Wargame

Battleship

Battleship was originally a pencil-and-paper public domain game known by different names, but Milton Bradley made it into the well known board game in 1967. The pencil and paper grids were changed to plastic grids with holes that could hold plastic pegs used to record the guesses.

Each player deploys his ships (of lengths varying from 2 to 5 squares) secretly on a square grid. Then each player shoots at the other's grid by calling a location. The defender responds by "Hit!" or "Miss!". You try to deduce where the enemy ships are and sink them. First to do so wins.

The Salvo variant listed in the rules allows each player to call out from 1 to 5 shots at a time depending on the amount of ships the player has left (IE: players each start off with 5 ships, so they start off with 5 shots. As ships are sunk, the players gets fewer shots). This version of the game is closer to the original pencil-and-paper public domain game. Many versions of the pencil-and-paper game have different amounts of shots based on the ship (IE: Battleship: 5 shots. Destroyer: 3 Shots, Etc.).

In 2008, Hasbro "reinvented" the game into Battleship (Revised).

Some history of the published versions of the game:
1931: Starex Novelty Co. of NY publishes Salvo.
1933: The Strathmore Co. publishes Combat, The Battleship Game.
1943: Milton Bradley publishes the pad-and-pencil game Broadsides, The Game of Naval Strategy.
1943: Also published in 1943 Sink it by the L R Gebert Co. for distribution by G. Krueger Brewing Co.
1940's: Maurice L. Freedman Co. of RI publishes Warfare Naval Combat.
1961: Ideal publishes Salvo.

Other titles over the years have included Swiss Navy, Sunk (Parker Bros.), Convoy (Transogram), Wings (Strategy Games Co. of California), and Naval Battle (3M Paper and Pencil Version) .

Osmanli Harbi The Ottoman Fronts: 1914 to 1918

(from the publisher:)

Middle East Campaigns covers all three Ottoman fronts (Trans-Caucasus, Mesopotamia, Palestine) plus an addition to the Serbia game extending it south to Salonika and covering the rest of the war in Greece, Serbia, and Bulgaria extending Der Weltkrieg Series to the Ottoman Empire. Four maps, three counter sheets.

Five separate scenarios:

Kalfas Cephesi - Caucasus: 1914-17
The Ottoman Empire joins the Central Powers in the World War. The Turks stop a premature Russian offensive and then launch a disastrous counter invasion. Thus begin three years of fighting in the desolate Trans-Caucasus mountains.
Sina-Filistin Cephesi: 1915-18
The Ottomans attempt to seize the Suez Canal. The British advance across the Sinai wastes to invade Palestine. Both the desert and determined Ottoman resistance impede British efforts to seize the Holy Land and threaten Turkey from the south.
Irak Cephesi - Mesopotamia: 1914-18
The British move quickly to secure the Abadan oil fields with the Indian Army. The Indian colonial government lobbies to push further into Mesopotamia, with Baghdad as the objective. The British led forces move deep inland and encounter serious difficulty.
Canakkale Cephesi- Gallipoli: 1915
The plan was as brilliant as it was simple. Rapidly seize the Dardenelles and place Istanbul under the guns of the Entente fleet. This simple plan proved difficult to execute. Poor planning, difficult terrain, and dogged Turkish resistance bring the amphibious invasion to a standstill. Gallipoli becomes the birthplace of Australian and New Zealand national identities, as well as that of modern Turkey.
Makadoya Cephesi - Greece: 1915-18
Serbia's imminent collapse causes the Entente to occupy the Greek port of Salonika. Combined British, French, Serbian, and finally Greek forces fight against Bulgarians and their German and Austro-Hungarian allies on this strategically important front.

Easy to Learn System - Only 22 pages of Standard Rules. So you get to playing faster. And these rules apply to ALL of the games. So learn one and you can play them All!

Scale is 20km/hex
4 days per turn
Unit Sizes: Division/Brigade

840 Backprinted Counters
Standard and Scenario Rulebooks
Four 34in x 22in Maps

Risk: Star Wars – The Clone Wars Edition

A year has passed since the start of the Clone Wars on Geonosis. The Galactic Republic has since become engulfed with all-out warfare against the Confederacy of Independent Systems. The effects of this galaxy-wide struggle have been felt in every facet of the Republic. Take command of the Republic "Clone Trooper" Army or lead the Separatists in their universal conquest to topple the Old Republic as a players wage war on numerous planetary battlegrounds in the galaxy's most unforgettable conflict in the exciting Risk variant.

Junta

Players represent various office holders in the ruling Junta. Depending upon his office and the various cards he holds, each player has a certain number of votes. These are important as they must first elect El Presidente and then vote on the budget that he proposes. Here's where it can get sticky. El Presidente draws cards face down from the money deck (which varies in denomination from $1 to $3) and must propose a budget for the year, distributing the money as he sees fit amongst the various offices. Of course, loyalty to him is usually rewarded, while those pesky "thorns in his side" are usually cut off completely. The beauty of all this, though, is that El Presidente can — and most always does — keep some of the loot for himself. And since no one but he knows the value of what he drew, no one knows how much he's keeping. Suspicion is always keen.

Players may attempt to assassinate the other players by guessing where they will be from among five locations. Players who successfully assassinate another player take that player's money, as the only safe money is the money that has been deposited in a Swiss bank account, and the only way to get to the bank is to survive the assassination round.

If the players are unhappy, and there is an excuse, they can call for a coup, where the opposition players seek to take control of a majority of the power centers. Rebel players control the forces of the role which they were assigned (e.g. army, navy, air force), and players loyal to El Presidente do the same, seeking to control the strongholds until the rebellion is quelled.

The goal is to amass the greatest wealth secreted away in your Swiss bank account.

World War Z: The Game

In World War Z: The Game, a strategy game based on the movie and book of the same name, players work together to stop the spread of the zombie pandemic across the globe. Two to four players begin the game by choosing an ability-granting Role Card and starting in the United States. Players roll a die to initiate the zombie threat, represented by horde tokens of strengths 1 through 4 placed in zones around the board. Special "grey zones" represent lack of intel by featuring face-down tokens with zombie hordes of unknown strengths. Throughout the game, players travel to different zones and battle the zombie hordes in those locations by rolling dice and adding effects of Combat Cards.

The game features a die-based combat system. Humans always roll a six-sided die, while the hordes are represented by either a six-, eight-, ten-, or twelve-sided die depending on their strength. Humans may modify their role or add additional effects by playing Combat Cards, which consist of reusable Weapons (including Lobos, slang for "Lobotomizers") and one-shot Tactics (like Booby Traps or Redeployment). Every time a human wins a battle, the zombie horde strength decreases by one level, while victories for zombies cause players to discard Combat Cards. At the end of each turn, humans draw a Threat Escalation card to reveal how the zombie threat has grown.

Though players start the game working together against the zombies, when a player loses all his Combat cards, he becomes one of the undead. Player-zombies can manipulate the hordes on the board to attack other humans and to escalate the zombie threat.

The game ends after a predetermined number of rounds based on the number of players (six rounds for four players, seven for three, and eight for two). At the end of the game, if more than ten total zombie hordes of strength 3 or 4 still remain on the map, the humans lose (and any zombie players win). If ten or fewer such hordes remain, the humans collectively win.