gathering and building abilities. A unique movement and location activation system requires clever workforce management, which makes every move count and makes every game tense right to the end...when a single master builder is chosen to be the King’s personal architect.

2-5 players
Ages 12+
45-75 minute play time



Street Date: February 13th!
PGSARG0015
Yunnan
$50.00 SRP
SDI

Yunnan - home of the delicious (and hard to get) Pu’er tea. For more than 1000 years, the tea dynasties have been providing this sought-after good via their horse caravans to faraway Tibet. A network of paths and roads leading through the jungles of Yunnan, the steppes of Sichuan and over the peaks of the Himalaya - the Tea-Horse Road is the traditional travel route of the tea traders.

In Yunnan, players control the fate of their tea dynasties. Their main goal is to establish a broad and secure trading network to deliver the tea to the farthest provinces...and doing it better than their opponents. The main work behind the scenes is done in Pu’er, their home location: New traders need to be trained, better horses need to be acquired, and a good number of border passes need to be requested to be able to reach the farthest provinces.

However, mere trading is not enough to beat the competition. Great social influence and building a prestigious tea house may come in handy to sway the province inspector. Bridges provide shortcuts and trading posts in faraway places secure the own path along the Tea- Horse Road.

Yunnan is perfect for players who like tactical development games. Due to the interleaving game mechanisms, the players are involved in the game at all times. The great variety of available actions allows for different strategies. Only the player who calculates really tough, goes against the proper opponents and reacts to the actions of the other players swiftly and effectively will win this game -- which uses no elements of chance.

3-5 players
Ages 12+
90 minute play time

PGSARG1003
Hansa Teutonica
$50.00 SRP
SDI

The Hanseatic League (also known as Hansa Teutonica) was a spectacular medieval alliance between merchant guilds of cities in lower Germany, which quickly exploded into the North Sea and Baltic Sea as well. Many of the participating cities became very fabulously wealthy and powerful, and proudly proclaimed themselves “Hansa cities.”

Players compete for wealth and prestige as merchants in the Hanseatic League. Players may set up a network of branch offices in as many cities as possible in an effort to expand their base of power, but they must also develop their talents and trading skills if they wish to be the best and take down the opposition.

Developing trading skills allows players to become more efficient in their activities. They may gain additional actions, higher income, new privileges, and improved prestige point return. Developing a preferred profile will create an advantageous position that will be paramount in developing a winning strategy against the other players.

Hansa Teutonica is very open to players’ preferred strategies, and gives players the freedom they need to maneuver their way to the top. Clever use of traders, perpetual observation of opponents’ activities, continuous improvement of skills, and the well-timed use of prestigious activities are key to becoming the most successful merchant in the history of the Hanse.

2-5 players
Ages 12+
45-90 minute play time

PGSARG1002
El Gaucho
$50.00 SRP
SDI

In El Gaucho, you take the role of a cattle baron bent on sending your gauchos to the Pampa to collect as many of the best-looking cattle they can find.

Gauchos exercise their abilities at the dice rodeo. The better they do during training, the easier they’ll catch cattle in the field. Players must be smart and get in their opponents’ way with mean tricks -- snatching the most valuable cattle from under their noses, or swinging a lasso to abduct their animals.

Back at the ranch, players must sort their cattle and assemble them in herds in order to sell them for as many Pesos as possible!

2-4 players
Ages 10+
60 minute play time

Saturday, November 12, 2011

Latest Fantasy Flight Boardgames

Available Now

FFGCI02
Civilization: Fame and Fortune Expansion
$34.95 SRP
UPC  9781616611880


The Fame and Fortune expansion for Sid Meier’s Civilization: The Board Game introduces a wealth of new game experiences with four additional Civilizations, a host of new map tiles and cards, and components for a fifth player.

Great Person cards provide the powerful assistance of great historical figures such as Marco Polo, Hannibal, and others, while investment cards allows players to spend your hard earned coin to reap ongoing benefits. Discover ancient relics, expand your capital city into a metropolis, and bolster your cities with temporary fortifications or trade caravans to edge out your rivals.

The time has come to guide your people to greatness!
 



Coming in December

FFGCW02
Cold War: CIA vs KGB
$11.95 SRP
UPC 9781616612047

Cold War: CIA vs KGB places two players in control of the world’s greatest superpowers in an age of fear. In this tense, standalone card game of politics, guerrilla warfare, and dirty tricks, each player must establish the dominance and superiority of his country’s worldview while bringing about his own vision of the future.


FFGKN20
Kingdoms
$29.95 SRP
UPC  9781616613334

Designed by Reiner Knizia, Kingdoms is a fast-paced, strategic contest of wits in which two to four players attempt to out think and outmaneuver each other as they establish castles across the land.

By building castles in the richest regions, players stand to reap the most rewards. But the most sought after regions may be infested with dragons, trolls, or other hazards that seek to rob your kingdom of its riches.

First published by Fantasy Flight Games in 2002, Kingdoms has been updated in a comprehensive new version, which features detailed plastic castles, a streamlined ruleset, and other welcome game enhancements.



FFGMAD06
Mansions of Madness: Forbidden Alchemy
$34.95 SRP
UPC 9781616612191

Inside abandoned hospitals, secret laboratories, and forgotten cellars, scientists are conducting depraved experiments that will drag humanity to the brink of the abyss. Only a small group of investigators can discover the truth and put an end to these mad plots before it’s too late...

Forbidden Alchemy is an expansion that adds even more mystery and horror to Mansions of Madness with three brand-new tales of scientific horrors.

Enhance your game with new investigators, new Trauma, Mythos, and Combat cards, additional double-sided room tiles, new monsters with matching plastic figures, items, clues, locks, and obstacles.



Monday, June 13, 2011

New Board Game Coming from Advanced Primate Entertainment

Scheduled for July Release

APE0800
1955: The War of Espionage
$24.99 SRP

The Cold War lasted for years. The Blue Faction and the Red Faction were delicately balanced and evenly matched against one another; each constantly maneuvering in the shadows but unready to make the first move.

That changed this morning. A minor skirmish in a remote location has grown to engulf the world. The peace has broken and your opponent has launched their master campaign! As Spymaster, you know this will be a game of wits and of brawn, matching all of your forces against theirs, with the world’s future hanging in the balance. Failure is not an option.

In 1955: The War of Espionage, you are the head of one of the two major Faction’s Covert operations Agency. Your task is to protect your country from the tainted views of your enemies while seeking to gain the trust and support of the world’s population. To do that, you will be utilizing resources provided to you by your supporters (represented by the cards you draw). Every successful operation in a country gains you some level of temporary influence. Your main directive is to stabilize the country and gain control by Securing the country (represented by Advancing the Control Marker to your side of the board).