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Enemy at the Gates cover
BGG · needs curation

Enemy at the Gates

The Gamers · 1994

BGG #6246
1–4240–6000 min7.7
On a cold, foggy morning in November, 1942, a four-hour artillery barrage rocked the Rumanian lines north and south of Stalingrad. Countless swarms of Red infantry, tanks, and guns then swept the lines. In four days, the pincers met near Kalach-um-Don – entombing the 6th Army in Stalingrad. During the next three months, the Germans will reel from successive Soviet hammer blows, try in vain to relieve the 6th Army, and fail to supply it from the air. The 6th Army surrenders, and only the counter-attack by von Manstein’s panzers stop the red tide. The turning point of World War II in Europe has passed. Enemy at the Gates, the second Operational Combat Series release by The Gamers, offers players different challenges from those in the very popular game Guderian’s Blitzkrieg. The Soviet army has rearmed and reorganized their Tank Corps – their challenge to the Panzer Divisions. The unique force structures of each side force players to fight differently in order to maximize their strengths. And, of course, players must face the toughest operation and strategic choices they have ever faced. When to stand, when to run…and when to strike. Enemy at the Gates covers the entire period from 19 November 1942 to mid-March 1943. There are numerous one and two map scenarios. The game covers Operation Uranus, Operation Little Saturn, the German Relief and airlift efforts, and Operation Star and Gallup (to include von Manstein’s famous “backhand blow”). Extensively researched, playtested, and developed, Enemy at the Gates will satisfy the Eastern Front interest of any gamer who wants to know more than the pulp-history version of these pivotal events! Features: Dynamic and fluid situation All of the pivotal battles in AG South The creation of the Stalingrad pocket The relief effort and airlift Mansteins famous Backhand Blow! Follow-on to the popular Guderian's Blitzkrieg: The Drive on Moscow game and system- refined based on player feedback Player skill is highly rewarded Game Scale: Turn: Half-week Hex: 5 miles / 8 Km Units: Battalion to Army Game Inventory: Four 22 x 34" maps (Maps A, B, C & D) One 8 x 11" Stalingrad 'Blow-Up' map Eight dual-side printed countersheets (5 combat, 3 markers - 2,800 1/2" counters) One 36-page OCS rules booklet One 36-page Enemy at the Gate game specific rules booklet Two 6-page OCS version 2.0 Charts & Tables Folders Four Player Aid cards Two 6-sided dice Complexity: High Solitaire Suitability: High Playing Time: 4-100 hours Players: 1 or more (from the Game Box) All 4 maps were changed and reprinted in 2001. Updated and replaced by Case Blue.
Aquileia cover
BGG · needs curation

Aquileia

999 Games · 2011

BGG #6249
3–590 min6.7
Aquileia, the second most important city of the Roman Empire, had been originally founded as an outpost against the Barbarian invaders. From its military origin comes the peculiar quadrilateral structure divided by the main streets. Later, the city developed to become an important political and cultural center and a prosperous trading city, especially for precious goods, thanks to its convenient and efficient river port. Important monuments such as the Gladiator Arena, the horse-racing Stadium, and the famous theater were built, as well as craftsmen's workshops, patrician villas which completed the architectural network of the city. In Aquileia, players want to become the most powerful figure in the city by trading and building. Each player, representing a wealthy Aquileian patrician, owns a certain number of henchmen (pawns) which he uses for these main activities: sports playing, culture, trading, and building. Each activity can bring expenses, earnings and sometimes victory points (VPs). Each round begins with a placement phase in which players take turns placing their henchmen on action spaces and their tiebreaker disc on the tiebreaker track. Placing the tiebreaker is mandatory; placing henchmen is not (but you probably want to place them). Once everyone has passed or placed all of their tokens, players resolve the action spaces in numerical order: The Mercatus allows players to buy weapons, arms and slave cards, collect money through a die roll, claim four blue dice for use with the Arena and Stadium, and trade one currency for another. (This is the only way to make change, and some actions require specific currencies; if you must pay bronze and have only silver and gold, then you cannot take that action!) At the Arena, players compare fighting strength, with that number determined by the starting strength on the action space claimed, the roll of three dice and the playing of slave and weapon cards. The winner gets three bronze coins and either double his strength in VPs or a slave card. The second and third best players receive lesser rewards. The Stadium is similar to the Arena, with the horse cards coming into play and the winner receiving gold or silver coins and his choice of two laurel cards; laurel cards deliver 3-10 VPs or are a multiplier for endgame scoring. The Theatrum brings a bid for a dual-colored laurel card, with players needing to ante and raise in particular currencies. In the Forum, players build villas and private banks, sometimes scoring points for doing so when they pay the specific costs with the proper coins. Finally, the Portus gives players a chance to activate their buildings, thereby earning them VPs or money. After six rounds, the game ends and players score VPs for their hidden point cards and the product of their villas' values times laurel cards of a matching color. (For example, a total of 8 points of blue villas and three blue villa cards equals 24 points.) The player with the most victory points wins.
Decision at Elst: An Advanced Squad Leader Starter Kit Historical Module cover
BGG · needs curation

Decision at Elst: An Advanced Squad Leader Starter Kit Historical Module

Multi-Man Publishing · 2014

BGG #6254
2360–720 min8.5
(from MMP website:) Decision at Elst is the first Advanced Squad Leader Starter Kit Historical Module and covers the battle at Elst, Holland, in September 1944 between British and German units during Operation MARKET-GARDEN. It depicts the British 214th Brigade’s advance toward Arnhem through the Dutch town of Elst defended by the German Kampfgruppe Knaust. This area of Betuwe, also known as the Island, was the furthest advance of XXX Corps before the official end of the MARKET-GARDEN offensive on 25 September 1944. Decision at Elst comes with: • a 22" x 34" historically-accurate map of the battlefield; • three countersheets with British and German infantry, tanks, and guns, and game markers; • two player aid cards; • four historical scenarios and one Campaign Game; • one 28-page ASL Starter Kit basic rules booklet (with all the latest finetuning); • one 20-page DaE Campaign Game rules booklet, with all of the rules needed to play the scenarios and the Campaign Game, including new rules for the steeple, offboard artillery, polder terrain, and German SS units. Decision at Elst is a fully self-contained product and requires nothing else to play it.
Gettysburg cover
BGG · needs curation

Gettysburg

RBM Studio · 2018

BGG #6255
1–260–90 min7.2
Gettysburg is a simple wargame focused on the epic Battle of Gettysburg (July 1-3, 1863). One player take the role of the Army of Potomac (General Meade) and the other controls the Army of Northern Virginia (General Lee). The game is played in half-day turns (6 turns total) in which time Lee’s Confederates attempt to open the road to Baltimore/Washington, or destroy Meade’s army. The first volume in the C3i Series (description from the publisher) This is a standalone game included with RBM Studio's C3i magazine, number 32 and is also in a Designer's Deluxe Boxed Edition. Game Scale: Game Turn: 1/2 day Hex: Approx 667 yards / 610 meters Units: Mainly Corps Game Inventory: One 11 x 17" color map 28 5/8" counters One 12-page rulebook One Player Aid Card Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 1-2 hours Players will need to provide two 6-sided dice for game play.
Railroad Rivals cover
BGG · needs curation

Railroad Rivals

Forbidden Games · 2018

BGG #6261
1–530–60 min6.4
While playing Railroad Rivals, you connect cities via one of the twelve great railroads that stretched across the United States, while simultaneously building your stock portfolio. You then use those railroads to make deliveries that drive up the price of your stocks. At the end of the game, the player who has run the most profitable railroad while also owning the most valuable stocks becomes the greatest of all of the railroad rivals! In more detail, Railroad Rivals is a tile-drafting and -laying game in which you build a railroad empire that stretches across America…and across your table. Each turn you draft one new city tile and one new railroad stock tile. You then lay one of your city tiles next to a city tile that is already on the table to create a link between the two cities. The matching edges must both have the same railroad on them. Each newly laid city gets one or more randomly drawn colored cubes placed on it that represent the goods that can be delivered from that city. After all players have laid their city tile, you deliver one goods cube using one of that city's railroad links. This gives you points and raises the value of that railroad stock. At the end of the game, your score is the total of all of the points that you received from deliveries, from other players using your railroad links, and from the value of all of your railroad stock tiles.