[Runadrake] Listagem de Wargames: desta vez é guerra!

Chegou hoje à Runadrake um carregamento de wargames fresquinhos. Os nossos generais de mesa irão de certeza encontrar um jogo para todos os gostos... e para todas as bolsas, também! Apostámos na variedade e qualidade, mas as quantidades são extremamente limitadas (embora se possam sempre arranjar mais numa semana ou duas). Para evitarem desilusões adquiram ou reservem já a vossa cópia!

De fora ficaram alguns grandes (C&C:A, CC:E, Twilight Struggle, ASL SK) por ruptura de stock nos distribuidores, mas numa próxima oportunidade cá os veremos também.

UPDATE (20/Março): Chegaram agora mesmo algumas das faltas, o Twilight Struggle e Command & Colors: Ancients (jogo base). Confiram os comentários a este post!

Hammer of the Scots (64,95 €)

Hammer of the Scots brings the rebellion of the Braveheart, William Wallace, to life. As the English player, you seek to pacify Scotland by controlling all the important noble lords. The Scottish player also seeks the allegiance of nobles to support a difficult struggle for freedom. Hammer of the Scots will give you many hours of entertainment and insight into this fascinating period in history.


  • Mapboard: Full-color (22" x 25") mapboard of Scotland and Northern England with heraldry of the important noble familes.
  • Wooden Blocks: 56 Hardwood counters including leaders, nobles, archers, knights, and infantry.
  • Two Scenarios: A campaign game plus two scenarios: Braveheart and Return of the King.
  • Playable History: Hammer of the Scots is a very playable game. The rulebook is 8 pages. Games last from 2-4 hours.

Winner of the 2003 International Gamers Award.
Nominee for the 2002 Charles S. Roberts awards for Best Pre-World War II Boardgame (Charles S. Roberts Awards).
Boardgamegeek.com rank: 28!


Pacific Victory (77,99 €)

Pacific Victory is an exciting, fast-paced game simulating the Pacific Theater of WWII using the Columbia Block game system. Units are represented by wooden blocks which remain upright and hide the type and strength of the unit. It provides a number of scenarios that deal with specific stages of the war and also a grand campaign.

The game covers all the major campaigns of the war: Singapore, Philippines, Coral Sea, Midway, Guadalcanal, Burma, New Guinea, Saipan, Leyte Gulf, Iwo Jima, and Okinawa.

You can replay all of these campaigns or experiment with innovative strategies, including invasions of Australia, India, or Japan.


WestFront II (119,95 €)

Westfront II is the second edition of WestFront. It details the conflict between Germany and the Western allies during WWII. Players have to contend with production, supply, command control and weather to try and break the other sides' lines. Individual, linkable 6-month scenarios cover the war from June 1943 through May 1945.

Both sides face unique strategic challenges. The Axis must garrison the coastline from Denmark to the Balkans (including Spain) and react to enemy landings wherever they strike. Successful Allied invasions require planning and skill to adapt to the German defense.

This title uses Columbia Games Block system,wooden blocks that stand upright with unit details only shown on one side, and rotate to take step reductions in strength. This provides a "fog of war"

WestFront is part of a three game series: EastFront, WestFront, and EuroFront. The second editions include larger maps, more units, and seamless integration into EuroFront.

WestFront II includes two maps: each 22" x 34" for a 44" x 34" playing area. The map area spans all of western Europe from Spain to Norway.


Rommel in the Desert (77,99 €)

Rommel in the Desert is a game touching on the conflict between the British and Germans in North Africa during WWII. A game of maneuver, each side has to move with precision and know when to strike, since a cut in supply spells disaster for either side. The supply system is card driven. The game comes with a well painted map of North Africa and 100 wooden blocks to represent the British and Germans.

This title uses Columbia Games Block system. Basically this means that rather than the traditional use of counters to represent units on the map the game instead uses wooden blocks that stand upright and with unit details only shown on one side of the blocks. This does two things: First it provides an easy way of producing a "fog of war" because your opponent can not tell, save through good memory, what type of unit a specific piece is and it’s current strength. Second, by having the blocks stand on end it provides a way to keep track of a units strength by rotating the block so the current strength is the top number. With the use of blocks Columbia has provided a way of adding a good deal of depth to their war games without adding further complex layers of bookkeeping and thus allow for interesting and relatively short sessions of play.

Boardgamegeek.com rank: 104!


A Victory Lost (37,55 €)

A harsh, cold wind blows across the steppes of Russia. With a flurry of thundering explosions, the Russian offensive Operation Saturn begins. Can the Russians encircle and trap the extended German armies?

A Victory Lost starts with the Russian offensive Operation Saturn and continuing through van Manstein's famous "backhand blow". It revives the simplicity of classic games such as Russian Campaign and Panzergruppe Guderian, but with some very modern twists. Easy to learn and with a compact 3 hour playing time, A Victory Lost nevertheless offers a historical treatment of this subject that has seldom been seen in larger and more complicated games.

  • 1 map (34"x24")
  • 1 countersheet (280 counters)
  • 1 full-color, 16 page rulebook
  • 1 player aid cards
  • 2 dice
  • Boardgamegeek.com wargames rank: 6!


    World War II: Barbarossa to Berlin (61,75 €)

    On June 22, Hitler launches Operation Barbarossa, the invasion of Stalin's Soviet Union. As the panzer spearheads slice through the bewildered Russian defenders, it appears that nothing can halt the Nazi tide. But the course of History has just taken a major turn. The Last European War is over; World War II has begun. It will end four years later, in a bunker in the ruins of Berlin.

    World War II: Barbarossa to Berlin covers those four years of epic struggle, from Moscow to Stalingrad, from Tobruk to Tunis, from Sicily to Rome, from D-Day to the Rhine, to the final battles for the Reich. Designed by Ted Raicer as a follow-up to his award-winning WWI strategic game, Paths of Glory, World War II: Barbarossa to Berlin modifies the Paths of Glory systems to capture the strategic and operational dynamics of WWII in Europe.


    Commands & Colors Ancients: Expansion Pack 1: Greeks and Eastern Kingdoms (55,75 €)
    Promoção! C&C:A + C&C:A Expansão 1 = 110,00 Euros

    The Greeks & Eastern Kingdoms is the first expansion to Commands & Colors: Ancients. The armies of Philip, Alexander and the Successors meet the hosts of Persians, Scythians and Indians to the east. In this expansion, you will find historical scenarios that focus on the hoplites of classical Greece fighting off the invading Persian army at Marathon and Plataea; epic battles from the Peloponnesian War, the rise of Macedon and Alexander's battles of Gaugamela, Issus and Granicus against the Persians; and battles involving Alexander's successors. With your Greeks you will be able to turn west and battle the Carthaginians in Sicily, or as King Pyrrhus at Heraclea and Ausculum, battle the Romans.

    This first expansion showcases over 20 scenarios (the package includes over 300 new unit blocks and stickers you need to fight out these battles).


    The Great Battles of Alexander - Deluxe Edition (74,45 €)

    The Great Battles of Alexander: Deluxe Edition, the updated, expanded, full-color-enhanced version of the best-selling, multi-award-winning game system that started the Great Battles of History series, includes new game counters, maps, packaging, battles, and scenarios that cover all the major battles from the original game and the Juggernaut module, plus five additional battles ... ten in all. The Great Battles of Alexander: Deluxe Edition is virtually the complete history of Alexander the Great and the Macedonian art of war. Includes:

    • 720 full-color two-sided counters (43 full-color two-sided double-size counters)
    • Three full-color double-sided 22x34" map sheets
    • One 10-sided die
    • 32-page Rule Book
    • 24-page Scenario Book
    • Player Aid Cards: Two 8.5x11" cards showing game charts & tables


    Second World War at Sea; Bismarck: Commerce Raiding in the North Atlantic (50,95 €)

    The British Home Fleet tried to stop her, but Bismarck’s guns ripped apart the battle cruiser Hood. The pride of the Royal Navy went to the bottom of the Denmark Strait southwest of Iceland and Bismarck disappeared into the fog. But HMS Prince of Wales had managed to hit Bismarck below the water line, and she left behind her a slick of fuel oil. The British Home Fleet relentlessly tracked the German warship, and she finally sank beneath a hail of gunfire.

    The game has one of the larger operational maps in the series; the North Atlantic is a big and empty place. There are two 34x22-inch maps, covering the area from north of Iceland south to the latitude of Spain. The tactical map is a generic blue field of hexagons, used to resolve surface combat. There, ships maneuver and fight using their gunnery and torpedo factors. Each player rolls a number of dice according to the ship’s capabilities, hitting on a result of 6. Gunnery and torpedo damage tables give the results: ships can suffer damage to engines, hull or armament.

    24 pages of rules and 12 scenarios



    Defiant Russia: Operation Barbarossa, 1941 (22,99 €)

    The map is 17x22 inches, and fits easily on a small table. There are 140 playing pieces, and it comes in a small box that's easy to store. The game plays very quickly, concluding in about 90 minutes, with a minimum of charts and tables to consult.

    The actual campaign took place in 1941, when Nazi armies and their accomplices launched a surprise attack on the Soviet Union. The Soviets reeled back at first, then fought to defend Mother Russia with ferocious determination. Eventually they would march into the ruins of Berlin and bring an end to Hitler's evil regime. The game covers the first vital months of this campaign, when the Germans tried to capture Moscow but failed. The Axis player must try to do better than this, while the Soviet player must defend both Moscow and the other key Soviet cities.



    Red Vengeance (22,99 €)

    Red Vengeance is a sequel to Defiant Russia. Like that game, it is designed to be easy to learn and fun. The map portrays the western Soviet Union, Poland, Hungary, Romania and eastern Germany, with parts of Yugoslavia and Bulgaria as well.

    Players control the actual units that fought in this campaign. Axis units mostly represent army corps. These include German, Hungarian, Bulgarian and Romanian units; the latter two will eventually switch sides. The Axis player actually starts the game with more tank units, the real striking power in this game, than the Soviets. But as they’re lost they are difficult to replace, while Soviet power just keeps surging.

    Like Defiant Russia, Red Vengeance isn't a very large game. The 17x22-inch map fits easily on a small table. There are 140 playing pieces, and it comes in a small box that's easy to store. The game plays very quickly, concluding in about 90 minutes, with a minimum of charts and tables to consult.



    Bitter Victory: The Invasion of Sicily, 1943 (22,99 €)

    Bitter Victory: The Invasion of Sicily, 1943 is a Brigade-level, hex-and-counter wargame covering the 1943 Allied invasion of Sicily.

    Four scenarios are provided:

    1) Operation Husky -- the historical invasion plan where Monty races to Messina to cut off the German escape while Patton supposedly covers his flank.

    2) A "free setup" scenario where both sides may freely deploy their defenders/choose invasion sites.

    3) What-if scenario "141 Plan" -- Fewer troops are employed than in the historical invasion, and they assault at opposite ends of the island

    4) What-if scenario "Tunisian Followup"--an invasion taking place earlier than the historical landings--immediately following the conquest of North Africa.



    They Shall Not Pass: The Battle of Verdun, 1916 (22,99 €)

    In early 1916, the German and French armies faced each other in what appeared to be a stalemate. The German commander-in-chief, Erich von Falkenhayn, conceived one of the most cold-hearted plans in military history. Fall Gericht, which translates as “Place of Execution,” would bleed France white by a simple battle of attrition, without regard to the suffering of his own soldiers.

    For ten months, the German Fifth Army hurled itself against the old fortress city, its commander kept in the dark about the offensive’s true goal. The French Second Army stood firm, commanded by Henri Petain, who issued the famous order, “They shall not pass.”

    The new game system has the clean play of the designer’s masterpiece, Defiant Russia, and is crafted to fit the nature of combat in 1916. Artillery bombardment and assault combat take place separately. Elite troops have numerous advantages, and morale is a vital component of the game.



    Panzer Grenadier: Airborne Introductory Edition (22,99 €)

    Normandy, 6 June 1944: American paratroopers spearheaded the Allied return to Europe, unraveling Hitler's vaunted Atlantic Wall and starting a drive that would destroy the Nazi regime.

    Airborne Introductory Edition features 20 of these battles, and is the perfect starting place for players new to the Panzer Grenadier game series. Playing pieces represent the leaders, troops, tanks and guns of World War II. A clever interactive system keeps both players constantly alert.



    Panzer Grenadier: Eastern Front (Deluxe Edition) (74,95 €)

    On 22 June 1941, German, Romanian and other Axis forces launched a surprise attack against the Soviet Union. This touched off the most vicious war the planet has ever known, as millions of men (and sometimes women) fought fanatically in a war of annihilation that ended only when the Red Army of Workers and Peasants planted its banners on the Reichstag in Berlin.

    Eastern Front is a game based on the opening year of this intense struggle, with 112 separate scenarios, or game situations, based on the actual battles waged in the Soviet Union during 1941 and 1942.

    The game is part of the Panzer Grenadier game series, portraying the leaders, infantry and tank platoons and artillery batteries deployed during the campaign.

    In terms of wargame play value, Eastern Front is packed with exciting fun. The 660 playing pieces include the troops and weapons of the Soviet Red Army, the German Wehrmacht and Romania’s Armata Romana from 1941 and early 1942. The fearsome T-34, the Hammer of the Proletariat, is present along with Germany’s PzKw IV and Romania’s inadequate R2. German commandos, Soviet tank-hunting platoons, Romanian cavalry, and more make for a varied spread of pieces. The eight mapboards represent typical terrain found in the Soviet Union, and are placed together in many possible combinations to form the playing surface.



    Panzer Grenadier: Desert Rats (69,65 €)

    Desert Rats is the seventh volume in the Panzer Grenadier series. It is a stand-alone game; no other game from the series is required to play any of the 50 scenarios.

    The 50 scenarios start in late 1941 with the British offensive known as Operation Crusader. They continue until the late spring of 1942, ending with the Gazala tank battles. The game includes Indian, New Zealand and Italian Colonial units, and there are scenarios for their use from earlier in 1941.

    There are two maps, each on sturdy paper and measuring 22 x 34 inches. They are compatible with the maps from Afrika Korps, and like those they are generic desert terrain but loosely based on actual locations, in this case Sidi Rezegh and Bir el Gubi. Many of the 50 scenarios take place at these locations just outside Tobruk, the scenes of intense fighting. Others take place across Libya, with a few from Eritrea and Somaliland in East Africa.


    Como dizia o outro...



    Peace !!!


    Chegaram algumas das faltas:


    Twilight Struggle (59,95 Euros)

    "Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are - but a call to bear the burden of a long twilight struggle..."
    -- John F. Kennedy

    Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.

    Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?

    Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab- Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.

    Twilight Struggle won the Charles S. Roberts award for Best Modern Era Boardgame for 2005.

    Winner of the 2006 International Gamers Award and the 2006 BoardGameGeek Golden Geek awards for both Best Wargame and Best 2 Player game.

    Rank no boardgamegeek.com: 8!


    Command & Colors: Ancients (65,00 Euros)
    Promoção! C&C:A + C&C:A Expansão 1 = 110,00 Euros

    Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray, stylized battles from this time in history. The 13 battles, showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.

    The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.

    Unlike its older brother, Battle Cry by Avalon Hill (Hasbro), Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour.

    The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards.

    The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol.

    The game mechanics, although simplistic, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive yet flexible battle plan, to achieve victory.

    Rank no boardgamegeek.com: 12!


    Para a semana esperamos mais algumas novidades interessantes. :)