World War I War Games

 

 

The First World War

In The First World War the players control the armies that battled for control of Europe’s destiny. Deploying the forces on a game board of Europe from Constantinople to the English Channel, they must fight for control of key cities to gain victory in an age of Total War.

August 1914: For two generations there has been no war between the Great Powers of Europe. Now, following the assassination of the Austrian Archduke Franz Ferdinand by Serb nationalists, the Central Powers (Germany and Austria-Hungary) are at war with the Allies (Russia, France and Britain). The cheering crowds in every nation expect their armies to return victorious “before the leaves fall.” But there will be no easy triumph, and as more nations are drawn into the conflict, the bloodletting will continue on a massive scale for four more years. Finally, on November 11, 1918, a defeated Germany will sign the Armistice, ending what we know today as the First World War.

The First World War can be played by 2, 3 or 4 players. In a 2-player game, a player represents either the Central Powers or the Allies. In a 3-player game, one player takes the Allies, another Germany, and the third the German Allied nations of Austria-Hungary, and Bulgaria. In a 4-player game, one player takes the Western Allies, one takes the Eastern Allies, one takes Germany, and another the German Allied nations.

2-4 players, aged 12 and up, 2 hours, author: Ted Raicer

$45.00

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Diplomacy

The Classic Game of Intrigue, Trust, and Treachery!

At the turn of the 20th century, the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw, shifting borders and altering empires with subtle maneuvers and daring gambits.

Form alliances and unhatch your traitorous plots as you negotiate and outwit—in a delicate balance of cooperation and competition—to gain dominance of the continent! In Diplomacy, your success hinges not on the luck of the dice, but your cunning and cleverness.

The 50th Anniversary Edition of Diplomacy contains:

  • 30" x 20" Game Board
  • 20 count strategy map pad
  • 315 army, navy, and national control markers
  • 24 page rulebook

$30.00

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The Kaiser's Pirates

The Kaiser's Pirates is a fast paced card game of gripping adventure on the high seas set during World War One. Players control some of Kaiser Wilhelm's ace German converted commerce raiders and light cruisers. Air Patrols were in their infancy and it was still easy to disappear into the vast expanses of the high seas only to re-emerge on another key sea lane. Players use their raiders in the traditions of the privateers and pirates of old to sink or capture as many Allied and neutral merchantmen as possible. Danger lurks everywhere but, in a desperate pinch, these ships can shoot it out with the British hunters.

In its unique game play system each player commands both the German and British Forces as they scour the sea-lanes in search of their next merchant prize. The game rewards cunning strategy, and fast-action card play

Solitaire players, Rejoice! The Kaiser's Pirates has been crafted to make solo play every bit as challenging and engaging as the 2-4 player version. So if you have no opponent available or are just looking to sharpen your game play strategies, try it solo. The Kaiser's Pirates solitaire version has everything needed for a game session of nail-biting fun!

$49.00

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Red Russia

The Russian Civil War 1918–1921

Between 1918 and 1921, violent upheavals wracked the former Russian Empire. Communism, monarchism, nationalism, anarchism and many other -isms vied for control of the Tsar’s domains. When the war finally ended, the “Red” faction emerged victorious, but it was a hollow victory. Economic output had fallen by 96 percent compared to 1913’s figures, agriculture was down by 63 percent, and $35 billion worth of damage had been done. Millions had died; to this day no one is exactly sure how many.

The Konarmiya, or Red Cavalry Army, was one of the most effective formations in the Russian Civil War.

In Red Russia, designer William “Defiant Russia” Sariego takes the popular game system from Soldier Kings to this decisive moment in history. Players represent from two to five factions: the Reds (Communists), Allied Interventionists, Siberian Whites (monarchists), Southern Whites or Northern Whites. The game is played in turns representing a season of the year (three months). It begins with the summer turn of 1918, and ends with the conclusion of the spring 1921 turn. A full game without an Automatic Victory is thus 12 turns long.

Players command infantry and cavalry armies, and for some factions fleets and aircraft. The Allied Interventionists also have a tank unit. Leaders assist these units in movement and combat, ranging in quality from Wrangel of the Whites and Trotsky of the Reds on down to the hapless Sergei Kamenev of the Reds.

As with the “Soldier” games, the map is divided into land areas and sea zones. Armies move on land, fleets at sea. Each land area is rated for the amount of money and manpower it generates each turn. Manpower represents not just fresh recruits for your forces, but also the things made with human labor: food, uniforms, weapons and so on. Money is, well, money. You expend manpower to rebuild your forces, and money to finance their actions. Thus you need to hang on to areas that generate these resources for you, and take them from the other guy.

You do that by defeating enemy armies, and besieging enemy areas. Combat is conducted by rolling dice, one for each attack factor. These hits must be sustained by enemy armies by reducing them in strength, or eliminating them. A good general lets you roll more dice. Each area is rated for its garrison strength; to capture it, you have to defeat the garrison troops through siege (in addition to driving off any enemy armies there). The procedure here is very similar.

Throwing a twist into all of this are random events, shown through the 55 high-quality playing cards, by far the best we've ever put into one of our games. The universe is loaded with random elements; life does not unfold as an orderly series of “phases.”

$39.99

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The Great War in Europe: Deluxe Edition

THE GREAT WAR IN EUROPE: DELUXE EDITION is a new revised and combined edition of two of Ted Raicer's most successful designs for Command magazine, The Great War in Europe and The Great War in the Near East. The Great War in Europe won the Charles Roberts award for best pre-WWII game, and its designer the James F. Dunnigan award for elegance in game design, and was nominated for an Origins award. The latter was nominated for a Charles Roberts award for best pre-WWII game design. Both have been out of print for over a decade, becoming collector's items earning high prices online.

The Great War in Europe (TGWIE) is a division level game (with some 1200 counters) covering all of the First World War In Europe, from the trenches of the western front, the mountains and plains of Italy, the vast expanses of the eastern front, and the Balkans to Gallipoli. The order of battle including infantry, cavalry, army headquarters (with attached artillery), German stosstruppen and Allied tanks. The Great War in the Near East adds in the Turkish fronts in the Caucasus, Egypt/Palestine and Iraq on a division/brigade scale.

TGWIE Deluxe Edition contains many innovative features, including event chits that introduce new weapons, tactics, and political events into the game, Trench Levels for different nations at different points in the war that remove the need to place hundreds of trench markers on the maps, rules to cover the German U-boat campaigns and its effects on US neutrality, and the conversion of the Tsarist army to the weaker units of the demoralized Provisional Government after the fall of the Tsar.

Best of all, this a rare "monster game" that two people can play to completion in a long weekend's gaming. That's because the maps divide the game into Eastern and Western fronts, allowing one player to move and attack in the east, while the other is moving and attacking in the west. No waiting around for 15 minutes while your opponent moves all his divisions, this mechanic effectively cuts playing time for two players (or teams) in half.

Successful as the original games were, Ted has continued to tinker with them since their publication, and the new version adds revisions which improve both history and play balance. (Players of the original version will particularly appreciate the ability to call up Emergency Replacements-at a cost in victory points.)

The new edition will also include all the scenarios published for the two designs. You can play The Great War in Europe and the Near East separately or together, and play out each year of the war in its own scenario. Plus pre-war variant chits allow you to explore major What-Ifs (what if Teddy Roosevelt won the election of 1912?).

Perhaps best of all, TGWIE Deluxe will benefit from the map and counter art of Mark Simonitch, and Rodger's wonderful box art, reflecting the usual high standards you've come to expect from GMT.

With three maps and app. 1500 ½ inch counters, THE GREAT WAR IN EUROPE: DELUXE EDITION will update two classic designs in an edition that will provide all the challenges and Great War flavor you've come to expect from the designer of Paths of Glory, Clash of Giants, Reds, and Grand Illusion.

It is August 1914, and THE GREAT WAR is about to begin…

$89.00

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Pursuit of Glory: The Great War in the Near East

Pursuit of Glory is a stand alone sequel to Paths of Glory, a card-driven strategy game covering the first World War. Unlike the original game, which focused on the European theater of World War I, Paths of Glory II focuses entirely on the Great War in the Middle East. Paths of Glory II uses the same card-driven mechanics and point-to-point of the first game, but with some rules changes and modifications to better simulate the conditions of the war in the Middle East.

It was developed by Brad and Brian Stock with the permission of Ted Raicer, the designer of the original Paths of Glory.

$55.00

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They Shall Not Pass

In early 1916, the German and French armies faced each other in what appeared to be a stalemate. The German commander-in-chief, Erich von Falkenhayn, conceived one of the most cold-hearted plans in military history. Fall Gericht, which translates as “Place of Execution,” would bleed France white by a simple battle of attrition, without regard to the suffering of his own soldiers.

For ten months, the German Fifth Army hurled itself against the old fortress city, its commander kept in the dark about the offensive’s true goal. The French Second Army stood firm, commanded by Henri Petain, who issued the famous order, “They shall not pass.”

The new game system has the clean play of the designer’s masterpiece, Defiant Russia, and is crafted to fit the nature of combat in 1916. Artillery bombardment and assault combat take place separately. Elite troops have numerous advantages, and morale is a vital component of the game. Game pieces represent regiments and a handful of battalions. Units are rated for morale, attack, defense and movement.


$19.99

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Great War at Sea: Mediterranean

In 1996, Avalanche Press astonished the wargaming world with Great War at Sea: Mediterranean. The game launched a series of games that has totaled nine titles so far, plus five more in the related Second World War at Sea series.

The game was notable for a number of achievements: the stunning artwork of its playing pieces, showing warships with sharp detail never seen before. It played quickly and smoothly. And it featured fifty scenarios, or separate game situations, an unheard-of number in most board games.

The game sold out quickly, and in 2001 Avalanche Press brought out a new, deluxe edition. The artwork got even better and the number of scenarios climbed to seventy.

Mediterranean covers naval conflict between 1911 and 1923, with most of the scenarios based on naval actions of the First World War. The centerpiece is the 1914 hunt for the German battle cruiser Goeben, made famous in Barbara Tuchman’s Guns of August. The battle cruiser and her consort, the light cruiser Breslau, are loose in the Mediterranean Sea and its up to the British and French to hunt them down before they escape or destroy the vital French troop convoys heading from Algeria to France.

Twelve of the scenarios are battle scenarios, useful for learning the game system or for quick fun. The 58 operational scenarios cover a wide variety of situations: The Italo-Turkish War of 1911-1912 and the Balkan War between Greece and Turkey usually pit small and outdated fleets against one another. A number of scenarios cover the First World War’s most intense but possibly least-known naval campaign, the struggle for control of the Black Sea. The struggle for the Adriatic between Austria-Hungary and Italy is also shown. Several scenarios explore war plans for campaigns arching over the entire Mediterranean, based on the actual staff studies. The scenarios are based on primary research in several military archives and represent a serious historical study of the era.

The playing pieces sport accurate, highly detailed drawings of the ships that made history. Eleven nations are represented: Germany, Britain, France, Austria-Hungary, Russia, Turkey, Greece, Italy, Romania, Bulgaria and Japan. The ships range from elderly ironclads relegated to coastal defense duties to massive super-battleships like the Italian Caracciolo class that were designed but never built.

Mediterranean, 2nd Edition includes:

  • 390 counters
  • Two 17"x22" strategic maps
  • One 25"x25" tactical map
  • 12-page rulebook
  • 80-page scenario book
  • Two organizational cards

$59.99

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Sea of Troubles

Navies aren't built for the last war, but for the next one — because no matter how unlikely it may seem, the many years needed to build huge warships make it impossible to tell what the world will look like when they are completed.

Navies aren't built for the last war, but for the next one — because no matter how unlikely it may seem, the many years needed to build huge warships make it impossible to tell what the world will look like when they are completed.

Sea of Troubles is a 64-page book supplement for the Great War at Sea series based on the war plans of both sides. Most of the scenarios take place in the Caribbean Sea, using the map from U.S. Navy Plan Gold, but some actions are also placed in European waters on the maps for Jutland or Mediterranean.

There are 210 die-cut and mounted playing pieces, the same pieces that originally appeared in our now out-of-print U.S. Navy Plan Red. The Americans get the huge 1919 program battleship mounting eight 18-inch guns as well as four examples of the South Dakota class with their dozen 16-inch guns apiece. There are also the Lexington class battle cruisers in their original configuration with 14-inch guns, and the 1914 design for a fast commerce-raiding armored cruiser armed with 10-inch guns.

The Royal Navy adds the remainder of its R-class battleships not seen in Jutland, plus the huge battleships of the N3 design with nine 18-inch guns each, and the ungainly but powerful battle cruisers of the G3 design. Plus the Royal Canadian Navy makes an appearance with three dreadnought battleships and a flotilla of destroyers.

There are over three dozen new scenarios featuring brawls between huge fleets of battleships, plus of course background articles on the ships, the fleets and the war plans of all potential participants.

This is not a stand-alone game; ownership of Mediterranean, Jutland and U.S. Navy Plan Gold is required to enjoy all of the scenarios.

$24.99

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U.S. Navy Plan Black

U.S. Navy Plan Black, is a Operational and Tactical level game of the hypothetical naval war that both the U.S. and German planners foresaw in the event of a German victory in World War I. 

U.S. Navy Plan Black features some of the great unbuilt ships of both nations including major capital ships of the South American navies of Brazil and Argentina, and even the possible existence of Mexican Battleships. Single ship counters for BB's, BC's, CA's and many CL's. DD's are portrayed in two, three, and four ship squadrons. U.S. Navy Plan Black, utilizes the Great War at Sea system and in completely compatible with it.

U. S. Navy Plan Black includes 210 Counters, One 18 x 22 inch strategic map, New 25 x 25 inch tactical map, Rulebook & Scenario book with new air rules! 

$44.99

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Byzantium Reborn

BYZANTIUM REBORN is a simulation game on the Greek-Türkish War of 1920-22. The game is for two players, one representing the Kingdom of Greece and its allies (the Greek player), and the other the insurgent nationalist forces of Mustapha Kemal who opposed the Greek invasion (the Türkish player).

Whose "great idea" will shape the modern Near East? Now you can make the decision by playing Byzantium Reborn!

CONTENTS
• Color rulebook
• 200+ die-cut counters
• folded color area map
• charts & tables
• 2 dice!

Complexity: Medium
Map Scale: areas, 1 inch = approx. 40 miles
Unit Scale: Corps, Divisions and Regiments
Time Scale: 2 months per turn
Players: 2
Solitaire Suitability: high
Playing Time: 3+ hours

$22.95

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