Wargame

War and Peace

War and Peace is a game that allows players to recreate the fight for Europe from 1805 to 1815. The game is designed for play by two players, one player being the French player and the other player is the British. Each player also controls one of the major countries of France, Britain, Austria, Russia, or Spain. Prussia is also in the game but starts neutral. The countries of France, Britain, Russia, Austria, Prussia, and Spain are represented by infantry, artillery, cavalry, naval units. The countries of France and Britain are at war throughout the game. The countries of Russia, Austria, Prussia, and Spain become neutral, conquered neutrals, French allies, or British allies through the use of diplomatic resources or military conquest.

France starts out strong militarily with the aid of the Spanish navy and a strong French army. Austria and Russia, when united, have strong armies while England rules the waves and buys influence and allies. Victory is determined by the conquest of France or Britain, or causing the isolation of Britain through political and economic means. The fate of Europe rests in your hands...

Unita

Helvetia: a country in evolution, divided between the surrounding Empires who claimed taxes and allegiance. Primitiva was the first to wake up and decide to fight to obtain independence. The other regions followed their example: Luserna, Zugriga, Berena, Friburga, etc. However, between year 1 of unification and the day of the nation, several centuries went by with alternating periods of war and diplomatic peace, troubled and bloody times which you will discover in Unita!

Unita features 64 dice but not an iota of luck! You can be the men of Primitiva, the Nuns of Friburga, the Engineers of GermanLand or the Frogs of the Hexagone, but no matter your role, forge ahead on the warpath, lead your army in the mad rush to get to the Magic Gate, and put an end to all these afflictions. Move forward on the path of the war with your army compound of six-sided dice. Every time you contact an opposing army, a fight takes place, with the least hardy losing a point of strength. When your army reaches the magic gate, the army disappears, and the total of its points of strength (its dice) becomes your points of victory.

Wizard's Quest

A Heroic Fantasy Wargame wherein Peacemaker the Wizard, tired of eons of conflict over rulership of the island kingdom of Marnon, sets up a quest competition to choose the rightful ruler and end all bloodshed forever.

The map portrays the island of Marnon divided into 36 numbered territories and 8 bordering castle spaces. Orcs are placed in approximately 1/3rd of these spaces, then players place their Men in the remaining spaces. An opposing player places your 3 Magic Items around the map for you to find later. The first player to collect all three of their own treasures is the winner.

Each turn, Orcs around the board repopulate and then frenzy, indiscriminately attacking nearby Men. The Dragon flies around and eats Orcs and Men. Peacemaker the Wizard visits a region and bestows prosperity, and also enforces peace there that turn. After all this, each player may petition the Wizard for a card, receive reinforcements, and then carry out an attack campaign. Players forces include Men and two 'superpower' counters: Hero and Sorcerer.

Garret J. Donner later took his concept of objects moving semi-randomly and sometimes under partial control of the players (The Wizard and The Dragon) and designed the game Dragonhunt around it.

Avalon Hill Complexity rating - 2

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.

Warriors: Dragon Hordes Expansion

The Dragon Hordes expansion (55 cards, two small pages of rules) to Warriors adds a new creature, the Dragon, along with additional Catapults and Attack Cards, and makes the game playable by up to 6 players.

Dragons, unlike other creatures, must attack and defend individually, but just one can wreak havoc. They roll two dice on both attack and defense, adding one to each die roll. Catapults have only one chance in 6 of killing Dragons, and their defense can be augmented by "Flames" (basically, extra lives that must be eliminated before the Dragon can be killed). Having the most Dragons at the end of the game also gains victory points.