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A Hot Dry Season : Operation Attleboro in War Zone C : Operation Attleboro in War Zone C Campaigns in Vietnam Designer: Patrick Mullen



A Hot Dry Season: Operation Attleboro in War Zone C (AHDS) is an operational-level game dealing with the National Liberation Front (NLF) Dry Season Offensive in the III Corps Tactical Zone (III CTZ) in November 1966 and the subsequent counterattack by forces under the command of Military Assistance Command, Vietnam (MACV). The game’s scale is Company as the primary unit size, day turns and a mile per hex. AHDS uses a concealed information/movement mechanism for NLF units and a limited information availability mechanism for both sides, and heavily emphasizes Intelligence, Surveillance and Reconnaissance (ISR) capabilities and their impact on revealing concealed/limited information units. The game uses a movement point system and combat result table mechanisms fires, air defense fire and ground combat. AHDS has an asymmetric component to its turns, as an Initiative player determines the order of resolution of Fires attacks and missions and then Operations (movement and combat). Within Operations, interactivity and reactions to phasing player action; reaction moves, and hasty attacks may be performed by the non-phasing player as the phasing player’s turn is resolved. Uncertainty is added to victory and even game end in the campaign by the use of Operational Guidance chits which are selected before set up – neither side may be exactly certain what the other’s priorities are, which impacts victory conditions and player strategy as the game progresses. AHDS contains 7 scenarios: Introductory, Basic, and Intermediate, ranging from 3 to 10 game turns. The campaign is 25 turns long, but may, through Operational Guidance chit play referred to above, last 30 turns. AHDS is the first entry in a new series, Campaigns in Vietnam, which features a “Ground-Up Build” system. While sharing core concepts and “DNA” in resolution of play and movement/combat mechanisms, each title is built from the “Ground-Up” allowing specific tailoring of concepts and rules mechanisms in an attempt to accurately evoke the very different Campaigns fought during the Vietnam War from 1965-1975 and faithfully incorporate the dynamic changes in force structure and composition, weapons and ISR capabilities, specific operational goals and difficulties, and terrain and regional variances unique to Vietnam and the Vietnam War. Approximate Retail Price: $94.00 Pre-Orders to Date: 105 Approximate Pre-Order Price: $70.00 Pre-Orders Still Needed: 145





Hill of Doves First Anglo-Boer War 1880-1881 Solitaire game design by Godfrey Bailey



Hill of Doves is a solitaire boardgame in which the player controls An Imperial British Army at war with a programmed non-player Transvaal Republican Army in 1881. The British army's aim is to win the war by controlling the area known as Laing's Nek which lies on the border between Natal and the Transvaal. The British army has up to twelve weeks to achieve this, failing which, the Boers will win the war. Hill of Doves is played at a strategic, operational and tactical level simultaneously. There are three phases to the game which are detailed on the Sequence of Play Cards. The Operational Phase is the heart of the game and represents a seven-day cycle, with a Strategic Phase being referred to at the end of each Operational Phase to resolve situations occurring during the week just passed and a Tactical Phase representing a variable number of hours being referred to each time the British carry out an assault. The game is played using a programmed system whereby the player follows the instructions on the Sequence of Play cards aided by the step marker and the Set-up Card. If any battles are to be fought the player will be referred to the Tactical Deck or the Ambush Deck to resolve the battle and then the player will be prompted to return to the Operational Deck to continue the war. Hill of Doves is played on three boards simultaneously. These are the Strategic Board, Operational Board and Tactical Board. Game information is recorded on these boards and British strategic, operational and tactical columns are maneuvered on the maps located on these boards. Once the rules have been mastered, Hill of Doves can be played solely by referring to the Sequence of Play Cards mentioned above and a game can be concluded in a single evening. Hill of Doves was originally released in a Desktop Published version by the designer. Working directly with him the Legion Wargames version will feature new graphics but maintain the games original integrity. Approximate Retail Price: $74.00 Pre-Orders to Date: 145 Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: 105





Libertadores del Sur South American Wars of Independence Series -Vol. I Designers: Keith Hafner & Matt Shirley



Libertadores del Sur is a two-player military simulation wargame of the Southern Theater of the Latin American Wars for Independence. The Patriot player controls the Argentine Ruling Directory forces and various federated and allied forces, while the Royalist player controls Spanish Regular Army, trained Loyalist South American forces and militia units. Several other historical armed factions contend for each player's attention when formulating strategy, from a land grabbing Portuguese-Brazilian Imperialist army, to local guerrilla units, breakaway Federal Republics, and a native Incan Rebellion in the Andes Highlands. Each player will face similar daunting logistical and political challenges as they attempt to impose their military will on their opponents over a vast theater of operations spanning Argentina, Chile, Paraguay, Uruguay, and parts Bolivia & Brazil. Libertadores del Sur is an operational level simulation with a point to point card driven game system. Each turn represents one year's campaigning season. The players have a chance to raise and reorganize new forces prior to beginning operations, and reset their sides' morale, depending on how many provinces they control. During the Operations phase, players take turns playing cards causing historical events and/or activate forces to move and attack. Operations continue until the player's run out of cards, or run out of morale. When operations end, the players have a chance to consolidate political control over provinces where they drove out enemy forces, and combat units fall back to controlled areas. There are three scenarios allowing the players to start at different points of the campaign. The 1810 scenario starts with the first of the local juntas establishing themselves in response to Napoleon's invasion of the Iberian Peninsula. The 1814 scenario begins with Argentine General San Martin superseding Argentine General Belgrano, and the Patriots attempting to recover from various strategic set-backs. The 1817 scenario is a mini-game covering only the liberation of Chile.

Libertadores del Sur es un juego de guerra de simulacion militar para dos jugadores, sobre los escenarios vividos en el Sur de las Guerras Latinoamericanas independentistas. El jugador "Patriota" controla las fuerzas del Directorio Gobernante Argentino y varias fuerzas federadas y aliadas, mientras que el jugador "Realista" controla el Ejercito Regular Espanol, las fuerzas leales sudamericanas y las unidades de milicia. Algunas de las otras facciones armadas historicas compiten por la atencion de cada jugador cuando formulan una estrategia, desde un ejercito imperialista portugues en Brasil, que se aduena desde tierras hasta unidades guerrilleras locales, republicas federales disidentes y una rebelion Inca nativa en las tierras altas de los Andes. Cada jugador enfrentara desafios logisticos y politicos similares, mientras intentan imponer su voluntad militar a sus oponentes en un vasto terreno de operaciones que abarca Argentina, Chile, Paraguay, Uruguay y partes de Bolivia y Brasil. Libertadores del Sur es una simulacion de nivel operacional, con un sistema de juego de tarjetas punto a punto. Cada turno representa un termino (periodo) de un ano. Los jugadores tienen la oportunidad de levantar y reorganizar nuevas fuerzas antes de comenzar las operaciones y restablecer la moral de sus bandos, segun la cantidad de provincias que controlen. Durante la fase de Operaciones, los jugadores se turnan para jugar cartas causando eventos historicos y/o activar fuerzas para moverse y atacar. Las operaciones continuan hasta que el jugador se quede sin cartas o se quede sin moral. Cuando terminan las operaciones, los jugadores tienen la oportunidad de consolidar el control politico sobre las provincias donde expulsaron a las fuerzas enemigas y las unidades de combate vuelven a las areas controladas. Hay tres escenarios que permiten a los jugadores comenzar en diferentes puntos de la campana. El escenario de 1810 comienza cuando la primera de las juntas locales se establece en respuesta a la invasion de Napoleon en la Peninsula Iberica. El escenario de 1814 comienza con el General de Argentina Jose de San Martin, reemplazando al General Manuel Belgrano y a los patriotas que intentan recuperarse de varios contratiempos estrategicos. El escenario de 1817 es un mini-juego que solo cubre la liberacion de Chile. Approximate Retail Price: $66.00 Pre-Orders to Date: 100 Approximate Pre-Order Price: $50.00 Pre-Orders Still Needed: 150





1066 Year of Destiny Designer: Geoff Noble



1066: Year of Destiny is a three player game covering the various claimants to the crown of England following the death of Edward the Confessor in January 1066. The players fulfill the roles of Harald Harada, Harold Godwinson and William of Normandy. The game is split into a number of phases, each of which is designed to illustrate a key component in determining who takes the crown. Never before has this iconic campaign been gamed with all four key facets illustrated (politics, invasion, operational campaign and battles). There are a number of very good battle games but not much for the operational phase and nothing showing the political interplay or the perils of the sea crossings themselves. The game is easily playable in a single session (4-5 hours). The victory conditions for each player differ slightly, requiring differing strategies for each side. Sweyn of Denmark is waiting in the wings. If no one 'Becomes a Dane' then the system takes over the game system and it will determine if he arrives or not. Leave London inadequately protected and he will take it and without it neither William or Harold can win a decisive victory. 4 Kings, 1 Crown, have you got what it takes to become the undisputed King of England. Approximate Retail Price: $68.00 Pre-Orders to Date: 109 Approximate Pre-Order Price: $52.00 Pre-Orders Still Needed: 141





Failure on the Tugela Boer War Battle Solitaire game design by Geoff Noble



Failure on the Tugela covers the attempts by the British to relieve Ladysmith following the failure at Colenso on the 15th December 1899. These attempts took place during the months on January and February 1900, most famously at Spion Kop. The core game will use the same mechanics as the previously released game Redvers Reverse (the battle Colenso, 1899) utilizing the same scale for the map and counters. To reiterate the games mechanics - it is at Battalion and Battery level with emphasis upon the leadership of the British at a Brigade level for Infantry and at Divisional level for the Cavalry. The key feature of the game is to present the player with the problems and difficulties that Buller himself faced. However there are key differences. Most notably is the fact that a game system that previously covered nothing more than a few hours will now cover a number of weeks. This is achieved by giving the player the opportunity to make a maximum of three breakthrough attempts in order to reach Ladysmith. This fits with the historical attempts on the Tabanyana Heights, Spion Kop and Val Krantz. Each breakthrough attempt, and its outcome, will have an impact on subsequent attempts. The player will have a series of predetermined target areas, at three different levels for each attempt. The level of success will determine the starting level of the Boer Confidence track for the next attempt. The more casualties inflicted the more diluted will be the Boer variable strength marker pool. However push too far and you own strength levels will be compromised with the increased likelihood of losing good quality leaders for the next breakthrough attempt. For each attempt you can push on into a second day but this is not without risk and will require you to reach a higher level of target area. Failure to reach any of the harder targets may well improve, rather than decrease Boer confidence levels. Approximate Retail Price: $64.00 Pre-Orders to Date: 122 Approximate Pre-Order Price: $48.00 Pre-Orders Still Needed: 128





Two Battles from Napoleon's Invasion of Russia

Borodino & Polotsk Two Battles from Napoleon's Invasion of Russia Seven Hex System - Vol. II Designer: Steve Pole



The Seven Hex System (SHS) derives its name from the map which is divided into areas comprised of seven hexes which enables the player to adopt various positions within an area to reflect different tactical formations thereby making it more likely that an attack will succeed or defending units will stand firm. The SHS incorporates several unique features intended to replicate in a simple and intuitive way the options available to a commander (the wargamer) of a large army. So whilst the commander has complete freedom to devise a plan, and a good deal when positioning units which have yet to encounter the enemy, once battle is joined the options become increasingly limited and unforeseen events can play a part in determining the outcome. Nonetheless, even at a tactical level a commander's decisions are crucial in shaping events. The key to success is a sound plan with a margin for error which allows for ill-fortune, the shrewd deployment of units so as to be able to implement that plan, and the timely commitment of reserves. Approximate Retail Price: $62.00 Pre-Orders to Date: 110 Approximate Pre-Order Price: $46.00 Pre-Orders Still Needed: 140





Two Battles from The Great Northern War

Kliszow & Fraustadt Two Battles from The Great Northern War Seven Hex System - Vol. III Designer: Steve Pole



The Seven Hex System (SHS) derives its name from the map which is divided into areas comprised of seven hexes which enables the player to adopt various positions within an area to reflect different tactical formations thereby making it more likely that an attack will succeed or defending units will stand firm. The SHS incorporates several unique features intended to replicate in a simple and intuitive way the options available to a commander (the wargamer) of a large army. So whilst the commander has complete freedom to devise a plan, and a good deal when positioning units which have yet to encounter the enemy, once battle is joined the options become increasingly limited and unforeseen events can play a part in determining the outcome. Nonetheless, even at a tactical level a commander's decisions are crucial in shaping events. The key to success is a sound plan with a margin for error which allows for ill-fortune, the shrewd deployment of units so as to be able to implement that plan, and the timely commitment of reserves. Approximate Retail Price: $62.00 Pre-Orders to Date: 103 Approximate Pre-Order Price: $46.00 Pre-Orders Still Needed: 147





Vindaloo Four Battles from the Second Anglo-Maratha War 1803 Designer: Richard Berg



Vindaloo simulates four battles of the 2nd Anglo-Mahratta War in India, in which Major General, The Honorable Arthur Wellesley, later the Duke of Wellington, had field command in the Deccan... plus the important battles of the northern (Hindustan) scene (under General Lake); all of which were part of the ongoing efforts of the British, in the guise of their East India Company, to gobble up an entire continent and civilization. The Mahrattas were tough, albeit unusual, fighters who gave the British something they truly quite didn't understand. Vindaloo, of course, is a standard element of Goan cuisine derived from the Portuguese carne de vinha d'alhos (literally "meat in garlic wine marinade"), a feisty and spicy dish found in virtually every Indian restaurant. It does give ole Welly two Loos. The Battle of Delhi, 11 September, 1803

The Battle of Assaye, 23 September, 1803

The Battle of Laswari, 1 November, 1803

The Battle of Argaum, 29 November, 1803 Approximate Retail Price: $70.00 Pre-Orders to Date: 116 Approximate Pre-Order Price: $52.00 Pre-Orders Still Needed: 134





Prelude to War Europe 1936 - 1939 Designer: Serge Bettencourt



Prelude to War: Europe 1936-1939 is a detailed historical simulation game, fast-paced and very interactive, that recreates the political, diplomatic and military maneuvering that preceded the outbreak of the Second World War. Players advance their goals through actions such as Diplomacy, Appeasement, Intimidation, Agitation, Pact Offers, Embargo Enforcement, Military Aid, Minor Country Conflict Arbitration, Regime Consolidation, Annexations, Partitions, or Military Invasions. In addition to exploring a number of alternative, but plausible, courses of history, the game focuses on detailing the chain of events that lead to the various crises, the inner workings behind their resolutions, and the various aspects of their consequences. The diplomatic wrangling and muscle-flexing between the major powers is translated into a "challenge" mechanism where players stake national pride and international credibility until one side caves in, or the escalation culminates in a final "test of nerves" that determines the victor. The resolution of these challenges does not involve any dice rolling and is essentially a mind game based on bluff and risk-management. Approximate Retail Price: $120.00 Pre-Orders to Date: 116 Approximate Pre-Order Price: $90.00 Pre-Orders Still Needed: 134





Corregidor Fall of a Fortress - 1942/1945 Designer: John Heim



Corregidor: Fall of a Fortress 1942/1945, includes two games, the Japanese bombardment and invasion in 1942 and the American re-conquest in 1945. The first battle covers the Japanese bombing of the island in early 1942 that ended in May of that year with the surrender of US forces to the Japanese. The second simulates the American airborne invasion after General Douglas MacArthur's return to the Philippines , Corregidor once again became a target of invasion, both to avenge the loss three years before and to clear the mouth ofManila Bay to Allied shipping. Approximate Retail Price: $75.00 Pre-Orders to Date: 332 Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -82





Tatchanka Russian Civil War Campaigns in the Ukraine, 1919 Designer: Marja Erwin



The October Revolution brought civil war in the Cossack lands; the German invasion brought guerilla war in the Ukraine. The German collapse only spread the war. All sides expected this war to decide the future of Ukraine and Russia and all were determined to win at any cost. The decisive battles came in the fall of 1919. The Volunteer Army took Voronezh and Orel before mounting losses and Red Army counterattacks forced their retreat. Meanwhile, the Revolutionary Insurrectionary Army of Ukraine broke through the White lines, taking Taganrog and Yekaterinoslav. By the end of 1919, the Bolsheviks and the Red Army had won. The Armed Forces of South Russia were retreating into the Crimea and Caucasus, while the Army of the Ukrainian National Republic was dispersing into partisan bands. Approximate Retail Price: $64.00 Pre-Orders to Date: 366 Approximate Pre-Order Price: $45.00 Pre-Orders Still Needed: -116





Russo-Japanese War Russo-Japanese War, 1904 - 1905 Designer: Michael Taylor



Russo-Japanese War is a detailed, operational-level game that models the historical 1904-05 campaign in Manchuria. The game is designed for two players, but can easily accommodate additional players. For example, each side might have separate naval and ground commanders and/or multiple ground commanders. The Russian player controls the Russian ground and naval forces. The Japanese player controls the Japanese ground and naval forces. The Russian player must defend Russian possessions in Manchuria while building up his armies by reinforcement from Siberia and European Russia, and then inflict unacceptable losses on his opponent and force him to sue for peace. The Japanese player must quickly defeat the Russian army before it can reinforce itself. Both sides must avoid heavy losses and a protracted war. Russian National Will and social unrest may bring on the downfall of the monarchy, while Japan has very limited resources (human, military and financial). Approximate Retail Price: $100.00 Pre-Orders to Date: 386 Approximate Pre-Order Price: $75.00 Pre-Orders Still Needed: -136





B-26 The Marauder Strikes Designer: Magnus Kimura



The B-26 has arrived in the European Theater of Operations. It has now joined the B-17, B-24 and the Lancaster over the skies of war torn Europe... B-26: The Marauder Strikes! is a solitaire game set onboard a Martin B-26 Marauder medium bomber during World War Two in the European Theater of Operations from July 1943 until the end of the war in May 1945. It is a big game in that there are many target lists, rules, mission maps and details which are not found in B-17: Queen of the Skies or B-29 Superfortress: Bombers over Japan. For example, the Damage Tables are more detailed than the earlier games and the combat system is similar, but completely new. The Target Lists include a large selection of targets attacked by B-26s from July 1943 until the end of the war in May 1945 and are placed on 13 maps (Movement Boards) which are different depending on where your base is located, from England to the Netherlands. Different models of the B-26 is also included from the early B-26 in 1941 until the B-26G which entered combat in October 1944. The earlier models are not used in the European Theater of Operations (the ETO) in which B-26: The Marauder Strikes! is set, but will be used in 22nd Bomb Group: Marauders from Australia, an add-on variant set in the Pacific in the war against Japan in New Guinea. Approximate Retail Price: $75.00 Pre-Orders to Date: 509 Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -259





Island War Series- Volume II Guam Operation Stevedore, 1944 Designer: Michael Taylor



The Island War Series game system is a simulation of ground combat in the Pacific during World War II. Each game in the system represents a battle between Allied and Imperial Japanese forces on one of the many Pacific Islands. Two sets of rules are provided with each game. The first contains the Standard Rules that are common to all the games in the Island War Series. The second set contains the Exclusive Rules for each game in the system, which includes Special rules, the Initial Deployment and the Reinforcement Schedule. Generally the unit scale is battalion, but there are company and platoon formations represented. The time scale is 1/2 day per turn. Approximate Retail Price: $80.00 Pre-Orders to Date: 206 Approximate Pre-Order Price: $60.00 Pre-Orders Still Needed: 44





Island War Series- Volume III Attu & Kiska Aleutian Islands Campaign, 1943 Designer: Michael Taylor



The Island War Series game system is a simulation of ground combat in the Pacific during World War II. Each game in the system represents a battle between Allied and Imperial Japanese forces on one of the many Pacific Islands. Two sets of rules are provided with each game. The first contains the Standard Rules that are common to all the games in the Island War Series. The second set contains the Exclusive Rules for each game in the system, which includes Special rules, the Initial Deployment and the Reinforcement Schedule. Generally the unit scale is battalion, but there are company and platoon formations represented. The time scale is 1/2 day per turn. Approximate Retail Price: $75.00 Pre-Orders to Date: 189 Approximate Pre-Order Price: $56.00 Pre-Orders Still Needed: 61





Battles of the Northwest Rebellion Saskatchewan, Canada, March - May, 1885 Designer: Mark Woloshen



Duck Lake - March 26, 1885

Fish Creek - April 24, 1885

Cut Knife Hill - May 2, 1885

Frenchman's Butte - May 28, 1885

Loon Lake - June 3, 1885 Five Battles of the Northwest Rebellion Approximate Retail Price: $54.00 Pre-Orders to Date: 180 Approximate Pre-Order Price: $40.00 Pre-Orders Still Needed: 70





Fire on the Mountain The Battle of South Mountian - September 14, 1862 Designer: John Poniske



Fire on the Mountain is a simulation of the Battle of South Mountain and concentrates on the action around Turner's Gap and Fox's Gap. It will emphasize the difficulty of mountainous terrain and the seesaw nature of a battle into which reinforcements continue to trickle and officer casualties effect combat operations. The game uses simple mechanics to simulate movement, artillery, cavalry, leaders, and difficult terrain, with a unique combat system that allows the game to move quickly while still simulating the tense nature of the battle. The game will be produced with double-wide counters (1 1/4" x 5/8") and oversized hexes to accomodate them. Approximate Retail Price: $54.00 Pre-Orders to Date: 265 Approximate Pre-Order Price: $40.00 Pre-Orders Still Needed: -15





The Last Invasion The Fenian Raids on Canada - 1866 & 1870 Designer: Mark Woloshen



This is a pair of games, covering the battles of Ridgeway (1866) and Eccles Hill (1870), when large numbers of well armed and trained Fenians crossed the U.S. - Canada border. There goal was to take territory in an effort to put pressure on the British government. Approximate Retail Price: $54.00 Pre-Orders to Date: 136 Approximate Pre-Order Price: $40.00 Pre-Orders Still Needed: 114





Decisive Victory 1918 Volume One:

Soissons Original game design by Tim Gale

additional game design by Serge Bettencourt

Decisive Victory 1918 is a series of three games that when combined will cover the entire Allied offensive in July of 1918 know as the Second Battle of the Marne. It is significant for a number of reasons; it was the first time that the French army used a large-scale attack with tanks supported by a surprise (i.e. not pre-registered) artillery bombardment, similar to the British attack the previous year at Cambrai, and it was the first time that full-size US divisions went on the offensive incorporated in the French army. It was not known at the time, although suspected by many, that this battle was the death-knell of the German army. Volume One: Soissons - is a stand alone game that covers the French 10th army sector. Volume Two: Chateau Thierry- is a stand alone game that covers the French 6th army sector. Volume Three: TBD - is an add-on game (with the previous two) that covers the Eastern half of the offensive. Approximate Retail Price: $64.00 Pre-Orders to Date: 253 Approximate Pre-Order Price: $48.00 Pre-Orders Still Needed: -3





The Waters of Oblivion The British Invasions of Argentina 1806-1807 Designer: Joseph Miranda & Javier Romero



The Waters of Oblivion is an operational level wargame of the British attempt to conquer the River Plate area. The British invasions of the Rio de la Plata were a series of unsuccessful British attempts to seize control of the Spanish colonies located around the La Plata Basin in South America (today part of Argentina and Uruguay). The invasions took place between 1806 and 1807, as part of the Napoleonic Wars, when Spain was an ally of France. The invasions occurred in two phases. A detachment from the British Army occupied Buenos Aires for 46 days in 1806 before being expelled. In 1807, a second force occupied Montevideo, remaining for several months, and a third force made a second attempt to take Buenos Aires. After several days of street-fighting against the local militia and Spanish colonial army, in which half of the British forces were killed or wounded, the British were forced to withdraw. Approximate Retail Price: $54.00 Pre-Orders to Date: 128 Approximate Pre-Order Price: $40.00 Pre-Orders Still Needed: 122





Zeppelins Monsters of the Purple Twilight Designer: Alan Sherwood



This was the world's first strategic bombing campaign, the first time death rained from the skies onto an unsuspecting populace. Although seemingly ponderous and fragile, and filled with inflammable hydrogen, in 1914 the airships built by Count Zeppelin for the fatherland were a much more viable platform to bomb the English than the rickety wood and canvas aeroplanes that struggled into the sky at the time. Able to fly for days and cover thousands of miles, they were a true 'airy navy'. However, despite the conviction of its champion, the Leader of Airships Fgtkpt Peter Strasser, this Teutonic leviathan was not a war winning weapon, and failed to deliver the hoped-for victory. Any reading of the campaign will show that their greatest challenge was not the British defences, but just finding their way over the British countryside. In the dark (all raids were at night), it all looks much the same, and there were no radio beams to guide them like in WWII. This is reflected in the game; above all it is a game of navigation. This game offers a definitive study of that unusual campaign, with a set of 20 scenarios (each being an actual historical raid), covering the entire 4 years of the campaign. The subject matter naturally lends itself well to solitaire play as well, and specific rules for this are included. Approximate Retail Price: $85.00 Pre-Orders to Date: 318 Approximate Pre-Order Price: $62.00 Pre-Orders Still Needed: -68





Miracle at Dunkerque The British Withdrawal from France, May - June 1940 solitaire game design by Hermann Luttmann



In May of 1940 the German army invaded Holland, Belgium and France. In a matter of a few weeks they rolled up the combined armies of Belgium, France and England. The BEF (British Expeditionary Force) and other nearby Allied forces were forced to retreat toward the French coast, resulting in about 400,000 men being surrounded near the town of Dunkirk. Rescue operations commenced to evacuate these forces to England and Winston Churchill, the new Prime Minister of Great Britain, was hopeful that perhaps 30,000 men could be rescued from the trap. Admiral Sir Bertram Ramsay was put in charge of "Operation Dynamo", the goal of which was to send ships of all sizes and shapes to evacuate these beleaguered soldiers from the beaches of France and Belgium. Through skill, efficient planning and poor German coordination (along with some fortuitous luck), the operation was able to rescue an incredible 330,000 men from the pocket. A true military miracle had been performed and by doing so, the future of the Second World War was forever altered. Miracle at Dunkerque is essentially a solitaire game, but also includes a two-player option. It is meant to recreate the tense situation within the Dunkirk perimeter during those last eight days in May and June 1940. The game design aims to capture the spirit of the difficult decision-making challenges faced by Allied commanders as they attempted to extricate the remnants of Britain's last field army from certain capture or death. Historically-based Event Cards drive the action and create varying circumstances each turn. The besieging German forces (army, air and naval units) are controlled by these cards, which are specifically designed to place constant pressure on the player. Allied Player Actions must be allocated each turn for the defense of the perimeter, the creation of evacuee units and the loading of these evacuees from the beaches and moles to available ships and then sailed onward to the safety of England. You obviously cannot save all the Allied units, so you must choose who stays to fight and who shall attempt to escape in order to continue the struggle against the Nazis another day. Approximate Retail Price: $56.00 Pre-Orders to Date: 428 Approximate Pre-Order Price: $41.00 Pre-Orders Still Needed: -178





By Mountains and Sea The Battle for Novorossiysk - February, 1943 Designer: Mark Jessop



By 1943 the Soviets had turned the tide against the Germans. The only foothold that the enemy then had in the Caucasus was in the Kuban region. To eject them fully from there the Soviets instigated Operation Gory/Morsky - a joint operation by land, air, and sea. This is a conflict simulation of the part of that operation encompassing the assault on the port city of Novorossiysk. Two or more players assume opposed sides. Either the German and Romanians, or the Soviets. With a time scale of some ten days (the game can end before then), the Soviets are tasked with landing naval infantry (the Black Devils), and dropping paratroopers in an attempt to take control of the city. As well as the basic game there are also several shorter scenarios. Units in the game are represented by 20x20x10mm blocks increasing the level of fog of war. The game map portrays the region around Novorossiysk and uses a hexagonal grid of small hexes that are grouped into larger seven hex 'Air Space' zones for air combat, paratroop drops, and artillery bombardments. Each small hex is approximately 2 kms across. The game covers the nine days of the assault (one full turn per day) with three separate phases per day (morning, afternoon, and night). A Weather section ascertains the weather for each phase. Approximate Retail Price: $75.00 Pre-Orders to Date: 81 Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: 169





Air Raid Pearl Harbor December 7th, 1941 Designer: John Heim



Air Raid - Pearl Harbor! is a detailed simulation and study of an iconic event in U.S. and, indeed, world history. It is an extensively researched wargame inspired by the nearly life-long interest of the designer in the subject matter. Units are individual ships and also individual aircraft, although these are amalgamated into various counters by aircraft type. There is area movement for some portions of the map, and the areas of particular interest are modeled using 250-yard-wide hexes. The simulation is detailed but not overly complex and includes various subsystems to render results for air-to-air, air-to-ground/ship, anti-aircraft, and also anti-submarine operations, to engage any full-size and/or midget Japanese submarines brought into action. The initial scenario may be played by two players, although it is designed to be a solitaire introduction to the system and also a way to let players experience and study this historic battle, to give insight into much of what happened and why. The likelihood is that you will achieve the historical result, a Japanese Tactical Victory. The standard scenario presents all of the forces available to both sides and allows the Japanese player to modify his or her deployment and attack plans up to and including the composition of the two attack waves. If you think you can plan a more successful attack than Minoru Genda did, you have here the tools to try. Conversely, the U.S. player has the opportunity to fight back to the best of his or her ability, and various optional rules - particularly variations in the initial Alert Level - give the U.S. player more assets with which to fight and more assets to save through evacuation. There is also a scenario which has one or two American aircraft carriers in port and your initial thought is probably that this is a huge bonus toward Strategic Victory for the Japanese. However, the main Japanese player dilemma of this simulation is that the Japanese have a finite amount of aircraft and ordnance, and more targets are not necessarily a guarantee of victory. You will find that you need to target appropriately and generally roll for damage well in order to successfully hit everything you need to hit. The options allowing a third strike later in the day or the next day are a gamble - you can strike again, but at a fully alerted, albeit weakened, set of targets and you risk losing more aircraft, which equal Victory Points for the U.S. Approximate Retail Price: $75.00 Pre-Orders to Date: 576 Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -326





All Are Brothers Solferino, 1859 Designer: Bryan Armor



All Are Brothers: Solferino, 1859 simulates the decisive battle of the Second Italian War of Independence at the Brigade-level, with some additional Regimental-size and smaller detachments included. National, army, and corps-level leaders are represented, on a Rick Barber map at 500 meters per hex, with 1-hour turns. Four scenarios are included: three that separately cover the north, central, and southern sectors of the battle, as well as a combined full battle scenario. The northern sector scenario - "San Martino" - is the smallest in scope and serves as a nice introductory scenario to the battle and to the game's ruleset. The combined scenario is suitable for up to four players (France, Sardinia-Piedmont, Austrian 1st Army, and Austrian 2nd Army). The battle itself was a grinding slugfest often described as a "soldier's battle" - a deliberate slight to the often uninspired leadership of the generals and a tribute to an allied victory gained only at the tip of the bayonet. Villagers in the surrounding region would do their best in the days after to treat the myriad wounded, and answer as to why Austrians, Hungarians, Czechs, Serbs, and Slovaks were treated as well as the Italians: "Tutti fratelli" (All are brothers). The battle pits two Austrian armies against the combined forces of France and Sardinia-Piedmont, and features the full panoply of colorful period units - Jagers and Grenzers, massed cavalry divisions of all types, Bersaglieri, French Imperial Guard, and the French African Zouaves and Turcos. Advances in infantry and artillery firepower would soon make the tactics of the time obsolete, and the carnage at Solferino reflected the start of this paradigm shift, soon to be highlighted bloodily by the Austro-Prussian and Franco-Prussian wars. This treatment of Solferino features an adaptation of Hermann Luttmann's Blind Swords system as the core ruleset. The system is heavy on unpredictability and fog of war due to the chit pull mechanic. The chit pull mechanic also very much aids in solitaire play, as does variable activation rules and reinforcement tables. A number of other features help make face-to-face play attractive, including the Strategic Initiative system, a number of scenario variants and optional rules, the optional Encounter Battle system (focusing on altering starting and reinforcement conditions to allow the course of the battle to develop differently than in the historical case), and the move-and-countermove event chit play. Nation-specific event chits inject some period flavor as well. Approximate Retail Price: $66.00 Pre-Orders to Date: 207 Approximate Pre-Order Price: $48.00 Pre-Orders Still Needed: 43





Black Eagles Over Belgium Blucher vs. Napoleon, 1815 Designer: Paul Fish



Black Eagles Over Belgium is not just "another" Waterloo game - it is a game that focuses on the battles of the Prussian Army of the Lower Rhine, under Field Marshal Gebhard von Blucher, during the Waterloo campaign. This was an army that was arguably inferior in quality and preparedness when compared to any of the Prussian armies previously fielded in the Napoleonic Wars (in fact, one-third of its infantry force consisting of untrained "landwehr'). Despite this huge disadvantage, it was the tenacity and resilience of this same inexperienced and unprepared Prussian host that decidedly helped defeat Napoleon's attempt at a new French empire. Black Eagles Over Belgium is a regimental/battalion scale game that allows two players to recreate the battles of Ligny, Wavre and Plancenoit by utilizing a fun, playable and yet historically accurate operating system. The game uses an entertaining dual-chit-pull mechanic in which players generate Action Points and Events that allow them to maneuver, fight and rally their armies in an unpredictable sequence. Additionally, each game turn will end randomly upon the third "End Turn" chit being pulled. This makes game play highly engaging and keeps both players constantly on edge, challenging them to make tough decisions with almost every chit pull. Each of the three battles provided in this package presents a different situation for players to fight through. In addition, the game will include a simple campaign system so that all three battles can be tied together. There are tough defenses to be mounted, spoiling attacks to be timed properly and frontal assaults to be launched, each conducted to achieve varying victory conditions. Despite sharing a common system, these three battles each have a distinctly different feel to them and thus keeps Black Eagles Over Belgium a fresh experience each time it hits the gaming table. Approximate Retail Price: $56.00 Pre-Orders to Date: 149 Approximate Pre-Order Price: $41.00 Pre-Orders Still Needed: 101





Waning Crescent, Shattered Cross The Seige of Malta, 1565 Designer: Andy Loakes



Following the fall of Rhodes, the Knights of St John rewarded Suleiman's magnanimity by harassing Turkish shipping and commerce from their new home in Malta. In 1565, Suleiman sent his generals to finish the task he had left incomplete more than 40 years previously. The Turks laid siege with a force that reached 60,000 in number. They would exterminate the 500 Knights of St John defending the island and wipe the Order from the face of the earth - or so they thought. If ever there was an 'against the odds' situation then this was surely it. Waning Crescent, Shattered Cross (WCSC) is a two player game recreating the incredible events that occurred on this small Mediterranean island and changed the course of European history. Using cards to drive events, WCSC is a relatively quick playing, low complexity simulation. Players must decide whether to try to build their hands to a size that might deliver a decisive blow or to use their cards to gradually wear down their opponent. And the play of cards complements the management of resource including supply, artillery, men and even honour.Acts of treachery, torture and atrocities will contrast starkly with acts of heroism, rousing speeches and even the celebration of Saints Days in the midst of horror and terror. Approximate Retail Price: $90.00 Pre-Orders to Date: 355 Approximate Pre-Order Price: $65.00 Pre-Orders Still Needed: -105





Navarchoi Fleet Command in the Ancient World Designer: Mike Nagel



Navarchoi is a low complexity game of ancient naval combat, designed to play quickly and with as many ships as possible. Typically, the battles simulated by this game system involved fleets comprised of hundreds of ships on a side. Unfortunately doing so is nearly impossible in play, so each ship represents several ships and the battles are more interpretations than actual simulations. The game is designed to entertain more so than to educate, but players will still derive a sense for the tactics of the period. Generally, ancient galleys were initially named based upon the number of banks of oars a ship had on each side, but as the ships became larger, they were named according to the number of oarsmen in each section. A bireme had two banks, a trireme had three banks, whereas a quadreme and quinquerme had four and five rowers respectively. Ships represent one or more oared vessels involved in combat. The number of vessels a ship represents is dependent on the battle being fought. Each ship is represented by two separate units that may be interchanged during play. One unit indicates the ship while undamaged. The second, or damaged, marker is indicated with a white bar. While one unit is placed and moved on the map, the other is placed off-map and used to track the ship's status and equipment. Approximate Retail Price: $80.00 Pre-Orders to Date: 158 Approximate Pre-Order Price: $58.00 Pre-Orders Still Needed: 92





Captain's Sea Ship to Ship Combat in the Age of Sail Designer: Mike Nagel



Captain's Sea is a low-to-moderate complexity game for two players who take the roles as captains of the original American frigates (Chesapeake, Congress, Constellation, Constitution, President, and United States) or their opponents from the British or French navies during the turn of the 19th Century. All of the classic duels fought by these ships are represented in detail. Unlike other age of sail games that focus on fleet actions, Captain's Sea puts you on the deck of a single ship with the responsibility of leading her to victory. You must maneuver against the wind and your opponent to achieve optimum firepower, as well as manage your crew as they scramble to man the guns, work the rigging, and repair battle damage, all while being hammered by the burning shot and flying splinters caused by your enemy. Can you keep your crew in good order or will you be the first to strike the colors? The action of the game is driven by control of the weather gauge. This is done in a unique fashion by moving ships relative to both the wind and each other, stressing the benefit of position. The ship with the better position has greater flexibility in maneuver as each player predetermines his ship's movement through a simple action selection process that does not require pencil and paper to track. Players must also allocate available crew points (a diminishing commodity as a ship takes damage) to man the guns, rigging, or other actions that the situation might mandate. A deck of action cards provides period flavor and swings of fortune. Throughout a turn, you as captain, are bombarded with difficult decisions that determine the fate of your ship. Included with the game are ten scenarios, including such classic engagements as the Constellation vs. L'Insurgete (9 February 1799), Constitution vs. Guerrier (19 August 1812), and Chesapeake vs. Shannon (1 June 1813). Even those ships that did not fight a major engagement get the opportunity to play out a historical opportunity missed. Additionally, players will find it easy to create hypothetical pairings to see what might Approximate Retail Price: $75.00 Pre-Orders to Date: 221 Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: 29





The Berlin Airlift 24 June, 1948 - 12 May, 1949 Designer: John Poniske



In April of 1948 soviet forces halted the supply of Berlin in the British zone then went on to block land routes in the American zone. This was easy to do since Berlin itself lay deep in the Russian zone. Two million civilians dependent on allied supply watched delivery slow to a trickle. Requiring a daily minimum of 5000 tons of food, fuel, and other necessities, Berliners began dipping into their reserves. American officials estimated they would run out of fuel in 45 days but would run out of food long before that. The Allies faced a difficult decision. Abandoning the city would be a huge loss of face that could lead to the eventual loss of all of Germany to the communist bloc. On the other hand, with all land routes into Berlin cut the city could only be supplied by air, and was such a thing even possible? The Soviets didn't think so. When the blockade commenced, Americans were only capable of delivering 300 tons of supply a day. Together with the British who could manage 400 daily tons. Officials admitted the tonnage still fell woefully short. Supplying a major city by air for an indefinite amount of time? Nothing approaching it had ever been attempted. Despite the overwhelming odds, the Allies determined to give it a go. Veteran pilots and aircrews were recalled as disbanded cargo units were refitted and flown back to Europe. The effort was massive... no, it was beyond massive, nevertheless, Stalin was certain the operation would fail. His determined opponents proved him wrong. This Herculean effort is remembered as the West's most selfless accomplishment. Over the course of 12 months the airlift provided 2,225,510 tons of cargo for the city's survival. At one point an airlift plane was lifting off every four minutes. In the end, more supply was provided to Berlin by air than could have been provided by rail. The Soviets did not stand passively by. There were 726 recorded instances of Soviet harassment involving everything from aerial buzzing, and ground fire to rockets, chemicals, smoke and balloons. In the course of the airlift 25 aircraft were lost, costing the lives of over 100 American, British and German personnel. And during the course of the airlift, many curious and heartwarming incidents enhanced the legend of their effort, including the candy bomber, the tour of Clarence the camel and the Easter Parade. The Berlin Airlift is a historical treasure begging to be gamed and here we attempt to fit the bill. But a game is only as enjoyable as the conflict it portrays. Here the game pits players against each other in a race against the clock. Can players overcome accidents, miscommunication and soviet interference to achieve their goals? Who can deliver the most tonnage, and will it be enough for Berliners to survive? Naturally, Berlin Airlift is only representative of the larger enterprise, but in it, players will enjoy tense competition as they face all of the elements these brave allied aircrews faced when the war ended and - the blockade began. Approximate Retail Price: $80.00 Pre-Orders to Date: 296 Approximate Pre-Order Price: $58.00 Pre-Orders Still Needed: -46





Heart of Darkness An Adventure Game of African Exploration Designer: Kim Kanger



This is a game of adventure and exploration where you, together with five other players, venture into deepest Africa. The time period is mid-19th century and you start your expedition at one of the six Ports of Entry. Your journey is financed by a major newspaper and publisher back home, and they expect you to bring home fantastic stories that they can publish. Your expedition consists of you and armed askaris, which are local African soldiers, and porters that carry food and gifts. There will be occasional local guides and goats to keep you company. The quest is to trek into what is unknown to you. You will interact with people that you meet, while searching for the myths and legends that are said to exist somewhere in Africa. To walk the land among people that might not appreciate your presence, to face hunger and predators, and to reveal what perhaps should remain hidden is dangerous. Not only are the lives of your expedition at stake, but your sanity as well. But then again, as the old trader said, "are you not entering the Heart of Darkness?" Approximate Retail Price: $75.00 Pre-Orders to Date: 335 Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -85





Battles of the English Civil Wars 1642 - 1651 Volume I Designer: Roberto Chiavini



Battles of the English Civil Wars (1642-1651) Series was originally published by TCS Games as several Desktop Published games. In the LCD tradition, they are perfect for those wanting a game that is fast to learn and quick to play. These games will include all new graphics, corrected errata, and consolidated rules. Volume I features four of the most famous and significant battles from the First English Civil War (1642-1646) which saw Royalist ('Cavalier') supporters of King Charles I against the Parliamentarian ('Roundhead') supporters of the Long Parliament. Edgehill (1642)

First Newbury (1643)

Marston Moor (1644)

Naseby (1645) Approximate Retail Price: $66.00 Pre-Orders to Date: 180 Approximate Pre-Order Price: $48.00 Pre-Orders Still Needed: 70





Battles of the Thirty Years War 1618 - 1648 Volume I Designer: Roberto Chiavini



Battles of the Thirty Years War (1618-1648) Series was originally published by TCS Games as several Desktop Published games. In the LCD tradition, they are perfect for those wanting a game that is fast to learn and quick to play. These games will include all new graphics, corrected errata, and consolidated rules. The Battle of White Mountain (November 8 1620)

The Battle of Fleurus (August 29, 1622)

The Battle of Lutter (27 August 1626)

Approximate Retail Price: $56.00 Pre-Orders to Date: 170 Approximate Pre-Order Price: $41.00 Pre-Orders Still Needed: 80





Drive on Voronezh June 28 - July 27, 1942 Designer: John Theissen



The Battle of Voronezh was fought on the Eastern Front of World War II, in and around the strategically important city of Voronezh on the Don river, 450 km (280 mi) south of Moscow, from 28 June-27 July 1942, as the opening move of the German summer offensive that year. The German attack in this sector bit into parts of the Soviet Briansk and Southwestern Fronts with German panzer corps leading the drive.The German assault was conducted by the element of the 4th Panzer Army's forces of Army Group South under commanded by General Hermann Hoth, who was under strict instructions not to get bogged down in street-to-street fighting. The armored units of the 4th Panzer Army partly captured Voronezh on 6 July by occupying the western river-bank suburbs, however German troops were subjected to a Red Army counter-attack. The 4th Panzer Army was to be followed by the Sixth Army, and when Voronezh was occupied the former was to wheel south-eastward and move down the right bank of the Don towards Stalingrad as part of Operation Blau. It took two days for infantry divisions from the Army Group South to reach Voronezh to hold the line and free the Panzer troops; Adolf Hitler later came to believe that these two days, when combined with other avoidable delays on the drive south, allowed Marshal Semyon Timoshenko to reinforce the forces in Stalingrad before the 4th Panzer Army could arrive. Drive on Voronezh covers this opening move in the Fall Blau offensive. The scale of the game is nine miles per hex and two days per turn. The basic units in the game are divisions with special brigades for the Germans and brigades/corps for the Russians. The game uses a basic I Go - You Go system but also includes special event cards that allow players to augment certain combat and movement situations. Approximate Retail Price: $48.00 Pre-Orders to Date: 120 Approximate Pre-Order Price: $35.00 Pre-Orders Still Needed: 130





Invasion: MALTA (bonus game Invasion: Leros) Designer: Vance von Borries



Invasion: Malta uses many familiar game mechanics found in similar scale games. Featured here are chit draws for activation of formations and individual unit efficiency ratings. The Axis player uses amphibious landings and airdrops to bring his units into the battle while the Allied player defends with artillery bombardment from behind heavy fortifications. Special rules include heavy tanks and dummy airdrops, and more, as found in a group of random events that players draw in order to obtain special capabilities, such as Deception Measures, Gas, Anti-tank guns, Transport, Smoke Screen, and much more. As you might expect, the game includes the highest quality OoB for both sides for each scenarios; we really dug into various national archives for this game. All scenarios stop after only a few days of campaigning as it is during this time that the battle would be decided. Our hobby has perhaps a unique ability to explore the great questions of events in history. Here, what if during WWII the Axis actually invaded Malta. Who would win? The answer turns on many additional questions and circumstances. This two-player game explores several of these in three scenarios plus the bonus game covering the historical invasion of Leros.



Three Scenarios: Fall 1940 - Spring 1941 - Summer 1942

Bonus Game - Invasion: Leros, November 1943 Approximate Retail Price: $80.00 Pre-Orders to Date: 292 Approximate Pre-Order Price: $58.00 Pre-Orders Still Needed: -42





A Glorious Chance The Naval Struggle for Lake Ontario during the War of 1812 a solitaire game design by Gina Willis



A Glorious Chance is a solitaire, operational wargame that puts you in command of the U.S. or British naval squadron on Lake Ontario in 1813. You have four months to dominate the lake. But each patrol, each convoy mission, each amphibious landing you make to pursue victory risks full-scale battle with the enemy squadron - a battle that could leave you triumphant or shattered in a matter of hours. A dynamic card-driven AI opponent assigns British missions, refits and launches new ships, and plots raids on your supply routes and coastlines.



A Glorious Chance has eight turns representing the period June-September 1813, and is playable in about four hours. Each turn, the human player assigns friendly ships or stacks to patrol, convoy escort, land-support, or interception missions in any of six lake zones. Card and chit draws determine which enemy ships may deploy to the lake or stay in the shipyard to acquire more potent weaponry. The player draws a row of Target Cards, face-down. A side that reaches certain supply levels can launch certain ships from a shipyard, or have army troops readied to attempt more ambitious land operations. A final victory level is assessed at the end of the eighth turn; depending on the VP level, the game result can be a draw, or either side can win a marginal victory, victory, or decisive victory. Approximate Retail Price: $75.00 Pre-Orders to Date: 419 Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -169

2nd Edition Reprint CPOs (these require only 150 CPOs)





A Splendid Little War - 2nd Edition The Spanish American War - Santiago Campaign July 1-14, 1898 Designer: Andy Nunez



A Splendid Little War begun with the highest motives, carried on with magnificent intelligence and spirit, favored by that fortune which loves the brave." so did John Hay, U.S. ambassador to Britain describe the Spanish-American War which saw the U.S take possession of much of Spain's 400-year old empire, extending its territorial dominance overseas and joining the ranks of colonial nations. The game covers the entire land campaign on Cuba, which saw the fall of Santiago de Cuba and the Spanish surrender of the island. It combines only moderate complexity with the delivery of a wide variety of unit types: the Rough Riders, Cuban (and Spanish) Guerrillas, Gatling Guns, the US Observation Balloon, Engineers, and just about everything in between. The US, with more firepower and better artillery, has the upper hand but the dug in Spanish defenders, the Spanish relief column's arrival, and the ensuing Yellow fever will take its toll on the US forces and could turn a Splendid Little War into a wretched defeat. Approximate Retail Price: $56.00 Pre-Orders to Date: 140 Approximate Pre-Order Price: $41.00 Pre-Orders Still Needed: 10





Prairie Aflame! - 2nd Edition The Northwest Rebellion of 1885 Designer: Mark Woloshen



Prairie Aflame! is an operational treatment of Canada's Northwest Rebellion of 1885. The Metis (half Native and half European) set up a provisional government to try and gain recognition of their concerns with the federal government in Ottawa. The federal government orders a detachment of Mounties to confiscate any weapons located at the Metis settlement of Duck Lake. The Mounties were met by a force of Metis and Natives and initially there was just talk. However, during the course of the discussion a gun was discharged and within minutes, the battle was on! The Mounties retreated, having taken 25% casualties - the rebellion was on. To prevent the rebellion from spreading, the government in Ottawa quickly dispatches a military force which would grow to 5,000 troops, most transported by the nearly complete Canadian Pacific Railway. After 4 months and several battles later, the govenment had successfully supressed the rebellion - if they had not, and this was their worst fear, the whole Northwest might have erupted in rebellion, keeping the government busy for years. The basic military unit in the game is the battalion. All the battalions that participated in the campaign are represented, as are the various Northwest Mounted Police detachments, local militias, artillery, and gatling guns. They are faced by the Metis, the Woods Cree, and the Plains Cree. Units can remain together as battalions, or they can break down. Morale is better as a battalion, while mobility is better as a breakdown unit. Each strength point represents 50 men. The main rebel and government leaders are represented and they have an important effect on the game. The 2nd Edition game will feature the same map artwork but the counter art will be new. It will also incorporate all known errata, of which there are only two minor points. Approximate Retail Price: $45.00 Pre-Orders to Date: 74 Approximate Pre-Order Price: $33.00 Pre-Orders Still Needed: 76