Campaign / Battle Card Driven

Dragon Quest

Fantasy miniature game. A typical Dragons & Dungeon game. Requires a Game Master. The original game comes with 6 Ral Partha metal miniatures, 180 cards (featuring monsters, treasures, objects and traps), a dungeon board, D&D dice, and three pre-made adventures (ISBN 1-56076-552-b)

Memoir '44

Memoir '44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.

Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units -- infantry, paratrooper, tank, artillery, and even resistance fighters -- to their greatest strength.

"By design, the game is not overly complex", says Memoir '44 designer, Richard Borg. "The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory." In addition to the large, double-sided gameboard, Memoir '44 includes 144 amazingly detailed army miniatures - including historically accurate infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command cards, 44 Special Terrain tiles, and 8 Custom Wooden dice.

Memoir '44 is designed for 2 players but easily accommodates team play. And with Memoir '44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other.

The Memoir '44 series consists of the base game and a number of expansions.

This game is based upon Richard Borg's Command and Colors system.

Vampire Empire

In a foreboding castle somewhere in central Europe, a strange fear has descended upon the inhabitants. One morning the body of a young girl was found, as pale as a sheet of paper, dry and totally drained of blood. Vampires are on the prowl! Who is the monster who murders innocent during the night? Before the truth will be discovered, more than one person may face unjust accusations thrown out by the devious servants of darkness. Will the vampires be successfully caught before they endanger the entire society, or will the castle and city fall forever into darkness?

Three characters in the castle are vampires. A human investigator is trying to determine which three of nine characters he encounters are, in fact, monsters hiding in human form so that he can eliminate them. The head vampire, on the other hand, must bluff cleverly, present confusing clues, and trick the humans into attacking innocent citizens. By doing this, the vampire can kill the most important characters in the city or conquer the castle.

Vampire Empire is a two-player card game with a lot of bluffing and player interaction. In this very thematic setting, each player possess a unique deck of cards granting different powers, and each player had different goals to win the game!

Twilight Struggle

"Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle..."
– John F. Kennedy

In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.

Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?

Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab-Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.

A deluxe edition, published in 2009 includes the following changes from the basic game:

Mounted map with revised graphics
Two double-thick counter sheets with 260 counters
Deck of 110 event cards (increased from 103)
Revised rules and player aid cards
Revised at start setup and text change for card #98 Aldrich Ames

Upgrade kit for the owners of the previous version includes the following:

Mounted Map with revised graphics
New card decks
Updated Rules & Charts

There are also the deluxe mounted map and deluxe euro-style countersheet upgrades.

Components:

228 full colour counters (260 in the 2009 Deluxe edition)
22"x34" full colour cardboard map (mounted map with revised graphics in the 2009 Deluxe edition)
103 event cards (110 in the 2009 Deluxe edition)
2 six-sided dice
1 24-page rulebook
2 full colour player aid cards

TIME SCALE: approx. 3-5 years per turn
MAP SCALE: Point-to-point system
UNIT SCALE: Influence markers
NUMBER OF PLAYERS: 1 - 2

DESIGNER: Ananda Gupta & Jason Matthews
MAP, CARD, & COUNTER ART: Mark Simonitch

Castle Panic

The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods.

Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle Towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!

Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up.

Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest, at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.

The game includes:
1 Gameboard
1 Rulebook
49 Castle Cards
49 Monster Tokens ( see Token set )
6 Walls
6 Towers
1 Tar Token
2 Fortify Tokens
6 Order of Play Cards
12 Plastic Stands
1 Die