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Operation Mercury: The Invasion of Crete (MMP) 174,95
OPERATION MERCURY maintains the same level of detail and scale as other Grand Tactical Series (GTS) games. Players command divisions and maneuver company-sized units to fight one of the most desperate battles of the war. Using the GTS 2.0 rules, OPERATION MERCURY offers two players or teams a wide range of scenarios ranging from a single small map with a few units on each side to the full battle including up to two German divisions and several Commonwealth and Greek brigades. OPERATION MERCURY covers all the major airdrops and fighting across the island from Heraklion in the east, through Rethymnon, and from Maleme to Suda Bay then south to the Askifou Plain, scene of the last major fight during the withdrawal.
As the Commander of Allied forces on Crete, can you deny the Germans a precious airfield and negate their much-needed air-landing reinforcements for a quick victory? Of all operations of war, a withdrawal under heavy enemy pressure is probably the most difficult and perilous. Can you get the bulk of your forces to the southern evacuation ports? As the German, how quickly can you force the collapse of the Commonwealth morale and trigger their withdrawal?
Shifting Allied morale state based on relative casualties and key events, which can trigger evacuation and end-game victory conditions.
Random events, including tank breakdowns, misdirected airstrikes, and partisan attacks.
An option for Commonwealth naval support at the risk of losing precious ships to German air attacks.
Outside the relative safety of the city of Gloomhaven, adventure and fortune awaits the brave and bold. Make your game box its own haven for the weary mercenary with The Broken Token’s officially licensed organizer for Gloomhaven by Cephalofair games.
17 removable trays make set-up and tear down a breeze. A large tray holds all the 2-sided map tiles with an etched stacking order to help find the right tiles and pack back up. 4 identical trays hold the party’s active character’s ability cards, attack modifier cards, collected item cards, character tokens, character pad, character board and hp/xp dials and trackers, as well as a spot for the character standee for first edition copies of the game. The miniatures tray holds all the character miniature boxes with cutouts making it easy to remove the right one. 2 identical trays hold the 2-sided overlay tiles with a third smaller tray for the trap overlay tiles. 1 mini-card tray holds the 4 base attack modifier decks, blessing cards, curse cards, negative modifiers, battle goal cards, random scenario cards, and all item cards with enough dividers to separate all the cards by type and items by prosperity level. The standard card tray holds road and city events; separated by available, locked and used events; personal quest cards, and both types of random dungeon cards. The standard card tray also has a “secret compartment” under the cards for the Town Records Book and sealed envelopes. There are 3 “combat” trays, one holds all the status tokens (the 2nd edition redesign rendered the blessing and curse tokens obsolete so the tray was redesigned to hold the 8 rather than 10 tokens), one holds damage tokens, money tokens, xp tokens/scenario aid tokens, and element discs and round tracker for set-up, the third tray holds the summons and their trackers and number tokens. Finally there are 3 monster trays, one for plastic stands, another for the monster stat sheets and sleeves, the third holds 30 custom full color tuck-boxes that store the monster attack modifier cards and each monster type’s standees and ability cards together.
There’s a lot of world to explore and a lot of money to be made, get to adventuring faster with help from The Broken Token!.
Compatible with 1st and 2nd Editions
17 removable trays
30 full-color, exclusive Monster tuck-boxes
Includes adjustable dividers
Supports sleeved cards
Triumph of the Will: Nazi Germany vs. Imperial Japan, 1948 enables two players to game the entirety of alternative history’s worst nightmare: a triumphant Nazi Germany and Imperial Japan, having won World War II and conquered the planet in 1945, square off against each other – for total domination – three years later. The game’s two area-movement mapsheets join along the equator to show the whole world, including the Arctic and Antarctic.
Game mechanics recreate the dilemmas and challenges inherent in grand-strategic warfare aimed at controlling an entire planet. The keynote is a system in which making moves switches rapidly back and forth between the players one “action” at a time. There are no long waits for your opponent to finish his move; both players are kept fully involved at all times.
In any order you want, you can: enter reinforcements; bring back into play previously eliminated units; move an army, air force, fleet or elite corps on the map via land, sea or air; launch a conventional attack or launch a nuclear attack.Of course, if too many mushroom clouds appear, there’s an increasing chance “nuclear winter” will engulf the Earth, in which case both players lose. Similarly, clandestine guerrilla forces of the underground “United Nations” resistance organization are constantly lurking, ready to fill any power vacuum left behind your front and raise their sky-blue flag of rebellion.
By design, Commands & Colors Tricorne - The American Revolution is not overly complex. The game is based on the highly successful Commands & Colors game system, where the Command cards drive movement while creating a “fog of war” and the battle dice resolve combat quickly and efficiently. Commands & Colors Tricorne - The American Revolution, however, introduces many new game concepts, which will add historical depth and provide even the most veteran Commands & Colors player many new play experiences and challenges.
The scale of the game fluctuates, which allows players to effectively portray some of the larger American Revolution battles, as well as smaller size skirmish actions. In some scenarios, an infantry unit may represent an entire brigade, while in others a unit may only represent a few companies of soldiers. Still the linear tactics of the period, that you will need to execute to gain victory, conform remarkably well to the advantages and limitations inherent to the various American Revolution Armies of the day, and the battlefield terrain features on which they fought. To further emphasize the differences in battlefield doctrine between the British and Continental forces, each army has its own unique deck of Combat cards.
Players, that are familiar with other Commands & Colors games, will soon note that unit combat losses in a Tricorne game are typically not as great as other games covered in the Commands & Colors series. This is a direct result of the linear tactic fighting style of the armies that fought during the American Revolution. Unit morale is the main thematic focus in a Tricorne battle as it was historically. Knowing that an entire unit, that has only taken minimal losses when forced to retreat, may actually break and rout from the battlefield, will definitely keep players on the edge of their command chairs during an entire battle.
The 12 battles, showcased in the scenario section of this booklet, feature a stylized battlefield map that emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. These scenarios are a smattering of some of the better-known engagements of the American Revolution.
Commandos: Europe puts you in charge of a team of commandos operating in Europe (and North Africa) during WWII. Your duty is to lead your men on a variety of randomly generated missions (representing orders direct from high command), choose weapons and equipment that are best suited for the mission, decide on how to posture your team, plan your approach, and a method of extraction. However, it is not quite that simple; you must choose weapons and equipment that will be the most efficient utilization of very limited resources; your goal is to disrupt the enemy’s freedom of action in your area of operations with a minimal “footprint” and minimal cost.
Components: 22x34 inch map, 280 die-cut counters.
An expansion for Leaving Earth™, focusing on manned exploration and habitation of the inner Solar System. Adds many new features, including:
- joint ventures where agencies cooperate on shared projects
- hydroponics to be able to grow food in space
- habitats for long term settlement
- science labs for performing experiments
- medical bays, along with new rules for healing sick astronauts
- local fuel production from CO₂
- reusable space shuttles
- small reusable rockets
- Aldrin cycler trajectory between Earth and Mars
- sites to be explored on planets
- rovers to explore a planet
- mental health risk of long-term isolation
- missions that give points per year for long-term occupation
Long ago, your ancestors built great cities across the world. Now your tribe must explore forests, deserts, islands, mountains, and caverns to find these lost cities. Claim the ruins, build places of power, and restore the glory of a bygone age.
Unearth is a bend-your-luck game of dice placement and set collection. Designed by Jason Harner and Matthew Ransom, it plays in under an hour with 2-4 players. Each player leads a tribe of Delvers, represented by five dice (3 six-sided, 1 four-sided, and 1 eight-sided). Players take turns rolling and placing dice in an attempt to claim Ruins.
The game's elegant core mechanic is accessible to players of all skill levels. High rolls help players claim Ruins, while low rolls help players collect Stones. This opens two paths to victory: claiming sets of Ruins or using Stones to build Wonders. Delver cards help you affect your dice rolls or dice in play, and Wonders can grant abilities that impact the late game.
Revolution Road contains two separate games encompassing the two Massachusetts flashpoints that ignited the American Revolutionary War in 1775; the running battle between the Colonists and British regulars in the trek to and from Concord and the epic Battle of Bunker Hill that followed. Not only does this title provide two separate engagements but several scenarios for each as well as high solitaire capability. The games provide a simple approach to gaming concepts while providing a goodly dose of historical background – eminently usable as a teaching tool.
Revolution Road is played in a series of turns. The actions players perform in each turn follow a specific sequence: reinforcements are placed, the number of actions available for each player is set, players alternate performing actions, and finally the board is prepped for the next turn. The cards contain information for both the Patriot player and the British player. This helps to simulate the ebb and flow of battle; some cards provide more actions for the Colonists during a turn while others provide more actions for the British. Actions vary from game to game. Some cards indicate random search results.
Patriot Units in the game represent: leaders, nightriders, minutemen and militia. British Units in the game represent: leaders, regulars, marines, artillery and ships. Units are double-sided. The flip side of leaders is “wounded.” The flip side of combat units is “broken.” Militia counters Vary in strength. A separate counter showing a “?” is placed on the counter and removed when the strength is revealed. Markers in the game represent mechanics such as: gathering places, alerted off-board areas, mustering, hidden arms, town fire, and panic. Track markers indicate time, player actions, morale and ammunition depletion.
Revolution Road offers a number of unique mechanics. Nightriders stand out the most. These units represent the brave men like Paul Revere and others who warned the countryside of the advancing regulars. Their action brings about alerting and mustering of troops – minutemen and militia. Minutemen are relatively weak but stable and more mobile. Militia strength varies and sometimes hesitates in battle. As the American player organizes resistance the British Player searches for hidden arms and is sometimes rewarded for his effort. In Bunker Hill we offer players the option of alternate landing zones, shore bombardment, the torching of Charlestown, and the dangerous trek across Charlestown Neck.
These two battles present two entirely different tactical conflicts. In Boston to Concord players range far and wide performing a variety of actions while engaging in minor skirmishes and only occasionally pitched battle. Bunker Hill is nothing but one long and bloody pitched battle with American reinforcements trickling in every turn as the English juggernaut bears down on their objectives. The actions that are available to players are varied by game which allow for the tactical differences of the two conflicts while maintaining a central game structure for both games.
Revolution Road components include: 1 Counter sheet featuring oversized counters, 2 Maps, 1 Deck of 22 Playing Cards, 3 Booklets, 6 Player Aid Cards (two of these are solitaire specific), and 8 six-sided dice.
Armageddon War – Kickstarter Bundle (Flying Pig Games) 139,95
Includes: Armageddon War, the Solitaire Expansion, the Strategy Guide, any stretch goals that unlock (including the Burning Lands expansion)
Armageddon War is a platoon level wargame set in the near future. Following disease, famine, and economic collapse among the world's first-line powers, conventional war erupts in the Mid-East for what arable land remains. There are no turns, just continuous activations. The intensity of a unit's close combat modifier is determined not only by its weapons but also by the tactics you choose to use for the assault or defense, and when you fire on a unit, it has the option of taking cover, or returning fire. The number of dice and the color of dice rolled, determine the number of hits, not some dry as dust, spreadsheet-like combat results table.
Haspelknecht: The Ruhr Valley ENG/GER/FRA/DUTCH (Quined) 25,95
In Haspelknecht: The Ruhr Valley, an expansion for Haspelknecht, coal mining has now become an inherent and lucrative business for farmers in the Ruhr valley. The tunnels are dug deeper and longer through the use of iron. Water channels are implemented to help drain the pit water. Most of the population earns their living exclusively by mining coal and delivering the black gold to peddlers and the first coal barges cruising the river, which gives its name to the valley and the entire area — the Ruhr.
This expansion features two new challenging modules and 21 new development tiles for you to explore!
Brass Empire (Rock Manor Games) 49,95 (August)
Brass Empire is a strategic deckbuilding card game. It takes place in a Steampunk universe where each player takes on the role of a different corporation hiring the best employees, constructing building, and manufacturing steam-powered machines. Players battle and sabotage each other to amass economic wealth and influence to win the game.
Darkest Night 2nd Ed. (Victory Point) 149,95
Darkest Night: Second Edition is a fully cooperative board game for up to five players. Set in a broken kingdom under a Necromancer's shadow, each player takes on the role of one of the kingdom's last defending heroes.
Searching the kingdom provides new powers and equipment to strengthen you and your party. You can also acquire additional abilities that can help you elude the Necromancer's forces, accelerate your searches for items and artifacts, and more.
As the Necromancer gains power, more and more ravenous undead infest the land, eventually invading the hallowed sanctuary of the Monastery. And if the Monastery falls, the Necromancer wins and the kingdom is swallowed in darkness!
Darkest Night 2nd. Edition Miniatures Set (Victory Point) 89,95
Tau Ceti Regular Version (Outer Limit Games) 69,95
Tau Ceti Premium Version (Outer Limit Games) 99,95
(includes 31 plastic miniatures and the NPC expansion)
Heroes of the Pacific (Lock'n'Load) 64,95
Heroes of the Pacific - X-Maps (Lock'n'Load) 19,95