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Napoleon 1807 cover
BGG · needs curation

Napoleon 1807

Shakos · 2020

BGG #6100
260–120 min7.8
After the defeats of Auerstaedt and Jena, Prussia collapsed but has not yet surrendered. Their Russian ally arrives by the east to defy Napoléon. The tough Polish campaign is beginning. When the game meets History Napoléon 1807 is a game at the crossroads of History and simulation. It uses the same game system as Napoléon 1806. With Napoléon 1807, in 1 to 2 hours, two players will relive the clashes between Russians and French in the heart of winter 1806-1807 in Poland. Three campaigns are proposed that retrace the terrible events that will culminate in the famous battles of Pultusk, Eylau and Friedland. Napoléon 1807 is intended for seasoned grognads as well as for young conscripts who want to try a new playfull sensation. Strategy, anticipation, decision, are the engines of the Napoléon 1807 game system.
The Russian Campaign: 4th Edition cover
BGG · needs curation

The Russian Campaign: 4th Edition

L2 Design Group · 2003

BGG #6101
2240 min7.7
This is the 4th Edition with vastly improved contents over previously released versions. There are many differences over the others, with numerous enhancements due to the efforts of these fine folks and countless others. The best way to see those is to visit the L2 Design Group's website or one of the others that feature this wonderful game. Some of the things that they've done for this is: enlarged the size of the game-board hexes; enlarged the game counters (to 5/8"); enhanced the visual aspects of the graphics; included New Scenarios; allowed for an 'Allied Expeditionary Force' (Variant Counters); provided a New Weather Chart; improved on everything in general; and even included a CD-Rom for game play with others over the 'Net! There should be no shortage of opponents for those dedicated to supreme Wargame play with this, and it's definitely worth the effort. You will benefit from acquiring a copy of it for the value alone. Those folks at L2 D.G. are planning on releasing even MORE of John Edwards' great game designs and I'll be looking forward to their expertise in producing them as well. Then, maybe, the rest of you folks can reap the pleasure of J.E.'s innovative systems & the improvements he makes to his competitors' games in his earlier releases as much as I have. The inspiration for Russia Besieged.
This Accursed Civil War cover
BGG · needs curation

This Accursed Civil War

GMT Games · 2002

BGG #6106
2240 min7.5
This Accursed Civil War is a tactical battle game featuring five battles from the First English Civil War: 1642-1646. It is the first in the GMT Musket & Pike Battle System covering warfare in the 17th Century. The system emphasizes Command and Control and the unique style of combat in that era. Armies are divided into three or four wings. Each wing has an order that limits the types of actions that units of that wing may perform. Wings may change their order, but it is not an easy task to accomplish. Victory goes to the commander who can coordinate the actions of these wings in the heat of battle. Units are infantry brigades, cavalry regiments, and artillery batteries. Rules include Cavalry Charges, use of the Cavalry's pistols to skirmish or use in close combat, artillery grazing fire, Infantry techniques of fire including advancing, retreating, and salvo firing. Play is highly interactive, and a battle can be played through in one sitting. The battles included in this game are: Edgehill, 23 October 1642 Is the King beholden to Parliament or is he truly sovereign? King Charles and his army, their way to London barred by the army of Parliament, have drawn up to give battle. Edgehill was the first major battle of the war. Robert Devereax, Earl of Essex, commands the army of Parliament sent to prevent the King's army from reaching London. The fighting is indecisive as the bloodied Royalist foot fall back, but Essex conceded the field despite receiving reinforcements. A major victory for either side could have ended the war here. First Newbury, 20 September 1643 Outmaneuvered, Essex, with the Royalists under King Charles between his army and London, is forced to fight. Essex spies a hill southwest of Newbury and in the early morning occupies it. Hedges line the area and help minimize the King's advantage in Cavalry. Marston Moor, 2 July 1644 The largest battle of the war. It decided the fate of Northern England. An allied army of Scots under the Earl of Leven, the Northern Association under Ferdinando Fairfax, and the Eastern Association under the Earl of Manchester laid siege to the King's Northern Army under the Marquis of Newcastle at York, the key to the North. King Charles dispatched his nephew, the talented Prince Rupert, to effect a relief. The defeat was complete; the Royalist army was utterly destroyed and the North lost to Parliament. A new hero arises here: Cromwell, a name synonymous with the English Civil War and the key player in the later two civil wars. Second Newbury, 27 October 1644 The disaster that precipitated the forming of the New Model Army. Three Parliamentary armies come together and catch the King by surprise just north of Newbury. The most unconventional of all the battles; the superior Parliamentary force attacks from either end, but is short on time. Various options on gaining more time by shortening the flank march give this action high replay value. Naseby, 14 June 1645 The debut of the New Model Army and the battle that broke the back of the King's army. The New Model Army was created by combining the elements of the major armies in the field. While this worked well for the cavalry, there were serious problems in the infantry ranks. The King's army was outnumbered, but it retained its corps of veteran infantry. The final result was a decisive defeat for the King and the end of his military fortunes. Though fighting would last another year, the King would never field a potent army again. 2nd Printing Note: This reprint version will include an updated series rulebook and playbook and an Edgehill variant scenario, as well as numerous updates to the counters. Certainly we'll update any other errata as we find it for the new version, but it is otherwise unchanged from the original edition. COUNTERS: 635 full-color die-cut counters. MAP: Two 22"x34" full-color back-printed mapsheets OTHER: One 10-sided dice 16-page Rulebook 24-page Playbook 2 11x17 Player Aid cards DESIGNER: Ben Hull DEVELOPER: Marty Arsndorf ART DIRECTOR: Rodger B. MacGowan MAP & COUNTER ART: Mark Simonitch (source: GMT website)
Bremerhaven cover
BGG · needs curation

Bremerhaven

Lookout Games · 2013

BGG #6107
1–460–120 min6.5
Game description from the publisher: Bremerhaven is a clearly structured but complex economic game about the famous harbor town in the north of Germany. Each player builds his own unique harbor and tries to reach the highest combination of money and prestige by the end of the game. Each round, players are trying to get the most influence on the action fields they want to use. Since you place your influence cards face down, you have to watch closely what the other players might want to do. (You can even place more than one card on one spot.) The options are varied: Get a new ship with new goods into your harbor, close a new contract, change the values of the four different goods, improve your influence card-hand, expand your harbor, buy a new building, or simply rise in the nautical ranks to get more money. But you have to be careful: Every ship and every contract will stay in your harbor only for a short while. (The transporters and trains are waiting!) If you fail to coordinate the incoming and outgoing goods, you might have to pay penalty for not fulfilling a contract! Bremerhaven ends after a defined number of rounds, and the rules include both a short version and solo rules. Visually the game will be in the vein of Le Havre.
Pearls cover
BGG · needs curation

Pearls

ABACUSSPIELE · 2019

BGG #6116
2–615 min6.5
In Pearls, players dive for valuable pearls, then try to sell them at local markets. You either collect or score pearl cards of the same color (and value) on your turn. Cards with higher value score more points, but are less common. Pearls with lower value may seem weaker at first, but if you score a larger quantity of cards at once, you receive a necklace card with bonus points, if available. With a hand limit of ten cards, however, this requires clever hand management and timing. At the end of the game, all pearl and necklace cards in your scoring piles score positive points and any cards left in your hand score minus points. The player with the highest total score wins.
Old School Tactical: Volume 2 – West Front 1944/45 cover
BGG · needs curation

Old School Tactical: Volume 2 – West Front 1944/45

Flying Pig Games · 2017

BGG #6118
2–345–180 min8.5
Description from the publisher: The popular Old School Tactical series returns for its second edition with Old School Tactical Volume II: West Front 1944-45. This iteration of the quick to learn, challenging to master, tactical game introduces the Americans to the series. Fight across the European countryside with M-10 tank destroyers and Sherman Easy Eight Tiger tank destroyers. Pile your powerful rifle squads into venerable M5 halftracks or nail an onrushing armored car with a bazooka. Find your enemy, fix them, flank them, and finish them. If it works on the battlefield it works in Old School Tactical, and it works with minimal fuss and muss.