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War Games

War board games generally simulate a war. These are generally large games with maps and armies. 


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  1. 1853

    1853

    This is the Indian sub-continent (British Imperial India) member of the 18xx family of games. It is billed as A game for engineers who've had enough of the financiers! It involves five-foot-six and metre gauges, hills, mountains and the Himalayas, contract bids and government mails. The technical challenges of building a railroad network in difficult country stand on a par with the financial market manipulation which usually dominates the 18xx games.

    Time to play is listed as 4-7 hours. Ages 11+. A 4-hour game would be an exception and it's not really for 11-year-olds.

    Two small extension kits were produced in 1992 and re-edited in 1999.

    For its 20th anniversary, Lookout Games and Mayfair Games Inc. published an updated version in Oct 2009. It is based on the retuned rules by Stuart Dagger and Steve Jones that were edited by Lou Jerkich, Dick Ruck and Jeff Heuer.

    Expanded by:

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  2. Advanced Civilization

    Advanced Civilization

    This is an expansion for Civilization. Included are more civilization advancements (both quantity and type), which give the players new options for advancement, as well as a slightly restructured commodity trading round, which has new resources and disasters to be traded. The most significant aspect of the game is a restructuring of the advancement/victory conditions, which removes the limits on advancement cards. Some claim this makes the strategies more homogenous, while others claim the reverse is true.

    The use of the word "Advanced" to describe this expansion is somewhat misleading. The original Civilization game was already time-consuming and moderately difficult, and the expansion is a reworking of the original game, rather than an additive expansion. Some rules simplify and make the game easier, while other rules like the expanded technology tree are more complex.

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  3. all things zombie: the board game

    All Things Zombie: The Boardgame

    All Things Zombie is a board game designed and written by Mark Walker of Lock 'n Load Publishing, based on the Origins Award winning miniatures rules All Things Zombie: Better Dead Than Zed.

    Gamers play as survivors trying to survive in a world populated with zombies, fighting intensely satisfying tactical battles as they roam the devastated land. As the minis game designer, Ed Teixeira says, "It's all about real life in an unreal world."

    Featuring amazing art, and a detailed, yet accessible, design, All Things Zombie is a gamers' dream. All Things Zombie will appeal to both strategy gamers and RPGers alike. Whether searching a police station for guns and ammo, gunning down hordes of zombies, or blasting through a running gun battle with other not-so-nice-survivors, All Things Zombie will keep you on the edge of your seat.

    All Things Zombie can be played solo, cooperatively, or competitively with everyone against each other. Whichever way you choose to play the game the zombies are run by the game mechanics and do not need to be run by one player.

    The game includes six scenarios as well as a campaign game that insures a high degree of re-playability. Easy to learn but difficult to master All Things Zombie will provide the gamer with many hours of fun

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  4. augsburg 1520

    Augsburg 1520

    From Alea:

    The game is about Jakob Fugger, who was probably the wealthiest man of his time. モJakob the Rich,ヤ as he was named in his time, owned so much money that he loaned money to a host of counts and kings. Often, they were not able to repay him in cash, so they awarded him special privileges, such as trade rights and offices.

    2 to 5 players ages 12 and up assume the role of the merchants from Augsburg and try to get what they can -- by means of auctions -- from the nobility, thus increasing their wealth and particularly their social status.

    The game play uses a simple bidding mechanism. Each round, players offer cards of varying values in a series of five auctions. Once a bid is made, players either raise the bid, call, or drop. The winning player may choose from a set of possible actions that increase abilities (and more importantly, points). After a number of rounds (dependent on the number of players), scores are tallied. It's that simple.

    This is a game by Karsten Hartwig, whose other game モChinatownヤ was already published by Alea. Game length varies -- depending on the number of players -- between 25 to 90 minutes. The difficulty level is a 4 on the Alea 1-10 scale (the same as Ra).

    Besides the playersメ tableaus and a game board, there are 90 game cards and various game chits.

    This game is #3 in the Alea medium box series.

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  5. Axis & Allies 1942 Edition

    Axis & Allies 1942 Edition

    Spring 1942 – the World is at War!

    Five world powers struggle for supremacy: Germany and Japan are aligned against the United Kingdom, the Soviet Union, and the United States. You control the military and economic destiny of one of these countries in the titanic struggle that will decide the fate of the world. You will need the perseverance of Montgomery, the daring of Rommel, the courage of Patton, the timing of Yamamoto, and the steadfastness of Zhukov!

    Axis & Allies celebrates its 25th anniversary in August 2009 with a new and updated edition of its original classic game. Axis & Allies 1942, designed and developed by Larry Harris, will utilize the updated rules established in Axis & Allies Anniversary Edition. Cruiser class ships will make their debut in Axis & Allies 1942, forever changing the naval line-up. Newly sculpted playing pieces and all new packaging will position this game as the cornerstone of the Axis & Allies game line for years to come. Decide the fate of a nation in a few short hours!

    Axis & Allies 1942 details:

    • Rulebook updated by Larry Harris, creator of the Axis & Allies game system.
    • Packaging, play components, and game board map feature updated art.
    • 370 game pieces featuring refreshed sculpts plus new models for cruisers.
    • Updated naval unit rules as debuted in Axis & Allies Anniversary Edition
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  6. Axis & Allies Pacific : 1940 Edition

    Axis & Allies Pacific : 1940 Edition

    Axis & Allies celebrates 25 years of strategy war gaming with a deluxe edition of its original theater-level game. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, represent a new playable ally. China fields more forces than ever before, but will need help from their allies -- the United States and England -- to withstand the might of expansionist Imperial Japan.

    Axis & Allies Pacific 1940 features an oversized board that measures 35 inches wide by 32 inches high (89 x 81 cm). With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game.

    Finally, this deluxe theater-level game is designed to join together with Axis & Allies Europe 1940 to create the greatest Axis & Allies experience to date! When joined, these boards will measure 5 feet wide by 32 inches high (178 x 81 cm). Both games have been designed to play alone or together to offer a 2-6 player global 1940 scenario, complete with separate set up and national objectives.

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  7. Barbarian Kings

    Barbarian Kings

    Political and military wargame set in a fantasy world. The players assume the roles of provincial kings set on conquest and consolidation.

    Two original editions of this appeared, one in Ares Magazine #3 and one in an SPI boxed edition.

    A revised edition was published 2001 by Jolly Roger Games.

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  8. Origins: How We Became Human

    Origins: How We Became Human

    The game traces the development of early human species from 120,000 years ago through to the near-modern era. Players take the role of Peking Man, Archaic Homo Sapiens, Cro-Magnon, Neanderthal, or Homo Floresiensis, and each attempts to develop instincts and higher cortical brain functioning, such as language traits. The populations expand and collide, and eventually consciousness, society, and culture are sought after. 

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  9. PQ-17: Arctic Naval Operations 1941-43

    PQ-17: Arctic Naval Operations 1941-43

    PQ-17 is a 2-player game of World War II air-naval operations in the Barents and Norwegian Seas, where the Allied player strives to pass convoys to and from north Russia in the face of appalling weather and determined opposition from his Axis opponent. PQ-17 highlights the impact of reconnaissance, fuel, and the extreme climate without the drawbacks of a double-blind system or tedious bookkeeping.

    Each of the 1" square ship counters in the game depicts an individual capital ship or cruiser or a group of smaller ships, submarines, or merchant vessels. Virtually every vessel that sailed arctic waters in 1942 is included, along with others that fought (or might have) in key actions. Counters are formatted much like the units in traditional block wargames, allowing step reduction to show damage or reduced numbers without cumbersome markers or rosters. These large counters never appear on the map, however; they remain off-map on players' Task Force Displays until battle is joined.

    Instead, players maneuver blocks on a mapboard stretching from Greenland and Ireland to Kiel and the Kara Sea. Each block is a force of submarines or surface ships, its identity hidden from the enemy player until it is located by a successful search and the block is turned up. It may represent one ship or one hundred - or none at all, as it may be a dummy. Reconnaissance is critical, as you must locate the enemy in order to attack him. Cards are used to resolve searches quickly and efficiently: a successful search yields intelligence of varying accuracy, while failure to relocate the enemy in a timely manner results in lost contact and generation of another dummy.

    Players must also cope with fuel restrictions, reflecting limited endurance (particularly for destroyers) and Axis shortages. Simple rules and the use of markers on the Task Force Displays preclude the need for record keeping while preventing unrealistic freedom of action.

    To show the key role of air power in the campaign, PQ-17 also includes over 100 air units. Circular counters represent RAF Coastal Command and Fleet Air Arm squadrons and Luftwaffe Staffeln and Gruppen that participated in naval operations in the theater, as well as selected air defense units. Many VVS air regiments are also included, along with the USAAF squadrons that defended Iceland.

    Because the focus of the game is operational, battles are fought on an abstract Combat Display. Simple procedures and multiple Combat Results Tables reproduce historical levels of damage from all forms of combat: submarine attacks, antisubmarine warfare, bombing and aerial torpedo attacks, anti-aircraft fire, air-to-air combat, and naval surface actions.

    PQ-17's environmental model is based upon historical meteorological and oceanographic records to accurately reflect the extreme conditions and their effects. Summer operations, conducted in round-the-clock daylight, play much differently than those undertaken in the near-total darkness of winter. The polar ice pack advances and ebbs with the seasons, varying the sea routes available and posing a hazard for naval forces venturing too close. And besides each other, players must also battle some of the worst weather in the world, potentially damaging their ships and affecting movement, searches, and combat.

    PQ-17 features nine historical scenarios, including all the major actions of the campaign: the Fleet Air Arm torpedo attack on Tirpitz, the decimation of convoy PQ-17, the climactic battle of PQ-18, the Battle of the Barents Sea, and the 1943 Battle of North Cape. To add uncertainty, each side is subject to a special condition in every operation, which may impose additional requirements or restrictions - or afford additional opportunities - while remaining secret from the opponent. Just like their historical counterparts, Allied players can never be certain that the Germans will not attempt to break out into the Atlantic with one or more heavy ships, and Axis players must beware of a possible attack on Norway; both players may face conflicting priorities and demands that must be met with limited resources. In addition, a 1942 "random" scenario enhances replay value by further disguising starting forces and objectives. Each operational scenario can be played to conclusion in 3-4 hours, and for players seeking a richer experience, a 1942 campaign scenario reflects the challenges of continuing operations over the course of this key year.

    Game Components

    • One 22x34" map
    • 58 15mm blocks
    • 140 1" square counters
    • 140 1/2" square counters
    • 136 circular counters in three sizes
    • 80 cards
    • One 24-page Rule Book
    • One 20-page Scenario Book
    • Two 11x17" + one or two 8.5x11" Play Aids
    • Two 8.5x11" Task Force Displays
    • One 8.5x11" Battle Display
    • Five 10-sided Dice

    Old Home Page at Publisher: http://www.gmtgames.com/pq17/main.html
    New Home Page at Publisher: http://www.gmtgames.com/p-126-pq-17.aspx

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  10. Rise of Empires

    Rise of Empires

    Rise of Empires is an empire-building game in which players develop their ever changing empire from Ancient Age to Modern Age. War, economics, science and diplomacy are to be taken into consideration to successfully win this epic game.

    In Rise of Empires two to five players are building their own civilization from the dawn of history to present times. All players start small and fairly powerless, however, through clever play they try to gain wealth and progress in several areas. Like many empire building games, it is possible to be wiped from the board one turn, only to return the next in another area.

    Rise of Empires is divided into three eras. Each era consists of two game turns. The core of the game is the Action Display where players conduct various actions during a turn. The first turn in an era is called the A turn, the second one the B turn. In a way, the B turn is a mirror image of the A turn.

    The aim of the game is to have the most victory points at the end. Victory points are scored by building cities, having an empire (area control), developing technology, and trading goods.

    In contrast to some other civilization type games, Rise of Empires plays fairly quickly. A full game can be completed in less than three hours. It is also more abstract than many civ games, in that cities, towns, and technologies are represented by tiles the players keep, even if their civilization is buried in the sands of time.

    Publisher Blurb:

    Don't just make history-guide it! Take the reins of a developing civilization, choosing the resources and development paths that will lead to the fastest expansion, as you claim and defend territory on a map forging an empire that eventually encompasses whole continents.

    Rise of Empires play is divided into three eras. Choices made early in the era are repeated late, so your decisions must have both short-term and long-term benefits to be successful. This process requires tough decision-making and promotes an atmosphere with nail-biting suspense. Victory points are rewarded for building cities, having an empire, for progress in science, and for trading goods.

    Rise of Empires breathes new life into the civilization games genre! Balance gold and food, war and agriculture, territory and technology to forge an empire that is destined to rise above all other nations!

    Each copy of Rise of Empires contains:
    . 1 large game board
    . 1 tiles display
    . 40 resource discs
    . 150 player cubes in 5 colors
    . 45 action discs in 5 colors
    . 8 empire tiles
    . 40 territory tiles
    . 48 progress tiles
    . 36 city tiles
    . 104 gold markers
    . 5 alliance pieces
    . 5 player aid cards
    . 1 rules booklet with illustrated example of play.

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