Wars from a more elegant age of sails and horses. They use a similar multi-player game system, driven by fast card play and filled with back-stabbing diplomacy.
The Wars of Napoleon, covered in a dozen scenarios for two to seven players. Decadently thick tiles serve as playing pieces, with original paintings of the soldiers of each major power plus the minor participants.
The Seven Years War, with a scenario for each eventful year plus a campaign game. Two to eight players take the role of Europe’s warrior-monarchs and vie for control of the entire world: the map covers not only Europe but also the Americans, Africa, India and the Spice Islands.
A player’s guide to Soldier Kings: strategy, great optional rules and variants (like Pre-War Options and National Aspirations) and historical background are packed into this 64-page book.
The Second World War
Pacific War uses three maps to display
the breadth of its conflict, Imperial Japan's
attempt to displace the United States and
Britain as master of Asia and the Pacific.
Two to four players represent the United States,
Japan, Britain and the Soviet Union. Once
again there are multiple scenarios, allowing
players to pick up the conflict with its early
roots in 1939, the Japanese attack of 1941,
the turning point of 1943 or the final confrontation
starting in 1944. Plus the game includes the
scenario book allowing it to be combined with
the out-of-print Third Reich.
These games give equal weight to the political,
economic, military and diplomatic struggles that determined humanity's
future. Players have to balance all of these factors: Economic
resources, measured as Basic Resource Points (BRPs) are spent to build
new units, fund offensives, replace combat losses, bribe minor nations
to favor one side or the other, or send fleets to sea. Armies seize or
defend resource-rich areas, while aircraft and submarines can attack
other powers' economic infrastructure. Every turn's a balancing act.