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Medieval War Games
Scotland the Brave
Scotland the Brave is a simulation of the 1297 campaigns of William Wallace against the English. Few believed the Scottish Clansmen
could resist the might of the English state. Yet Wallace and his men refused to yield to the despotic British King. It would be the Scots who
ultimately would bring the war to England with a ferocity never before seen in the British Isles.
Scotland the Brave Includes:
- 140 Counters
- One 17x22 inch hard mounted map
- Scenarios and Rules Booklet
$29.95
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GG003699

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Field of Glory Miniatures Rules
Field of Glory provides the historical tabletop
wargamer with a new, accessible gaming system. With no new
high-quality games system aimed specifically at the Ancient and
Medieval wargamer for over 10 years, this product will fill the gap
this market has been waiting for. Tested and created by esteemed
wargaming experts, this series includes a rules book detailing the
gaming system, and accompanying army lists providing player support
for deciding on which armies to take into combat. Field of Glory
will provide a clear, enjoyable gaming system; a well-designed,
visually stunning and comprehensive rulebook, with clear miniature
photographs and diagrams for definitive rules support; detailed
Osprey artwork which will provide painting reference and bring the
past to life; an overview of the history of this world of warfare,
accompanied by period illustrations and photographs; organisation
tables and a background to the men who fought on the ground.
$34.95 |
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Rise of Rome
Field of Glory presents the historical tabletop
wargamer with a new, accessible rules set. Rise of Rome provides an
accessible, detailed army listing for the Roman Republic and its
enemies, from the war against Pyrrhos, to the victory of Augustus.
This companion contains a complete historical overview of this
period, covering conflicts such as the Punic Wars and Rome’s
bloody wars with Hannibal and the Carthiginians. It includes
well-designed, visually stunning and comprehensive army listings,
with detailed historical overviews of each army, supporting maps and
Osprey artwork.
$19.95 |
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Storm of Arrows
Field of Glory presents the historical tabletop
wargamer with a new, accessible rules set. Storm of Arrows provides
an accessible, detailed companion for the Later Medieval period,
1300-1500. This army list contains a complete historical overview of
this period, covering conflicts such as the Hundred Years’ War,
and Wars of the Roses. It includes well-designed, visually stunning
and comprehensive army listings, with detailed historical overviews
of each army, supporting maps and Osprey artwork.
$19.95 |
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Ran
SAMURAI WARFARE IN THE SENGOKU JIDAI
16-17th Century Japan.
RAN is the 12th volume in the "Great Battles
of History" Series, and the second game on the battles of the
Samurai (following GMTs Samurai (Vol. V) . RAN covers several of the
less famous of the Sengoku Jidai, the Age of Warring States (more or
less), in which powerful Daimyo - Japanese feudal lords - strove to
both maintain and extend their power bases while seeking to attain
the office of Shogun, the power behind the throne of the Emperor.
RAN simulates the highly personal form of warfare
developed by the Japanese samurai, wherein formal battles played out
almost as backdrops to individual feats of courage, bravery and
devotion much of it outstanding, some of it rather foolhardy, all of
it very Homeric. Although political and tactical victory was the
bottom line, collecting the severed heads of enemy samurai reigned a
very close second in importance. In terms of tactics, this was, as
in Europe, the Dawn of Modern Warfare, with the introduction of guns
- arquebuses - by the Portuguese. Even with the revelatory effect of
musketry, Japanese battles were still pretty much a swirling,
non-linear affair.
RAN, the name the famous Japanese film director,
Kurosawa, chose for his samurai version of King Lear, roughly means
“Chaos.”
The Battles of RAN (All battles are one-half map,
except for Tennoji):
MIMASETOGE (6 October 1569): The Takeda are trying
to return to their castle base, and the Hojo are trying to intercept
and ambush them with twice their number. A startling Takeda victory.
MIMIGAWA (11 November 1578) Interrupted while
besieging Takajpo Castle, the Otomi retreat into the woods, then
burst out to attack the Shimazu relief force, only to be outwitted
by clever Shimazu tactics.
NAGAKUTE (17 May 1582): Tokugawa vs Ikeda, in a
nice, small battle (less than 10,000 men each). Set piece affair
fought over very difficult terrain … mountains, rice paddies, etc.
NUNOBEYAMA (14 February 1570): The Amako vs The
Mori
OKITANAWATE (24 March 1584): The Ryuzoji vs The
Shimazu
SURIAGEHARA (5 June 1589): Date Masamune (and his
23,000 men) hold off an initially effective attack by Asahina
Yosohiro's 16,000 man army on relatively flat terrain. Key use of
reserves.
TENNOJI (7 May 1615): One of the biggest battles
of the era (and the only full map battle in the box). After
Sekigahara, Hideyori, son of Hideysohi, challenges Tokugawa . . .the
result is a battle with over 250,000 men and a swirling affair with
lots of arriving reinforcements.
Components:
2 22 x 33 battle maps, backprinted 5 Countersheets
One Battle Rules Book One Battle Scenario Book 4 Charts & Tables
Cards 1 ten-sided die
Designed by Richard Berg and Mark Herman
$65.00 |
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Ther Marcher Lords
Design: Dave Cuatt
The Marcher Lords is a simulation of the Norman
conquest of Wales in the 11th century. Players assume command of
Norman earls or their Welsh foes, and then make the decisions that
will
determine the course of the war. To be successful, the Normans must
fortify their conquests by building castles and then hold out
against Welsh counterattacks, Viking raiders, and various other
threats.
In many ways, the famous Battle of Hastings in
1066 was just the beginning of a lengthy series of battles for the
Normans, who had many challenges awaiting them in the British Isles.
In order to secure the Welsh border, William the Conqueror (newly
crowned King of England) established loyal Norman nobles in strongly
garrisoned earldoms along the frontier. What followed were decades
of warfare and diplomacy as these "Marcher Lords" sought
to extend their domains by subjugating the stubbornly independent
Welsh.
- CONTENTS: 20 page color rulebook, 4 sheets of
die-cut, playing counters, 10"x17" game map, Cardstock
charts & tables, 2 ten-sided dice, one black and one white.
- Complexity: 3.
- Map Scale: 1 inch = 20 miles.
- Unit Scale: 1 counter = 100-500 men.
- Time Scale: 1 turn = 1-3 months.
- Players: 2-4 .
- Solitaire Suitability: High.
- Playing Time: 2-3 hours.
$22.95
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GG010927

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Onward, Christian Soldiers
Onward, Christian Soldiers
is Richard Berg's newest strategic level game, this one focused on
one of, if not THE, centrifugal events in the Middle Ages - The
Crusades. Onward, Christian Soldiers will allow gamers
to replay not only the first three Crusades - the only 3 that
focused on what we call The Middle East - but with scenarios that
range from a 7-player version of the 1st Crusade to a 3rd Crusade
scenario that supposes Frederick Barbarossa didn't drown in Turkey
and his immense army reached the Kingdom of Jerusalem pretty much
intact.
Onward, Christian Soldiers
uses numerous innovative mechanics, including:
an Activation system that allows players to choose
which leaders/armies they want to use most in a given turn, but not
know when they will be available for such use.
a Movement system with no Movement Allowances or
Costs, but a heavy emphasis on Attrition and the ability of
commanders to "keep going". Shop 'til ya Drop . . .
Combat mechanics that put a major, detailed
emphasis on sieges and ravaging the surrounding areas, but still
allow for the predilections of the various armies in field battles
(such as the famous Frankish Heavy Cavalry Charge), as well as the
abilities of their commanders . . . men like the great initial
Crusaders, such as Raymond, Bohemond, Godfrey and Tancred, King
Louis VII of France (and his troublesome wife, the famous Eleanor of
Aquitaine), Frederick Barbarossa (if he stays away from the pool),
the dangerous Nur ad-Din, the magnificent Saladin, and the one
Christian the Muslims feared more than anyone, Richard Lionheart.
Movement and attrition go hand in hand in this
game. Leaders may move as far as they want -- in fact, in one
playest, a Crusader army decided to try marching from the entry
spaces near Tarsus all the way to Jerusalem in one shot. They made
it, with roughly 3/4 of the force disappearing to attrition, and not
enough remaining to siege the city. But even if they'd succeeded,
the game doesn't end just because Jerusalem falls. It's an important
victory point location, but it has to be held. And the problem for
the Crusader forces is that they get no reinforcements but the
Muslim forces do.
The game uses three sets of cards (110 cards
total). Each of the four Crusader factions -- Northern Franks,
Southern Franks, Sicilian Normans, Germans -- and three Muslim
factions -- Nothern Syrians, Southern Syrians, Mosul Turks -- has
three or four Leader cards, which the players secretly
"purchase" at the beginning of the Game-Turn to create the
Activation Deck that determines which leader goes next. In addition,
there are two Event Decks - one for the Crusaders and one for the
Muslims -- through which a variety of random events occur, ranging
from taking cities via treachery to suffering added attrition
through oppressive heat.
Normally, each Leader controls armies only from
its own faction. However, a simple set of multi-faction rules
controls situations in which either side wishes to combine their
armies into larger forces, mostly for the sake of sieges against
major cities. The Siege of Antioch, which usually happens early in
the game, often requires such an army. The multi-faction rules
particularly come into their own during multi-player games; here you
can expect to see players bickering over who controls the combined
forces, an important point considering that whoever is in charge
when the city falls gains control over the city. If attacked while
combined, the players of a multi-faction force have 30 seconds to
decide who's in charge: if they don't, they defend using a mediocre
formation.
If this game proves popular with our customers,
Richard will continue design work on a new series of games under the
flag, "The Middle Ages". This project will present
play-oriented coverage of half a millennium of the key events in
world history … from Charlemagne to The 100 Years Wars; from The
Reconquista to Tamerlane; from The Vikings to The Normans.
Designed under the aegis of a papal legate by
Richard Berg and Developed under the keen eye of Neil Randall.
Contents:
- 876 full color counters
- One 22"x34" full-color map
- 110 Cards OTHER
- Two six-sided dice
- First Crusade Rule book
- Second and Third Crusade Rule book
- Playbook
- 4 Player Aid cards
$65.00
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GG011981

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The Devil's Horsemen
The Great Battles of History series is back with
The Devil's Horsemen, an examination of the military tactics of
steppe tribe warfare, as immortalized by the mighty armies of
Genghis Khan and the Mongols. The game focuses on cavalry and
archery action, featuring mounted archers of exceptional skill. The
Devil's Horsemen depicts the four major battles of the era - The
Indus, The Kalka, Liegnitz and Ayn Jalut.
The Devil's Horsemen features basic rules for both
regular and SimpleGBoH play. The rules bring the system into full
flower of mounted archery, with a detailed, augmented set of archery
and cavalry mechanics that include various types of Shower Fire (as
opposed to plain Volley Fire), Impetuosity and Aggression, Feigned
Retreat, Harass and Disperse tactics, and Rally to Standards, with
the various armies and units being rated for their ability to use
these.
The Devil's Horsemen presens a truly colorful
array of armies for you to lead into battle: there are 10 full tumen
(divisions) of Mongols, plus Polovtsians, Galicians, Chernigovians,
Kievans, Persian Khwarazmians, Poles, Silesians, Bohemians, the
great Teutonic Knights, and the first army to ever significantly
defeat the Mongols, The Mamluks.
These mighty armies show up in four great battles
of the period (ranging from battles needing 1/2 mapsheet to two
full-mapsheets).
- The Indus
(Genghis Khan vs. Shah Jalal ad-Din and the Khwarazmian
Persians, 1221). One mapsheet in size, this is the battle that
gave The Mongols control over all of Central Asia.
- The Kalka
(Prince Subudei vs. the combined Armies of Rus, 1223). Two
mapsheets in size, this battle includes two massive (and very
nattily dressed) armies, with the Rus suffering under fractured
command, and the Mongols giving us a foretaste of the famous
Zulu horns of the buffalo tactics.
- Liegnitz (Prices
Baidan and Kaidan vs. Henry the Pious and an army of Eastern
Europeans, 1241). A 1/2 mapsheet battle which introduced Europe
to the Mongols, and from which we get the famous Christian
prayer of the era, From the Fury of the Tartars, oh Lord,
Deliver Us. But you do get to use the best European heavy
cavalry of the day, the Teutonic knights, under fearsome
commander, Poppo.
- Ayn Jalut (Prince
Ketbugha vs. The Mamluks, 1260). A 1/2 mapsheet battle that saw
the first real defeat of a Mongol Army, this time by the new
Middle East Muslim power, the Mamluks. Granted, this was a
second-rate, rear-guard group of Mongols, but the Mamluks showed
they were a new force to reckon with.
Game Components
- COUNTERS - 3 1/2 Countersheets;
- MAPS - 4 maps (2 mapsheets backprinted);
- OTHER - One Player Aid Cards, Rules booklet,
Scenario Booklet, One 10-sided die.
$70.00
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GG010651

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Richard Berg's Medieval
Medieval is a card game for 3-to-5 players
covering, very loosely, the events, situations, and rivalries of the
13th century. Medieval uses the Enigma system,
in which the playing map is represented by cards, not all of which
are present at start.
The 13th century saw the Papacy at the peak of its
power, the Holy Roman Empire struggling to remain cohesive, England
under the turmoil of baronial revolts, the emergence of monarchial
France, the Teutonic Knights looking to extend their powers, Venice
controlling the seas of the Mediterranean, Spain continuing the
Reconquista, while Islam started its rejuvenation process under the
Mameluks. And then there were the Mongols.
Each Player represents an ever-changing
conglomerate of these Powers, using his wiles, and the cards, to
further his control over areas of Europe to win the game. There are
Spies, Assassins, accusations of Heresy, Jihads, even the use of the
various Knights of Christ.
And then there are the Popes. Each player,
randomly, can become Pope. As Pope he can arrange alliances,
excommunicate players, and call for Crusades.
But, hovering like a very, very black cloud over
all of this are The Mongols. No player knows exactly when they start
to arrive, although the card play does give them hints, and some
time to prepare, if they choose to heed the warnings.
The winner is the player who survives the
onslaughts of religion and the Mongols to control the largest part
of the 13th century Europe.
- 140 full-color die-cut counters.
- 110 color cards; divided into 19 Map Cards, 27
Power Cards (which double as Action Cards), and 64 (additional)
Action Cards
- Play money in 1 Florin, 5 Florin, and 10 Florin
denominations 16-page Rulebook Player Aid Card 2 6-sided dice
$45.00
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GG009577

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