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57 products


  • Gamers Guild AZ GMT The Battle of White Plains GTS

    The Battle of White Plains

    1 in stock

    Most authors relegate the Battle of White Plains to a short paragraph when recounting the New York Campaign of 1776. As the last field battle of that campaign, however, it deserves closer study. Volume 10 in GMT’s award-winning Battles of the American Revolution series by designer Mark Miklos provides such a much-needed analysis.The GameThe game includes three scenarios: the historical fight for Chatterton Hill, an October 31 scenario that explores what might have occurred if Howe had pressed his grand assault that day as planned, and a full four-day campaign game spanning 42 game turns beginning with the arrival of the British army on the field on the morning of October 28 and culminating at 5:00 pm on October 31.Each player has 26 Opportunity Cards subdivided into three decks to enhance play and add elements of variability and historical flavor. As with previous games in the series, some special rules represent the unique circumstances of this battle. Among these are rules governing American sortie restrictions and tactical doctrine, rain game turns, restoring army morale, scorched earth, and additional handicaps for American militia, American fieldwork construction, and an off-board movement mechanism for Tarrytown on the Hudson River, seven miles away where British ships lay at anchor. Even Washington’s own combat prowess at this early stage of the war is randomized.In Volume 10 of the Battles of the American Revolution series, players command two titanic armies: Washington, desperate to salvage something from the otherwise disastrous defense of New York, and Howe seeking a coup de grâce against the “Old Fox.” You will have to manage your forces over the span of four days with lots of inclement weather to contend with. Can you, as General Howe, break through the American line to deliver a decisive blow and end the rebellion? Can you, as General Washington, hold your own on superior ground, hampered as you will be with some 6,700 militia of dubious quality—fully 46% of the total American force?COMPONENTS• 2 hard-mounted maps featuring 1-inch hexes• 245 Unit counters & game markers (1.5 counter sheets), including 7 replacement counters for previous games in the series• 52 Opportunity Cards: 26 American & 26 British• 16 Tactics Cards: 8 American & 8 British• 2 Full color, four-page player aid cards: 1 American & 1 British• 1 Full-color exclusive rule book• 1 Full-color series rule book• 2 dice (10-sided)HistoryAs it occurred, the Battle of White Plains could properly be called the Battle for Chatterton Hill. This relatively limited affair, fought on the American right flank on October 28, 1776, was the only set piece action between the two protagonists. Here some 4,000 British and Hessian troops attacked fewer than 2,000 Americans with the King’s forces ultimately prevailing.The main armies, however, were enormous for the period with 14,500 Americans confronting 13,000 British and Hessians who were eventually reinforced to 15,400, making this one of the largest concentrations of opposing troops during the war and the largest game in the Battles of the American Revolution series to-date. Yet despite this concentration of forces along a front barely three miles wide, the armies sat primarily idle after the fight for Chatterton Hill while the British probed at the flanks, and the Americans improved their defenses.Washington had chosen a strong position which he fortified with two concentric lines of fieldworks that bristled with forty guns. His flanks were anchored on high hills and further secured by the Bronx River to the west and swampy wilderness to the east. Secure in these positions, Washington welcomed the prospect of a frontal assault against his works.For his part, General Howe’s reluctance to launch a frontal attack was due in part to his having witnessed the Battle of Bunker Hill in June, 1775, the memory of that slaughter still fresh in his mind. The weather at White Plains was also a mitigating factor with cold autumn rains falling for much of the week during which the armies remained in contact. Finally, Howe’s own proclivity to hesitate when decisive victory was within his grasp further exacerbated any plans for a major British assault.Washington reacted to the loss of Chatterton Hill by initially refusing his right. Sensing the growing weight of the British host, he eventually swung on a hinge leaving his left where it began, on Hatfield Hill, while pulling the rest of the line back approximately two miles to even higher ground in the North Castle Heights where he dug new fieldworks. Like two heavyweights maneuvering to shorten the ring, each sought an opening—Howe to press the attack on favorable terms and Washington to receive the attack on fortified ground of his choosing.Ultimately reinforced by Lord Percy with six regiments plus some newly-arrived Hessians and having discovered no viable way around the flanks, General Howe determined to attack Washington frontally on the morning of October 31. He stood his men to arms at 5:00 am but driving morning rains cooled his ardor and the army was again ordered to stand down.There was more probing and some long range artillery fire against the American flanks on November 1 to no great consequence. Howe now believed he was facing only an American rear guard in the North Castle Heights lines and saw no value in attacking it, believing that Washington with his main force had already evaded him by marching further north. The armies, therefore, sat staring at one another until November 5-6 when General Howe elected to turn south to complete the conquest of Manhattan by capturing Fort Washington which he did successfully on November 16. As Howe turned south, Washington turned north. He divided his forces into three groups. Major General Lee was to screen the approaches to New England while Major General Heath was to guard the Hudson Highlands and points north. The commander-in-chief with the balance of the army crossed the Hudson River at Peekskill and marched south through New Jersey to stay between the British in New York and the American capitol at Philadelphia.Throughout the White Plains campaign, the prospect for a decisive victory was ever-present. The fact that it didn’t occur is a fascinating story.

    1 in stock

    $69.00$58.65

  • Gamers Guild AZ GMT Twilight Struggle (Deluxe Edition) GTS

    Twilight Struggle (Deluxe Edition)

    1 in stock

    On November 9th of 2009, the world marked the 20th Anniversary of the conclusion of the Cold War. That was the day that the Cold War's most tangible symbol -- the Berlin Wall -- was relegated to the ash heap of history. Unlike the 20th Century's other great conflict, the Cold War did not end in an explosion of neutrons, but rather, an explosion of human freedom and optimism. We had avoided what many thought inevitable -- the destruction of mankind through armed conflict between the Soviet Union and the United States. Overnight, the face of Europe had changed. Suddenly, all things were possible. That was 20 years ago. Sadly, we all learned that the end of the Cold War was not "the end of history." Mankind would find new ways to divide itself.While the threat of nuclear holocaust disappeared, newer and more sinister forms of conflict would take its place. Where once superpowers bestrode the globe, decentralized networks and even individuals now command the world's attention.This Deluxe Edition of Twilight Struggle seeks to capture the feeling of that earlier era.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. Using the card-driven game mechanics pioneered in such award winning games as We the People and Hannibal: Rome vs. Carthage, Twilight Struggle recreates the conflict between the most powerful nation states the world has ever known. The scope of the game covers the entire world as it was found in 1945. 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? Event cards add cover a vast array of historical happenings, from the Berlin Airlift, to the Vietnam War and the U.S. peace movement, to the Cuban Missile Crisis. This Deluxe Edition of Twilight Struggle marries world-class components, with the sort of world-class game play for which GMT is already known. We cannot think of a better way to commemorate this vital piece of world history. We invite you to relieve an era with the words uttered by one of its most iconic statesmen: "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. KennedyComponents:• Heavy duty 9 x 12 x 2 inch box Mounted map with revised graphics• Two double-thick counter sheets with 228 counters• Deck of 110 event cards (increased from 104)• Revised rules and player aid cards• Two six-sided diceGame FeaturesTIME SCALE approx. 3-5 years per turnMAP SCALE Point-to-point systemUNIT SCALE Influence markersNUMBER OF PLAYERS 1 - 2

    1 in stock

    $65.00$46.46

  • Gamers Guild AZ Osprey Games Undaunted: Battle Of Britain GTS

    Undaunted: Battle Of Britain

    1 in stock

    The RAF faces the Luftwaffe in this two-player deck-building game of aerial WWII combat. Summer, 1940. The German war machine has rolled through the continent in less than a year, crushing all before it. Britain is all that stands in the way of German victory in Europe. Command the pilots of the battle-tested Luftwaffe who are looking to extinguish all resistance and pave the way to invasion, or the resourceful and determined RAF opposing them at every turn. Undaunted: Battle of Britain is a standalone game in the Undaunted series, adapting the core gameplay of the previous games to recreate the dynamic dogfighting of aerial combat. Maintain cohesion between your pilots, evade anti-aircraft artillery, and leverage talented aces to win the battle for the skies!

    1 in stock

    $55.00$46.75

  • Gamers Guild AZ DPH Games Affliction: Salem 1692 (Second Edition) GTS

    Affliction: Salem 1692 (Second Edition)

    Out of stock

    The hysteria over witches among the people of Salem swept the region like a disease in 1692. As is the case in any tragic event, there are those whom will use the circumstances to their advantage. Under the veil of the witch-hunt lie other motivations; power, greed, revenge, and righteousness.AFFLICTION: Salem 1692 is a game set in the hysteria of a witch-hunt. Use your influence to whisper in the ear of the magistrate, judge, governor or minister to protect some and have others arrested. Salem was a chance to gain property, exact revenge and prove one’s righteousness.The characters in the game were actual residents of the Salem region. This is the closest possible simulation of actual events in a game to date. This is the one witch-hunting game without witches! Affliction uses a low luck, highly interactive worker placement, engine building, engine disruption mechanic.In the second edition, you will find:★ Modified starting characters and increased the number to eight. Each player is now dealt two and chooses one. With more afflicted girls as starting characters, the game feels even more authentic.★ Simplified two of the character's abilities.★ Improved the accusation ability of Rev. Paris★ Increased circle defense

    Out of stock

    $35.00$28.96

  • Gamers Guild AZ Capstone Games Clinic: Deluxe Edition - 2nd Extension Capstone Games

    Clinic: Deluxe Edition - 2nd Extension

    Out of stock

    Clinic: Deluxe Edition – 2nd Extension adds 13 expansions and 1 variant to Clinic: Deluxe Edition, including the following: Stretcher Bearers New Appointments Round VII New Special Modules Pediatrics Coffeemaker CEO Events Medical Scanner Morgue Beds Surgeon Secretaries Variant 1: Greater Demand From the game introductionJust as you are finishing a tricky game of Clinic Deluxe Edition, including 6 expansions of The Extension, against your best friends on a Saturday evening, you learn by listening to HeavyCardboard.com, your favorite podcast, that the designer of the game, Alban Viard, has just announced the release of a new salvo of expansions. It contains no fewer than 13 expansions, obviously all compatible and combinable with each other (except where specified otherwise in the rules). You immediately rush to find a copy, which you unearth via your favorite shop or Kickstarter. You start reading the rules, again asking yourself how to integrate all these new parameters, which would raise your Clinic experience to a level of realism never seen before. You stare groggily for a moment, your gaze swimming vertiginously in the face of this rulebook and its administrative twists and turns, produced by the convolutions of the designer’s brain. Is this even still a game, or will it end up as demanding as a hard day at the office? That’s for you to say….

    Out of stock

    $49.95$28.16

  • Gamers Guild AZ Capstone Games Clinic: Deluxe Edition - 3rd Extension Capstone Games

    Clinic: Deluxe Edition - 3rd Extension

    Out of stock

    Clinic: Deluxe Edition – 3rd Extension adds 12 expansions and 3 related variants to Clinic: Deluxe Edition, including the following: Cigarettes Helicopters Fire Trucks Wheelchairs Public Toilets Temp Agency Triage Ghosts Therapy Dogs Gift Shop Air Conditioners Urban Design 2.0 Variant 2: Easing the Stress Variant 2a: Tough Doctors Variant 2b: Clever Doctors Variant 2c: Humble Doctors From the game introductionAfter the serious and realistic expansions of The Extension and 2nd Extension, which may have made you question whether Clinic Deluxe Edition is a game or a second job, perhaps we should head off to the periphery, and explore those edge cases? That is what you can find in this latest offering. You will encounter smoking in your clinic, you’ll take a helicopter ride, you’ll avoid ghosts and dog poop, and shrill fire truck sirens will brutalize your ears. Perhaps you will even comply with the new construction guidelines proposed by the mayor’s new team. Should you grab a last-minute gift from the gift shop to cheer up a psychiatric patient? Above all, you should keep a close eye on the temps, and carefully monitor this new “air conditioning” system. We wouldn’t want anyone to have an accident, would we?

    Out of stock

    $49.95$29.96

  • Gamers Guild AZ Capstone Games Clinic: Deluxe Edition - 5th Extension Capstone Games

    Clinic: Deluxe Edition - 5th Extension

    Out of stock

    Occasionally, I’ve heard it said that some players build their clinic nearly the same way every time, and that the construction part of the game lacks variety. So, in The Extension, I added Urban Design 1.0 to require different floor plans, and Underground Utility Work to reduce the available space and to resize and reconfigure your player boards however you want. Then, in the 3rd Extension, I added Urban Design 2.0. But still… you have all become veterans of all of these obstacles, and now you need more! So, I offer you new layouts for the ground floor, and a new series of double tiles, which should not only accelerate development of your clinic, but also allow you to play on these more difficult floors — plenty to get you out of your rut!

    Out of stock

    $24.95$15.93

  • Gamers Guild AZ Capstone Games Clinic: Deluxe Edition - Campaign Book Capstone Games

    Clinic: Deluxe Edition - Campaign Book

    Out of stock

    With nearly 50 expansions for Clinic: Deluxe Edition, the need for a way to ease players into that ponderous pool of possibilities has grown great. This Clinic: Deluxe Edition – Campaign Book provides 3 campaign modes to address all experience levels, and all of which are designed for 1 – 4 players: The Thematic Campaigns: Each of these campaigns facilitates learning the rules of the myriad expansions. The expansions are gathered into 5 main themes, and each theme is a separate campaign. Each scenario of a campaign introduces the expansions gradually (but cumulatively), easing the learning curve. The Medium Campaign: 8 scenarios, each of which combines a cross-section of 5 expansions from the 5 themes defined in the Thematic Campaigns. The Expert Campaign: 5 scenarios, each of which combines 8-9 expansions to tell a story (actual story by Nathan Morse included).

    Out of stock

    $14.95$7.44

  • Gamers Guild AZ Hegemonic Project Limited Hegemony: Lead Your Class To Victory (Pre-Order) GTS

    Hegemony: Lead Your Class To Victory

    Out of stock

    The Nation is in disarray and a war is waging between the classes. The working class faces a dismantled welfare system, the capitalists are losing their hard-earned profits, the middle class is gradually fading and the state is sinking into a deep deficit. Amidst all this chaos, the only person who can provide guidance is... you. Will you take the side of the working class and fight for social reforms? Or will you stand with the corporations and the free market? Will you help the government try to keep it all together, or will you try to enforce your agenda no matter the cost to the country? Hegemony is an asymmetric politico-economic card-driven board game for 2-4 players that puts you in the role of one of the socio-economic groups in a fictional state: The Working Class, the Middle Class, the Capitalist Class and the State itself. The Working class controls the workers. The Capitalist class controls the companies. The Middle class combines elements from both the Working class and the Capitalist. It has workers who can work in the Capitalist's companies but it can also build companies of its own, yet smaller. Finally the State is trying to keep everyone happy, providing benefits and subsidies when needed but trying also to maintain a steady income through taxes to avoid going into debt. While players have their own separate goals, they are all limited by a series of policies that affect most of their actions, like Taxation, Labor Market, Foreign Trade etc. Voting on those policies and using their influence to change them is also very important. Through careful planning, strategic actions and political maneuvering, you will do your best to increase the power of your class and carry out your agenda. Will you be the one to lead your class to victory? Hegemony is heavily based on actual academic principles such as Social-Democracy, Neoliberalism, Nationalism and Globalism, and allows players to see their real world applications through engaging gameplay. There are many ways to achieve hegemony- which one will you take?

    Out of stock

    $94.99$80.75

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