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Board Games | Historical Games

17 products


  • Gamers Guild AZ Days of Wonder Memoir '44: Equipment Pack Expansion Asmodee

    Memoir '44: Equipment Pack Expansion

    1 in stock

    World War II spurred the most frantic period of weapons development in the history of humanity. Countless new designs and concepts were fielded in the most diverse Theaters of Operations, often with great success. Memoir '44: Equipment Pack is the largest set of figures ever released for Memoir '44, filling a game box as big as the original board game and including 186 plastic figures. This product is an expansion: Memoir '44 base game required to play.

    1 in stock

    $59.99$47.94

  • Gamers Guild AZ Sweet Games The Grizzled: At Your Orders Asmodee

    The Grizzled: At Your Orders

    7 in stock

    The Grizzled: At Your Orders is an expansion for The Grizzled that consists of three elements: Rules for solitaire play. New rules for playing with two players. Mission cards that present players with new challenges that scale in difficulty based on their experience. On this last topic, mission cards come in easy, normal and hard difficulty levels, and based on the experience of the players, you set up a deck of missions. Each round, the mission leader draws two of these cards, then decides which one to attempt. These missions might affect the number of starting cards in a round or allow players not to lose a round due to a specific condition, such as night or rain.

    7 in stock

    $11.96

  • Gamers Guild AZ Sweet Games The Grizzled: Armistice Edition Asmodee

    The Grizzled: Armistice Edition

    1 in stock

    The Grizzled: Armistice Edition, based on the The Grizzled, contains a campaign mechanism to give more structure to the story of friends surviving World War I. In The Grizzled: Armistice Edition, players take on the role of soldiers facing the Trials and Hard Knocks of the first World War. They work cooperatively across a campaign where they confront the major events of the war. From the introduction scenario of Boot Camp, through the nine different Missions, everything that happens carries forward and affects the next steps of the game. Players will need to make good decisions and support each other if they hope to make it to the end of the war alive.

    1 in stock

    $49.99$39.96

  • Gamers Guild AZ Days of Wonder Memoir '44: Winter Wars Asmodee

    Memoir '44: Winter Wars

    3 in stock

    As would befit your ration pack if you were about to embark on one of the coldest and most bitter fights of the war, The Memoir '44: Winter Wars expansion is packed with every thing you could ever need to engage in combat in a snow-covered environment. Included in this expansion: 10 scenarios, 88 Winter terrain tiles, 20 Winter Combat cards, 80 new Command cards designed specifically for Breakthrough battles, and more! This product is an expansion: Memoir '44 base game required to play.

    3 in stock

    $34.99$33.56

  • Gamers Guild AZ Days of Wonder Memoir '44 Asmodee

    Memoir '44

    2 in stock

    Memoir '44 is a unique historical game from Days of Wonder where players command a horde of little plastic Army men facing-off in dozens of WWII battles on an oversize hex game board. Each battle scenario mimics the historical terrain, troop placements and objectives of each army. Deploying forces through a variety of Command cards, the smart commander uses the unique skills of his units to their greatest strength. Easy to learn and fast-paced, Memoir '44 requites strategic card play, timely dice rolling and an aggressive, yet flexible battle plan to achieve victory. There are 17 unique historical scenarios, including a monster-size double-board version of Omaha Beach. The game has a double-sided, three section board map of the battlefield, featuring beach landings and countryside terrain. There are 44 lavishly painted double-sided terrain hexes, along with the 3D miniatures and obstacles to go on them. Also included are 60 Command cards, including 20 WWII Tactics cards and 40 troop movement Section cards, and two Army bags of incredibly detailed miniatures. You also get a cardholder to share with your "command staff" and some time-saving Terrain summary cards.

    2 in stock

    $64.99$51.99

  • Gamers Guild AZ Days of Wonder Memoir '44: Operation Overlord Asmodee

    Memoir '44: Operation Overlord

    2 in stock

    Take your Memoir '44 game to the next level with Operation Overlord and relive the battles of World War II on a grand scale! With up to 4 players per side, experience the highs and lows of being part of a military-style chain of command. This product is an expansion: Memoir '44 base game required to play.

    2 in stock

    $19.96

  • Gamers Guild AZ Days of Wonder Memoir '44: Terrain Pack Asmodee

    Memoir '44: Terrain Pack

    1 in stock

    From the sand dunes of North Africa to the mountain passes of Northern Italy; from the Pripet Marshes of Southern Belarus to the high ground surrounding Operation Market Garden... Prior to World War II, never before in history had a conflict been fought by so many people over such vast expanses of land and so many different terrain types. Filled to the brim with new terrain pieces, new elite unit badges, and additional victory medals, the Memoir '44: Terrain Pack expansion also includes dozens of new game elements, including rules for North African warfare, minefields, big gun markers, radar stations, supply depots, airfields and more. This product is an expansion: Memoir '44 base game required to play.

    1 in stock

    $23.84

  • Gamers Guild AZ Garphill Games Hadrian's Wall Renegade Games

    Hadrian's Wall

    5 in stock

    When visiting the North of Britannia in 122 AD, the Roman Emperor Hadrian Augustus witnessed the aftermath of war between his armies and the savage Picts. In a show of Roman might, he ordered a wall to be built that would separate the Pict tribes from the rest of England. Grand in its design, the wall stretched 80 Roman miles, from coast to coast.In Hadrian's Wall, players take on the role of a Roman General, placed in charge of constructing a milecastle and bordering wall. Over 6 years (rounds), players will construct their fort and wall, man the defenses, and attract civilians by building services and providing entertainment - all while defending the honor of the Roman Empire from the waring Picts. The player that can accumulate the most Renown, Piety, Valour, and Discipline, whilst avoiding Disdain, will prove to the Emperor they are the model Roman citizen and be crowned Legatus Legionis! Contents:2 Game Pads6 Player Boards50 Resources90 Workers48 Fate Cards72 Player Cards

    5 in stock

    $60.00

  • Gamers Guild AZ Board & Dice Books of Time GTS

    Books of Time

    4 in stock

    History of humankind has been written down for thousands of years. Our technological achievements, geographical discoveries, and the will to prosper are weaved into intricate threads spread throughout books that tell the story of our time on earth. Now you have the chance to shape this story.Books of Time puts a unique and exciting twist on tableau building, allowing you to construct three great books, each with their own sets of special abilities that you can write – and create incredible combinations. The story of a civilization is now truly at your fingertips.Books of Time is a unique tableau-building game, in which you not only select the paths of your progress but also create a ever-changing engine to tell the story of your civilization. You start the game by constructing three ring-binders: three books that you will fill with card-pages as the game progresses.★ A simple and fast-playing, innovative twist on tableau building and set collection.★ High quality components used in a unique way: build real books with cards as pages.★ Immersive art design, which combines impressive illustrations and intuitive graphic designContents• 8 x Industry Cover Tiles• 8 x Science Cover Tiles• 8 x Trade Cover Tiles• 2 x Chronicle Cover Tiles• 13 x Binder Rings• 5 x Bookmarks (1 In Each Of The 4 Player Colors And 1 Chronicle Bookmark)• 24 x Starting Pages• 72 x Regular Pages• 23 x Chronicle Pages• 1 x Civilization Board• 4 x Player Boards• 16 x Science Tokens• 4 x Player Reference Cards (1 Per Player)• 16 x Industry Objective Tiles• 16 x Science Objective Tiles• 16 x Trade Objective Tiles• 8 x Victory Point Tokens (With 50 Victory Points Printed On One Side, And 100 Victory Points Printed On The Other Side) Track Markers• 24 x File Tokens• 36 x Pen Tokens (28x Denomination of 1, 8x Denomination of 5)• 36 x Paper Tokens (28x Denomination of 1, 8x Denomination of 5)• 1 x Chronicle Lectern (To Be Assembled From Several Components)Ages 14+, 1-4 players, 45-60 minutes

    4 in stock

    $50.00$33.55

  • Gamers Guild AZ Days of Wonder Memoir '44: New Flight Plan Asmodee

    Memoir '44: New Flight Plan

    5 in stock

    Memoir '44 - New Flight Plan is an expansion for Memoir '44. Deploy air units, such as fighters, fighter-bombers and even bombers to support your troops on the battlefield. With an all-new set of streamlined rules, Memoir ’44 – New Flight Plan grants many new tactical options and is compatible with all existing scenarios in all theaters of operation. This product is an expansion: base game required to play

    5 in stock

    $59.99$47.96

  • Gamers Guild AZ Avalon Hill Axis & Allies: 1942 Second Edition Renegade Game Studios

    Axis & Allies: 1942 Second Edition

    4 in stock

    Spring 1942, The world is at war! Five major powers struggle for supremacy: Germany and Japan are aligned against the great alliance of the United Kingdom, the Soviet Union, and the United States. Designed for 2–5 players, the game is set in 1942—the historical high-water mark of Axis expansion. Show that you are a brilliant military strategist by planning your attacks, marshaling your forces into embattled territories, and resolving the conflicts. Victory goes to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world. Change the course of history in a few short hours! Features: Controlling one of the Axis or Allied powers, you will command both your country’s military forces and its wartime economy. Punchboard tokens are now double sided with resealable bags for storage! 410 plastic pieces with resealable bags for storage! Game board measures 40” wide x 26” high! Updated rulebook and reference cards based on Errata documents and FAQs! Contents Summary: 1 40” x 26” Game Board 1 Battle Strip 1 Casualty Strip 410 Plastic Pieces 12 Industrial Complex Markers 100 National Control Markers 5 Setup Cards 80 Chips 6 Dice At a Glance Number of Players: 2-5 For Ages: 12+ Playing Time: 3-4 hours Game Type: Strategy

    4 in stock

    $67.50

  • 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$51.96

  • Gamers Guild AZ Pearl Games Time of Empires Asmodee

    Time of Empires

    1 in stock

    In Time of Empires, take charge of a civilization and lead it through the ages from antiquity through the Middle Ages and the Industrial Revolution to modern times. Each epoch spans a preparation phase, an action phase, and a scoring phase. Other players have accepted the same charge you have and will be grappling with life through the action phase simultaneously with you in real time. Your two 30-second sand timers will trigger your actions — expanding your territory, building wonders, and discovering new technologies — while a soundtrack keeps the tempo of history. You probably won't be able to look everywhere at the same time, so try to ensure that you don't overlook a potential attack because you're too busy helping to complete a wonder!

    1 in stock

    $89.99$71.99

  • Gamers Guild AZ Days of Wonder Memoir '44: Pacific Theater Asmodee

    Memoir '44: Pacific Theater

    Out of stock

    From the jungles of Japanese-occupied Burma to the desolate slopes of long-forgotten atolls, discover this latest exciting expansion for Memoir '44! The Pacific Theater expansion introduces new units, new weapons, new terrains and features, and new figures and more. Use new rules, like the Japanese "Banzai!" war cry or the Marines' "Gung Ho" rally cry to win the battles of Iwo Jima or Okinawa! This product is an expansion: Memoir '44 base game required to play.

    Out of stock

    $39.99$31.96

  • Gamers Guild AZ Sweet Games The Grizzled Asmodee

    The Grizzled

    Out of stock

    The Grizzled is a cooperative game about survival in the trenches during the first World War where players win or lose together. Each round, the current team leader will choose how many cards every player draws. Then, going around the table, players must either play a card in their hand or back out of the mission. Each card represents either threats to the team (such as mortar shells and weather conditions) or negative personality traits (such as frightened or obsessive). At the end of the round, more cards are added to the draw deck. The game ends only if the players can deplete the draw deck as well as their hands without letting time run out. If one threat shows up too many times, the team fails the mission. The team must play their threats correctly in order to gain any progress. However, most of the information in a players hand remains secret throughout the game. Planning, teamwork, and a little luck are the tools you'll need to win this cooperative game for two to five players.

    Out of stock

    $24.99$19.92

  • Gamers Guild AZ Days of Wonder Memoir '44: Mediterranean Theater Asmodee

    Memoir '44: Mediterranean Theater

    Out of stock

    The Memoir '44: Mediterranean Theater expansion introduces the British Army to the Memoir '44 game system, as well as a whole new class of Special Weapon Assets to embed in infantry units. Also included are eight new historical scenarios in North Africa, 44 new, double-sided Terrain tiles, plus new obstacles, markers, and special-forces badges. This product is an expansion: Memoir '44 base game required to play.

    Out of stock

    $31.96

  • Gamers Guild AZ Strategy & Tactics Strategy & Tactics #333: Operation Unthinkable GTS

    Strategy & Tactics #333: Operation Unthinkable

    Out of stock

    Operation Unthinkable is a two player alternative history wargame intended to investigate the strategic parameters that would have been in place during the first month of operations had the Anglo-Allies and Soviets gone to war against each other starting on or about July 1945. The map illustrates the militarily significant terrain found in and around this portion of Germany in 1945 when portrayed at this scale. Each hex on the map represents five miles (8 km) from side to opposite side. The Soviet units of maneuver are corps or corps equivalents (western division equivalents). Those on the Allied side are mostly divisions, along with a separate brigades and regiments. The rules abstractly represent air power with the presumption that the Allies would have unchallengeable air supremacy. Each full game turn represents half a week of real time. Components: One 22" x 34" map & 228 counters.

    Out of stock

    $49.99$39.96

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