Board Games | Wargames
Memoir '44: Pacific Theater
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.
$39.99$28.73
Memoir '44: Equipment Pack Expansion
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.
$59.99$42.50
Memoir '44: Mediterranean Theater
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.
$30.87
Memoir '44: Terrain Pack
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.
$23.95
Memoir '44
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.
$64.99$51.99
Memoir '44: Operation Overlord
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.
$17.10
Memoir '44: New Flight Plan
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
$59.99$39.97
Liberty Or Death (Third Printing)
"It will be necessary …to gain the hearts and subdue the minds of America." — British General Henry Clinton, In his Campaign Narrative of 1776."It’s easier to crush evils in their infancy than when grown to maturity."— British General Thomas Gage, March 28, 1775."It is evident the enemy mean to … oblige us to fight them on their own terms or surrender at discretion, or by a Brilliant Stroke endeavor to cut this army in pieces…"— George Washington in a letter to John Hancock, President of the Congress 1776.Volume V in GMT’s COIN Series takes us back to the struggle of the American Patriots against their parent British government. A unique multi-faction treatment of the American Revolution, Liberty or Death: The American Insurrection will take 1 to 4 players between lines of clashing red and blue infantry, Indian raids, European politics, British control of the seas, French intervention, and the propaganda war.Building off the good works of COIN Series Creator Volko Ruhnke and Series Designers Jeff Grossman, Brian Train, Mark Herman, and Andrew Ruhnke, Designer Harold Buchanan applies his knowledge of the American Revolutionary period to take a new look at the struggle that built a nation. COIN Series Developer Mike Bertucelli continues his work on this project and Volko Ruhnke is an active advisor.Liberty or Death: The American Insurrection features the same card-assisted counterinsurgency game system as GMT's Andean Abyss, Cuba Libre, A Distant Plain, Fire in the Lake, and Gallic War, with a set of twists that take the COIN Series to the 18th Century, including:★ Brilliant Strokes that trump initiative (Led by leaders like Washington, Rochambeau, Clinton and Joseph Brant)★ Irregular troops (Patriot Militia and Indian War Parties)★ Regular troops (British and French Regulars and Patriot Continentals) for battles and skirmishes with line infantry★ Rabble-rousing, Skirmishing, Tories, variable French entry, and Indian Raids★ Variable impact of naval commitments between the British and French★ French blockades to confound British plans★ French financing options to feed the Patriot’s war effort★ A large deck of 110 + cards for great play variety★ Short, medium, and long-length scenarios with period-event or random options.
$85.00$72.25
Undaunted: Battle Of Britain
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!
$55.00$46.75
Clash of Sovereigns: The War of the Austrian Succession 1740-48
December 1740: Young King Frederick II leads the army of upstart Prussia in a surprise invasion of Austrian Silesia. He hopes for an easy conquest of the rich province at a time when the Austrian Empire appears vulnerable following the death of Charles VI, King of Austria and Holy Roman Emperor. But despite internal opposition to the ‘Pragmatic Sanction’ that allowed a woman to inherit the throne, Austria’s new Queen, Maria Theresa, is cowed neither by Frederick, nor by France’s scheme to place a Bavarian puppet candidate on the throne of the Holy Roman Empire, nor by Spanish designs on Austria’s holdings in Italy. Amid these conflicting dynastic ambitions, Frederick’s local territorial coup proves to be only the opening act in a major European war that none of the great powers had anticipated - but all wished to profit from. It would ultimately span eight years and half the globe. Clash of Sovereigns (COS), GMT’s 2-4 player card-driven game of the War of the Austrian Succession, has been 9 years in the making. It is a free-wheeling, faster-playing, stream-lined “nephew” of the widely-regarded Clash of Monarchs (COM). A 12-hour campaign game and three shorter scenarios covering 2-3 years apiece that can be played to completion in as little as three hours! 2-4 players. The French, Prussians/Spanish (“Pr/Span”), Austrians, and British/ Piedmontese (“Br/Pied”) each have their own separate card decks divided into Early, Middle, and Late war periods Half a dozen minor powers add their own blood and diplomatic wrinkles to the tableau – and can sometimes reshape it utterly by switching sides. Leaders are rated for Initiative, Offense and Defense modifiers, and Action Points. Distinctive national tactics and troop quality factors are ‘captured’ by Army Battle Ratings (which evolve over time) and event and Battle Tactics cards. A simple, but significant, naval sub-game simulates naval operations in the Mediterranean and Atlantic, including the annual Bourbon Treasure Fleet’s risky voyage home. Colonial conflicts in Canada and India are simulated by event cards Design-for-Effect economic factors are “baked into” the event and reinforcement cards and can therefore be resolved in only a small fraction of the time required by COM’s more complex economic model.
$69.00$49.92
Car Wars: Sonic Strike
Head back into the arena for more autodueling action!Sonic Strike is a single-player expansion for Car Wars Sixth Edition that comes with 40 ALL-NEW cards to add to your collection. Use sonic weapons to bring your opponents to a screeching halt. Say hello to six new Crew members and take advantage of their unique abilities. Need to grab a bite? The new Grilled Cheese Dispenser will help keep you going until the battle is won. Make the arena your own with Sonic Strike!This is an expansion for Car Wars Sixth Edition. It is not a stand-alone game.This is an expansion for Car Wars Sixth Edition. It is not a stand-alone game.
$10.95$9.31
The Battle of White Plains
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.
$69.00$55.96
Espana 1936
Lovers of strategy and historical simulation are in luck. 16 years after the initial publication, España 1936 returns to stores with completely revamped artwork and with the Armada expansion included. Armada takes place in 1938 and includes 8 optional cards that add uncertainty to the events. Are you ready to be immersed in history?
$59.99$50.99
Car Wars: Aggressive Arsenal
It’s time to get aggro!Aggressive Arsenal is a single-player expansion for Car Wars Sixth Edition that comes with 40 cards to add to your collection. Customize your game with enhanced options for weapons, structure, accessories and terrain. From the stopping power of the Dreadnaught to the precision of the Advanced Firing Interface, Aggressive Arsenal has what you need to emerge victorious! This set reprints all cards originally found in Miniatures Set 1.This is an expansion for Car Wars Sixth Edition. It is not a stand-alone game.
$10.95$9.31
Car Wars 2 Player Starter Set - Orange/Purple
A complete redesign of the original game of autoduelling, Car Wars Sixth Edition plays faster and includes new plastic miniatures! The relaunched Car Wars Sixth Edition line is getting a new, eye-catching cover-art treatment. This new, streamlined Starter Set has everything two players need to go head-to-head in the arena. Take the included sample car out for an Amateur Night spin, or build your own car with 50 customization cards for each player! Contents: Two pre-assembled minis: Sawtooth (from Miniatures Set 4) and Pure Energy (from Miniatures Set 2) Miniatures come pre-assembled and unpainted Two car bases (one orange and one purple) Two dashboards (one orange and one purple) Four counter sheets (dashboard sliders, barrier and wreck tokens, two turning keys, and other assorted tokens) Dice pack (20 dice: six yellow, four blue, three red, three green, two black, and two white) Updated Rulebook now includes a sample car build with helpful hints for your first game and all-new quick-reference material on the back cover.
$44.95$38.21
Car Wars - Core Set
Drive Offensively! Car Wars is a game featuring freeways of the future in which the right of way goes to those with the biggest guns. Players choose their vehicle — complete with weapons, armor, power plants, suspension, and even body style — then they take them out on the road, either to come home as "aces" or to crash and burn. If a driver survives, his abilities improve and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles. This entry covers Car Wars and Car Wars Deluxe, the first two editions of the rules. See also: Car Wars Compendium, a.k.a. CWC and CWCII, for the third and fourth editions of the rules Car Wars (Fifth Edition) for the revised and simplified edition of the game Mini Car Wars, an introductory version of Car Wars originally printed on a single sheet of paper, requiring only a pencil and six-sided dice. Car Wars Series for a complete list of expansions and supplements (including Autoduel Quarterly, the forty-issue Car Wars magazine)
$149.95$107.05
Car Wars (Sixth Edition) Miniatures Set 1
More cars! More cards! More chaos!Includes five miniatures:Scimitar, Joseph Special, Pillbug, Hades, and Hydra.Miniatures are pre-assembled and unpainted.148 cards including structure cards, accessory/upgrade cards, and weapons cards.Four colored bases (red, yellow, blue, and green)
$39.95$36.40
Car Wars (Sixth Edition) Miniatures Box A
Six pre-assembled, unpainted miniatures: Dragon, Slipstream, Jackrabbit, Superflash, Goblin, and Boomerang! Two dashboards and bases (red and yellow) 100 game cards Counter sheets with dashboard sliders and barrier/wreck tokens
$44.95$38.21
Car Wars (Sixth Edition) Miniatures Box B (Pre-Order)
This item is a pre-order item with an expected release date of Q2 2025. Orders containing a pre-order item WILL NOT SHIP until the final pre-order item is able to be shipped. Dates and product details are subject to change as new information from the manufacturer is updated. Six pre-assembled, unpainted miniatures: Scarab, Warhawk, Hotshot, Hammer, Butcher, and Typhoon! Two dashboards and bases (one green set and one blue set). 100 Game Cards Counter sheets with dashboard sliders and barrier/wreck tokens.
$44.95$38.21
Car Wars (Sixth Edition) - Companion
Whether you`re a rookie driver or a veteran duelist, this book is a must-have for your Car Wars Sixth Edition games! This is a 103-page softcover book filled with scenarios and additional rules.
$29.95$25.46
Clearance - Car Wars - Core Set
Drive Offensively! Car Wars is a game featuring freeways of the future in which the right of way goes to those with the biggest guns. Players choose their vehicle — complete with weapons, armor, power plants, suspension, and even body style — then they take them out on the road, either to come home as "aces" or to crash and burn. If a driver survives, his abilities improve and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles. This entry covers Car Wars and Car Wars Deluxe, the first two editions of the rules. See also: Car Wars Compendium, a.k.a. CWC and CWCII, for the third and fourth editions of the rules Car Wars (Fifth Edition) for the revised and simplified edition of the game Mini Car Wars, an introductory version of Car Wars originally printed on a single sheet of paper, requiring only a pencil and six-sided dice. Car Wars Series for a complete list of expansions and supplements (including Autoduel Quarterly, the forty-issue Car Wars magazine)
$149.95$87.76