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Word War II Games

Destroy All Monsters: Barbarossa A modular (shared rules) system of operational through theatre scale (regiment through army) games of Medium complexity. Easy game integration. Perfect for the seasoned war gamer, but accessible to the beginner.

World War I Games

The World Undone: East Front. A modular (shared rules) system of operational through theatre scale (division through army) games. Low complexity. Easy game integration. Perfect for those new to hex and counter war games, yet challenging enough to satisfy the experienced war gamer.

Modern Conflicts

Procedural Combat Series. A system of strategic through operational scale covering conflicts of the Cold War through the present times. A game series that shares a basic rules system. Moderate complexity. Semi-randomly determined combat values and a fully realized air combat system keep things interesting.

1864: On To Jutland
$39.99

1864: On To Jutland covers one of the 19th century’s least known conflicts, a brutal struggle for Schleswig and the Jutland peninsula as Denmark attempts to retain her holdings in Germany. The game is a quick playing, no-frills simulation which uses an odds-based Combat Result Table and Artillery Fire Table with a d10 roll to process combat. Headquarters can allow units to stack at greater limits and provide a little fog-of-war. Finally, a what-if option allows for Swedish intervention on the Danish side, as they had prepared around 30,000 volunteers to do so but it never came to fruition.

WEIGHT: 3/10
SOLITAIRE: 6/10
PLAYERS: 1-3

Design by Ray Weiss
Development by Matt Ward
Box art by Ivan Caceres
Map art by Ilya Kudriashov

Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.

ARMY GROUP SOUTH
$49.99

Download Free Rules PDF Here

Army Group South is game 3 of the Barbarossa trilogy of games that can be combined together as a mini-monster. Each game by itself is a straight forward operational simulation of each theater, and all 3 games share the exact same rules allowing for easy integration. Units are Army through Regiment sized and some air formations.

Army Group South covers Von Rundstedt’s extended trek towards the Caucasus. AGS had the largest theater of operations and the highest expectations placed upon them compared to the other Army groups. While assisted by the Hungarian and Romanian armies, the best executed armored breakthroughs only went so far once the fuel trucks could not keep up with the Panzers.

WEIGHT: 8/10
SOLITAIRE: 6/10
PLAYERS: 1-2, up to 6 players with AGN and AGC.

These series of games will be part of the Destroy All Monsters Operational Series WW2 system.

Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.

1995: Milosevic's Last Gamble
Sale Price: $39.99 Original Price: $49.99

1995 is the third iteration of our Procedural Combat Series and it examines a cold war gone hot during the Yugoslavian wars of succession. The combined might of a Serb dominated JNA and a weakened but still potent Russia move on the smaller republics in an attempt to establish A Serb dominated Yugoslavia giving Russia a foothold in NATO’s backyard.

The OOB includes a well researched collection of available divisions and air assets. The Russian OOB is based off the militia which attacked Grozny in 1994. The JNA is accurately represented though assumed to be at full strength. Numerous other Balkan and NATO nations are represented. 1995 focuses more on maneuver and less on chrome as there are no special counters, but lots of units instead.

WEIGHT: 6/10
SOLITAIRE: 9/10
PLAYERS: 1-2

Design and Counters by Ray Weiss
Development by Matt Ward
Map Art by Sergio Schavi & Ilya Kudriashov
Box Art by Ivan Caceres.

Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.

Canvas Maps!
from $39.99

To the left is a picture of our games for sale at CSW expo along with a combined canvas map of AGN, AGC and AGS, sorry for the blurry photo.

We are now offering deluxe canvas versions of all of our maps which are currently shipping. These maps require no plexiglass, fold perfectly and feel/look fantastic. Right now there are two variants, you may choose any maps from the 2140 series games, or get a combined map of AGN, AGC, and AGS from our Destroy All Monsters Operational Series covering Barbarossa.

DAMOS: Barbarossa Deluxe Upgrade Kit
$25.00

NOTE: This is not a complete game, but instead a small package meant to enhance your combined games of DAMOS Barbarossa. Included is a large-print 32 page rulebook on normal-sized paper, SP markers and a Force Chart display which was asked for by numerous players and allows players to replace stacks on the map with “force” markers keeping track of the stacks composition on the Force Chart display. Note: This kit is only available in Ziplock packaging.

1870: The War Against the Empire
from $39.99

DOWNLOAD FREE RULES PDF

1870 is the first in a new sub-series of games within the 2140 series called the Long Century Operational Series covering 19th century conflicts at a unique operational scale. 1870 covers the first month/phase of the Franco-German war, in which the combined armies of Germany overwhelmed the martial forces of Napoleon III in a lightning campaign of opportunity and maneuver taking only a month to overthrow the Second Empire. 1870 is heavily inspired by SPI’s Wilderness Campaign, Mark Simonitch’s US Civil War and the Great Campaigns of the American Civil War series.

  • Units are SP, Corps and Army HQs.

  • HQs have an ATK Bonus, DEF Bonus, and Movement Allowance

  • March & Planned Attacks | Defensive Chassepot fire | Artillery Bombardments

  • Mechanics covering Leader Casualties, Disruption/Demoralization, Logistics and Command are all included in the game.

  • Part of the 2140 series, no more than 140 counters with a 22x17 inch map of France.

WEIGHT: 7/10
SOLO: 8/10
PLAYERS: 1-2

Design by Ray Weiss
Developed by Matt Ward
Counters by Ivan Caceres
Map by Ilya Kudriashov

Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.

Mars La Tour
$30.00

Mars La Tour is an introductory-level wargame with plenty of meat on the bone for the seasoned grognard, inspired by Mark Herman’s recent Gettysburg. With a 17x11 large-hex map, less than 32 large counters, players can experience the furious battle of Mars la Tour in less than a half-hour, easily played several times in one sitting. The OOB and order of appearances are tweaked for historical effect, representing the French at the corps level with some of their less aware forces starting off-map, while Prussians are represented at the division level with their normal historical appearance.

Game by Ray Weiss
Original design by Mark Herman
Developed by Matt Ward
Counter art by Ivan Caceres
Map art by Ilya Kudriashov

Note: This game is available in Ziplock packaging only (no dice included).

Destroy All Monsters: Barbarossa Trilogy
from $89.99

This is a bundled order for all three DAMOS games on Barbarossa.

Destroy All Monsters: Barbarossa - A modular (shared rules) system of operational through theatre scale (regiment through army) games of

Medium complexity. Easy game integration. Perfect for the seasoned war gamer, but accessible to the beginner.

Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.

AFRIKA ARMY KORPS
Sale Price: $129.99 Original Price: $139.99

NOW SHIPPING

The long anticipated follow-up for our Destroy All Monsters series, the proposed three games on North Africa have been combined into one massive 8 map monster-game which covers the entirety of the North African campaign.

The game features

8 Maps

2 Player Aids

2 Sheets of counters (around 240 for low counter density).

6 scenarios covering the Early War, Torch and the entire Campaign.

The core DAMOS rules have been rewritten for clarity up to the standards of our current manuals as well - this will be our first monster game that we release and we are really excited for it. DAMOS is a unique WW2 Division level system which utilizes zones of influence, reactions by non phasing units and attack/defense planning.

North Africa includes exclusive rules for the North African campaign and the supply rules have been much simplified compared to Barbarossa in addition to random events making the game exceptionally re-playable.

WEIGHT: 7/10

SOLITAIRE: 7/10

PLAYERS: 2 or more

Available for Pre-Order

1973: The Yom Kippur War
Sale Price: $59.99 Original Price: $69.99

The fifth installment of the Procedural Combat Series sees a return to historical conflict in another one of the cold war’s most iconic campaigns. A well trained, well-armed, but unprepared Israel must defend herself against a horde of multinational coalition of Arab Governments bent on her destruction. 1973 features a highly mobile campaign with a realistic treatment of air operations. Some support units are included in the OOB as to give players a chance to experience how new weapons systems for the time had an impact on the battlespace. Moving the PCS series to a desert environment gives Mech and Motorized troops a huge level of freedom in terms of maneuver.

Design by Ray Weiss
Developed by Matt Ward
Cover by Ivan Caceres

Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.

AFRIKA ARMY KORPS
$0.00

Coming soon! Part of the Destroy All Monsters Operational Series of WW2 wargames, expected release is Q4 2021.

Afrika Army Korps covers part of the battle for North Africa using the DAMOS rule-set and provides a solid way to experience the game under conditions radically changed from the Barbarossa series. Without having to worry about bogs, swamps and unreliable steppe, the desert becomes a tankers paradise.

Exclusive rules for movement, sea transport, logistics and more allow players to combine the Afrika Army Korps games with any other games in the DAMOS series in order to create either a mini-monster or linked campaign game. Using the classic AH Afrika Korps as inspiration, AFRIKA ARMY KORPS series offers a brand new take on the campaign at the strategic scale hex-size of 25 miles per hex. Combat is in hex and opportunities for encirclement abound for both sides.

Players can combine AAK, AAK II TORCH, and AAK III TUNISIA to simulate the entire North African campaign.

AFRIKA ARMY KORPS II: TORCH
$0.00

Part of the Destroy All Monsters Operational Series of WW2 wargames, expected release is Q4 2021.

Afrika Army Korps II: Torch covers part of the battle for North Africa using the DAMOS rule-set and provides a solid way to experience the game under conditions radically changed from the Barbarossa series. Without having to worry about bogs, swamps and unreliable steppe, the desert becomes a tankers paradise.

Exclusive rules for movement, sea transport, logistics and more allow players to combine the Afrika Army Korps games with any other games in the DAMOS series in order to create either a mini-monster or linked campaign game. Using the classic AH Afrika Korps as inspiration, AFRIKA ARMY KORPS series offers a brand new take on the campaign at the strategic scale hex-size of 25 miles per hex. Combat is in hex and opportunities for encirclement abound for both sides.

Players can combine AAK, AAK II TORCH, and AAK III TUNISIA to simulate the entire North African campaign.

Design by Ray Weiss

Developed by Matt Ward

Map Art by Ilya Kudriashov

Box Art by Ivan Caceres

WEIGHT: 6/10

SOLITAIRE: 7/10

PLAYERS: 1-2

More information and components will be posted when ready

AFRIKA ARMY KORPS III: TUNISIA
$0.00

Part of the Destroy All Monsters Operational Series of WW2 wargames, expected release is Q4 2021.

Afrika Army Korps III: Tunisia covers part of the battle for North Africa using the DAMOS rule-set and provides a solid way to experience the game under conditions radically changed from the Barbarossa series. Without having to worry about bogs, swamps and unreliable steppe, the desert becomes a tankers paradise.

Exclusive rules for movement, sea transport, logistics and more allow players to combine the Afrika Army Korps games with any other games in the DAMOS series in order to create either a mini-monster or linked campaign game. Using the classic AH Afrika Korps as inspiration, AFRIKA ARMY KORPS series offers a brand new take on the campaign at the strategic scale hex-size of 25 miles per hex. Combat is in hex and opportunities for encirclement abound for both sides.

Players can combine AAK, AAK II TORCH, and AAK III TUNISIA to simulate the entire North African campaign.

Design by Ray Weiss

Developed by Matt Ward

Map Art by Ilya Kudriashov

Box Art by Ivan Caceres

WEIGHT: 6/10

SOLITAIRE: 7/10

PLAYERS: 1-2

More information and components will be posted when ready

THE WORLD UNDONE: 1914 EAST PRUSSIA
$39.99

DOWNLOAD RULES & VASSAL MODULE HERE

THE WORLD UNDONE (TWU) is a new operational, division level WW 1 system inspired by the brilliant late John Young’s The Marne. What results is an extremely simple, nuanced, and quick playing, immersive simulation of the first big German victories of WW1. Play is broken down into a simple Move-Combat-Move-Combat phase for each side, with units participating in the first combat phase unable to move or fight during the second. The game covers August 13 to September 13th covering both the battles of Tannenberg and the Masurian Lakes. Separate CRTs are used for German and Russian forces to reflect differences in quality and doctrine. This is an extremely low complexity game that I hope will be able to draw new players into wargaming, and remind old players why they started gaming in the first place. The World Undone will be a 3 part series covering East Prussia, Galicia and the Western Front (maybe Serbia/Austria too).

Victory is determined through a simple Clausewitz-inspired Victory Point ratio system determined by control of towns, important objectives, and casualties. Scenarios cover Tannenberg, Masurian Lakes, and a ‘Campaign game covering both operations. Variants allow for additional replacements to change the balance of things. The Russian player can win automatically by taking Konigsberg, while the German player can win automatically by eliminating a percentage of Russian SP. Players can combine the Galicia, East Prussia and Serbia Games together to simulate the entire Eastern Front in 1914.

SCALE: 1 day turns, 2-3000 men per SP, 7.2 Kilometer hexes (4.5 miles)

Design by Ray Weiss
Development by Matt Ward
Dedicated to John Young of SPI.

Note: This game is only available in Ziplock packaging (no dice included).

THE WORLD UNDONE: 1914 GALICIA
$39.99

The World Undone: 1914 Galicia covers the Galicia Campaign using the our original system, The World Undone inspired by the late John Young’s take on the Marne by SPI. Units are divisions and smaller, turns are 1 day each, and a simple, low complexity rules engine makes it possible to simulate the entire campaign in less than 2-3 hours.

Design by Ray Weiss
Developed by Matt Ward

Note: This game is only available in Ziplock packaging (no dice included).

THE WORLD UNDONE: 1914 SERBIA
$39.99

The World Undone: 1914 Serbia covers the ill-fated Austro-Hungarian invasion into Serbia at the beginning of the war. An overwhelmed but experienced and and aggressive Serbian army quickly made short work of 3 invading Austro-Hungarian armies during an operational campaign set in dense terrain with frequent counter-offensives. The Austro-Hungarian forces were ultimately routed and would not return until they had the help of Germany and Bulgaria. Units are Divisions and smaller. Turns are 1 day. Each hex is approximately 7.2 km.

Design by Ray Weiss

Developed by Matt Ward

Inspired by The Marne by John Young published by SPI.

THE WORLD UNDONE DELUXE EDITION: EASTERN FRONT
Sale Price: $109.99 Original Price: $119.99

Please allow 1-6 weeks for delivery pending on volume.

This is a boxed, deluxe edition of our 3 World Undone games on early WW1. It will include East Prussia, Galicia, Serbia along with extras not included in the stand-alone releases such as extra player aids, touched up maps and more all together in one package to simulate the Eastern Front up until the battle of Lodz.

For those who have already pre-ordered all 3, we will be offering an ‘Upgrade’ package at a reduced cost with all the components not included in the stand-alone versions.

SCALE: 1 day turns, 2-3000 men per SP, 7.2 Kilometer hexes (4.5 miles)

WEIGHT: 2/10
PLAYERS: 1-6
SOLITAIRE: 6/10

THE WORLD UNDONE: WEST FRONT
$0.00

Coming soon! ESTIMATED RELEASE AROUND - Q2-Q4 2021

The World Undone: West Front will be a monster game covering the entire 1914 campaign on the Western Front from the outbreak on August 4th, to the end of the Race to the Sea on October 19th. Scenarios are included for all of the other battles/phases of the campaign. West Front will be the largest of the World Undone games and rules will be included to combine this game with the others along with variants for the Schlieffen plan, along with ‘Schlieffen goes East’. Each unit is represented at a division scale, so this is truly a massive game, but one that plays really quickly. The World Undone benefits from its super-simple turn structure and mechanics which allow players to not get overwhelmed by the size of the conflict and focus on maneuver.

SCALE: 1 day turns, 2-3000 men per SP, 7.2 Kilometer hexes (4.5 miles) (Grand Campaign is 76 turns)

WEIGHT: 2/10
PLAYERS: 1-Many
SOLITAIRE: 5/10

More information will be posted as it becomes available.

 
 

 

Operations of Antiquity Series

 
Funeral Games
$0.00

Coming soon! ESTIMATED RELEASE OF Q4 2021 - Q1 2022 at the latest (its a large game)

Funeral Games is the second game in our brand new Operations of Antiquity Series, an operational ancients engine that focuses on logistics, leadership, and maneuver. Funeral Games focuses on the dizzying and myriad wars of the Diadochoi, the successor generals of Alexander the Great. This comprehensive hex & counter simulation showcases the 40+ years of conflict and intrigue between these titans of the Hellenistic world.

1-5 Players can choose to either play specific parts of the war, a scripted campaign as well as a sandbox campaign. The scenarios can be played in a few hours while the campaigns will take longer depending on the number of players and variant being played. Augury cards which dictate events and certain modifiers are placed in order of their occurrence in the scripted game, whereas the sandbox campaign has players randomize the Augury cards creating an absolutely wide open situation without the realities of history bearing down on the player’s decision-making.

Funeral Games expands on the foundations presented in The Earth As Their Memorial and adds on a thin layer of chrome in order to abstract the myriad idiosyncrasies and shifting alliances throughout the wars of the Diadochi. The Operations of Antiquity Series is supported by obsessive and manic research into the logistic capabilities of ancient supply trains and the armies they supported.

What results is the first hex and counter, operational-scale model of the Diadochi wars allowing students of history as well as grognards alike to study the volatile realities of military campaigns in antiquity. Players will also need to manage/improve their holdings, building infrastructure
or cultural landmarks if they wish to gain a decisive advantage against their opponents.

System and Game design by Ray Weiss
Developed by Matt Ward
Map art by Ilya Kudriashov
Counter art by Ivan Caceres

Components include a 22x34 map, cards, 5/8th inch counters, player aids, and rulebook.

 
 
 

 

Imperial Bayonets Series

 
Imperial Bayonets - We Were Not Cowards: Sedan 1870
from $69.99

We Were Not Cowards is an operational simulation of the last battle of the Second Empire. It uses a rules-engine heavily inspired by The Library of Napoleonic Battles rules by the illustrious Kevin Zucker and OSG. Several scenarios allow for a quicker french response to Prussian Maneuvers the day before creating a salvageable situation for the French. Each hex is approximately 1KM and units are divisions which can break down into their subordinate brigades. Maintaining a chain of command allows players to freely act with their units, while units outside of command range must rely on initiative. Special rules are included for French Chassepot and Mitraileuse and the obliterating power of Prussian Krupp artillery.

This is game is the first of several efforts to see games our heroic CEO designed a few years ago that have sat languishing among other ideas, priorities and projects. This will include a 22x34” map, 560 0.5 inch counters, several player aids along with 2 rule books.

Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.

Imperial Bayonets: Solferino 1859: For Liberty & Lombardy
Sale Price: $119.99 Original Price: $129.99

NOW SHIPPING

Imperial Bayonets is a new planned series of Grand Tactical wargames covering the long 19th century. The series rules use a hack of the tried and true NLB mechanics in order to simulate what as, at the time, the largest campaign since Leipzig. 1859 occupies an interesting place in military history, post Crimean war, tactics had barely improved much beyond their Napoleonic forefathers. Cavalry had been rendered nearly useless in terms of shock, and artillery still caused many casualties but infantry fire was now the single biggest cause of casualties in war, as the accuracy and range of rifles had increased tenfold in the past decade.

1859 also is notable as it features one of the last successful campaigns of Napoleon III and the French Second Empire. The French martial philosophy of Le Systeme D’ (loosely translated to ‘Muddling Through’) which doomed them to failure in 1870 against Prussia, propelled them to victory against a much lesser opponent in Austria. Fresh off their victory in the Crimea, France and Piedmont were considered two of the finest armies in the world.

For Liberty & Lombardy includes 4 stand-alone games on the major battles of the campaign, Montebello, Magenta, and Solferino. Each battle has 1-3 variants such as the Italian assault on San Martino during Solferino.

For Liberty & Lombardy also include a campaign game which uses the Long Century Operations Series rules to simulate the entire campaign. This means you get a total of 3 battle games and 1 campaign game.

 
 
 

 

Violent Schoolmaster Tactical Series

 
Violent Schoolmaster Tactical Series - Introduction Module - Battle of Marathon
from $39.99

Get rules and vassal module HERE

The Violent Schoolmaster Tactical Series (VSTS) is our brand new take on combat from the prehistoric to the late 16th century. This Introduction Module allows players to affordably experiment with VSTS and allows players to re-fight one of military history, along with western civilization’s most decisive moment, the battle of Marathon in 490 BC.

Emperor Darius I of Persia resolved to crush Athens for aiding the Ionian revolt by sending ships and other means of support. Greece, through the development of the city state and democracy created the hoplite phalanx in which each man must hold their space in a tightly packed linear formation packed with over a thousand men with spear and/or shield. The Phalanx in formation became a heavily armed juggernaut that would continue up until the Roman development of Legion tactics. The Persians on the other hand used completely opposite arms and tactics, relying on speed, delay and missile tactics to harass an enemy, leaving the heavy combat to their cavalry.

Athenian democracy was tested as citizens debated what to do as Persians began to unload men, horses and supplies on the shores of Marathon. After 5 days of debate and noticing that the Persian cavalry was being reloaded onto ships for redeployment likely to ravage the rest of the Athenian suburbs, the Athenians decided to act offensively against the Persians while at a numerical disadvantage.

At the beginning of the battle, the Athenian center were pushed back but quickly rallied and outflanked the Persian forces before they could unload enough troops proficient at shock combat. Unable to delay and harass the Greeks by withdrawing and using ranged combat, they ended up getting totally slaughtered by the Greeks as they were completely ill-prepared for hand to hand combat with heavy infantry. Driven back into the sea, the Athenians had achieved a major symbolic victory, managing to severely damage the Persian attempt at establishing a beachhead for a further invasion of Attica from Marathon. The Greek way of war had proven itself as superior to the Persian, which had been the dominant power in the region before this point in history, that all changed with Marathon.

VSTS is inspired by the PRESTAGS set of games from SPI, GBOH from GMT, and Battle Hymn by Compass Games. Wings of each army are activated by chit pull; the combat phase is also initiated by a chit pull followed by an ongoing melee phase after all chits have been pulled. While ranged combat uses a traditional CRT type mechanic, melee combat has players rolling a handful of d10s in search of “hits” against their opponent. dividing the number of dice thrown between all enemy units in front hexes. The base chance for hits depends on the morale of the units involved as well as facing, terrain, the presence of leadership, and more. Units absorb Disruption Points and as they do so, become progressive susceptible to Routing, automatically routing once they reach a level of DP equal to their SP. Exclusive Rules for Marathon are focused on recreating the various speculative conditions academics have argued about in relation to Hoplite combat, Phalanxes drift to the right when mobile, Phalanxes advance at variable rates towards an enemy, Locking Shields as a tactic to create a more shock-resistant Phalanx, as well as loose-formation rules for Phalanxes which allow for limited stacking combined with more maneuverable units. Many of these exclusive rules, if not all, will be present in the first full game of the series considering 4 Battles from Lacedaemonian (Spartan) history.

Game by Ray Weiss
Developed by Matt Ward
Map by Ilya Kudriashov
Counters by Ivan Caceres

Violent Schoolmaster Tactical Series: Great Battles of Lacedaemon
$0.00

Coming soon! ESTIMATED RELEASE IS SOMETIME AROUND QQ4 2021.

The Violent Schoolmaster Tactical Series (VSTS) is (again) inspired by the late John Young and his PRESTAGS series for SPI. VSTSwill cover all eras of warfare from the beginning of history until the 17th century. This series is possible because warfare changed relatively little between this period until the wars of the 17th century developed Pike & Shot tactics and the era of combined arms started to develop.

The first full game in the VSTS set of games focuses on Lacedamemon, otherwise known to us in the modern era as Sparta. Lacedemonia was the dominant land power in the ancient Greek world, establishing its hegemony over the Peloponnese peninsula sometime after the collapse of the Bronze Age. After years of internal struggle and intrigue, Sparta emerged from it’s borders putting down tyrants creating allies across the region forming what today is called the Peloponnese league

4 critical battles in Sparta’s history are presented in a clean, accurate, and playable format which promises not to get bogged down in minutia. A simple command system sees leaders able to allow units to their move and grant benefits to units in combat, or units suffering from adverse results in combat, though this can sometimes result in the worsening quality of the leader. Each hex in VSTS represents about 100 meters from hexside to hexside. Each single hex-sized unit represents a company/squadron of 100-150 mean and/or horses. Each turn represents 5 minutes of real time. Units from Thebes, Corinth, Athens, Macedonia, and several others localities are represented in game.

WEIGHT: 4/6-10
SOLITAIRE: 7/10
PLAYERS: 1-2

(Note: Components are not set yet, while 4 battles are included, this does not guarantee 4 individual maps will come with the game. More information in regards to exact components will be posted as development proceeds.)

Design by Ray Weiss
Developed by Matt Ward

 
 
 

 

Non-Series Games

Sedan 1940 2nd Edition
Sale Price: $79.99 Original Price: $89.99

This game is dedicated in memory of John Tiller of John Tiller Software

This second edition includes all up to date errata.

Sedan 1940 is a battalion and lower-level tactical game focused on the decisive action at Sedan led by Guderian in 1940, encircling the majority of the French army by driving through the Ardennes and surprising a contingent of less than stellar French divisions. The system focuses on combined arms, combat effects can vary depending on the units in a stack (also called a force). Units feature both a Primary Combat Value and a Secondary Combat Value representing different types of arms/weapons available to units, and advanced rules are available to further simulate radio issues with command and control.

Forces are activated by chit pull, activating whole divisions at a time. Each unit is allowed two basic actions or one special action. The sequence of play is unstructured, allowing movement, assaults, fire-combat and planned assaults to occur as chaotically as they did historically. Unit types range from armor, infantry, artillery, anti-tank/air, engineer, and motorized units. Units can be placed in Overwatch status allowing them to engage in Opportunity Fire using their Primary Combat Value.

Each day turn is approximately 2 hours while night turns are 4 hours for a total of 20 turns.

Materials include: 280 Counters, 1 22x34” map, 1d6, 1d10, 2 player aids, 1 rulebook.

WEIGHT: 10/10
SOLO: 9/10
PLAYERS: 1-2

Design by Ray Weiss
Developed by Matt Ward

Trierarchs: Trireme Warfare in the 5th Century BC
$0.00

Coming soon! ESTIMATED RELEASE Q3-Q4 OF 2021

Trierarchs is a modern take on ancient Tactical Naval Warfare during the 5th century with a special focus on and surrounding the Peloponnese War. The naval conflicts of the ancient world were strategically and logistically vital to any nation’s ambitions of expansions and colonization. Thucydides himself was exiled as a result of his failure to prevent a Spartan landing at Amphipolis and the subsequent death of Athenian general and politician Cleon at that battle.

The period is notable for the relative ferocity and unique nature of naval conflict. The primary tactic being to ram your opponents ship via it’s broadside as quickly as your oarsman could row. Triremes were packed sparingly along with several hoplite marines and archers who could either attack or board enemy ships if close enough. Athens was primarily the dominant naval power until the end of the war and even had an original tactics where they could maneuver a ship parallel to an opponent going in the opposite direction, pull in their oars, and shear off the oars of their enemies leaving them dead in the water. The quality of a crew would frequently make up for inferior numbers in combat making for interesting and thrilling scenarios, of which Trierarchs is packed.

A basic and advanced version of the rules will be included where players may easily pick and choose what rules they wish to include. The advanced rule increase the playing time and relative complexity of the rules in order to more accurately reflect the nature of ancient naval warfare. Optional rules are included for simultaneous movement, double-blind refereed games, as well as limited combined-operations with land forces.

WEIGHT: 5-8/10
SOLITAIRE: 6-7/10
PLAYERS: 1 - Many

Design by Ray Weiss
Developed by Matt Ward

The War Against Russia
$0.00

COMING SOON! ESTIMATED RELEASE Q4 2021. THIS IS A BOOKCASE SIZED GAME.

The War Against Russia (TWAR) is a comprehensive simulation covering the first two years of the Crimean War in both the Crimea and the Danube. The game is heavily inspired by Frank Chadwick’s GDW Crimea which was released in the mid 70s, and uses similar concepts but streamlined for playability. Players will be able to choose to start the campaign from the Russian advance into Wallachia (modern day Romania) or at the start of the Crimean campaign. This is the first time the campaign outside the Crimea itself has been depicted in any simulation. Units will be regiment sized, with the ability for some limited tactical choices such as charging. Siege Artillery will play an important roll being necessary to destroy fortresses before an assault. In addition to the operational battles, A linked campaign will be included so players can carry their losses across multiple scenarios and compare their performance to their historical counterparts. The allies have multiple options when it comes to landing and conducting amphibious operations. Forces from the allied navies along with the black sea fleet are present as well.

Depending on interest, I may include an extra game with this title called, “The War Against The Crimea” which uses the LCOS system from 1870 to depict the campaign in the Crimea.

Design by Ray Weiss
Developed by Matt Ward
Cover by Ivan Caceres
Map by Ilya Kudriashov

Guns Of The Americas
$0.00

Coming soon! Estimated release Q4 2021 - Q1 2022

Guns of the Americas is a strategic scale hypothetical that examines what a renewed conflict between the states would look like during the first world war. The history behind the game is that the South manages to win a truce during the Civil War and the USA remains divided up until WW1. The North allies with Germany while the South allies with the Entente (the rationale being both the ethnic makeup and trading relationships of both regions). The North must execute a Schliffen-like plan to take out the south before they can coordinate fully with their Canadian and Mexican allies.

The game includes units for the USA, CSA, Germany, Japan, France, Canada and Mexico. 2 large maps depict north America from Mexico City to Quebec. The game’s mechanics are derived and inspired from Mark Simonitch’s The US Civil War while introducing several new ideas and layers of complexity such as Naval and Air operations as well as card assisted mechanics. I designed this game a while ago for a AAA company but got the title back when I started CSL, and have been working to improve and refine the game since. I want to make this the modern day Invasion America from ye old SPI and our first real “monster game”.

WEIGHT: 8/10

SOLITAIRE: 7/10

PLAYERS: 1-4

Game by Ray Weiss

Developed by Matt Ward

Map by Ilya Kudriashov

Box/Counter art by Ivan Caceres