Wargame

Factions: Battlegrounds

In Factions: Battlegrounds, you take on the role of a general who's leading an army of troops, spellcasters, beasts, and mythological monsters into battle. You and the opposing generals determine the battleground, gather resources, and score points by eliminating enemy units. Whoever first captures 25 points of units wins.

In more detail, to set up choose one of the six factions in the game; each faction has twelve unique units and five "home terrain" cards that work well with your units. Players then take turns building the battleground by placing one terrain card at a time into the 3x3 grid, each terrain card is divided into a 2x2 grid, so the entire grid of play is 6x6. Whoever places terrain first has an advantage since they have more home terrain than other players, while players who go later during set up determine the location of resource centers on the battleground or recruit their starting units last so that they can respond to the choices of opponents. Units cost 1-5 gold, and each player can spend up to 10 gold on starting units, keeping anything unspent.

During a round, all units have the chance to move, with the highest-ranked units moving first and with ties being broken in favor of whoever has the most captains, followed by whoever has the most units. Each unit has a movement, attack, and health value, along with an indication of whether it generates gold or mana and (possibly) a spell that it can cast. After moving a unit, you can attack with it, whether melee or ranged as indicated on the card. If you defeat an enemy unit, you can points equal to its cost in gold, so while expensive units tend to be the most powerful, they also provide an opponent with their biggest target for points.

Prior to activating a unit on your turn, you can pay gold to recruit new units, and those units will slip into rank order for the turn, possibly allowing you to put a high-ranking unit into play directly and giving an opponent someone on the battleground that they didn't expect.

Once all the units have moved, players collect resources for units that gain them automatically and for units located on resource centers. Rounds continue until someone has collected 25 points of captured units, at which point they win immediately.

Factions: Battlegrounds is centered on inclusion and diversity, incorporating mythology from all over the world and representing traditionally European-based fantasy elements with underrepresented cultural elements.

Air, Land & Sea

In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!

As Supreme Commander of your country's military forces, you must carefully deploy your forces across three possible theaters of war: Air, Land, and Sea. The order you play your Battle cards is critical, and so is how you play them. All cards can either be played face-up or face-down. Playing a card face-up triggers its Tactical Ability, but the card must be played in its corresponding theater. Face-down cards are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities.

At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw.

You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war!

Pocket Battles: Celts vs. Romans

A war game that fits in the pocket!

When pressed for time and table space and the hankering for battle hits, this is the perfect remedy - and it is portable!

Tiles represent troops and troops make up units in your army: just determine the size of the battle and create your own army from a pool of existing troops.

Each tile hits on certain rolls, and some can only melee while others can shoot. Some tiles also have special traits which can affect their whole unit or their whole army.

Armies fight in three sectors - the battlefield. The goal is to eliminate at least half the value of your opponent's army.

Celts vs. Romans is the first in the Ancients line and also the first in the Pocket Battle series. Each Pocket Battles game will feature two armies from a particular era or genre (yes, fantasy and sci-fi, we are looking at you).

The basic rules of the game are fairly simple; two armies face each other in battle. The armies are split into three columns and two rows. Players must decide, at the start of the game, how many points they will give to their armies, determining how many points it will take to defeat the opponents army. (At least half of the points).

On you turn; you have to choose which faction of your army you will send off to battle! Attacks are made by using Order Tokens. If no Order Tokens are present on a unit, it costs just 1 token to issue orders to that unit. Issuing orders to the same unit in the same Battle Round would cost you the number of tokens present on the unit, plus 1. (So if there is one existing token on your unit, it would cost you two additional tokens to activate; if you had three tokens on the unit, it would cost you four additional tokens, and so on).

After a round of battle, you may choose to redeploy you units. (Units may move from the back of the row to the front of the same row, from the back of a row to the back of another row, or from the front of a row to the front of another row). Redeployment will not cost you any Order tokens.

The battle is over when one army defeats the other.

Contents:
60 tiles, 6 dice, 20 wound/order tokens, 2 player aids, 1 set of rules.

Romans: 1 aquilifer, 5 archers, 4 auxiliares, 1 ballista, 3 cataphracts, 3 cavalry, 1 centurion, 1 imaginifer, 1 imperator, 5 legionaries, 1 onager, 3 praetorians and 1 scorpio.

Celts: 1 champion, 1 chariot, 1 druid, 2 gaesatae, 1 hero, 3 horsemen, 4 javelinmen, 3 noblemen, 3 noble cavalry, 4 slingers, 5 warband, 1 warchief and 1 warrior queen.

Milito

Refight battles between the greatest armies of the Ancient World: Republican Roman, Carthaginian, Alexandrian Macedonian, Achaemenid Persian, and more!

Milito is a card-based, diceless wargame by Martin Wallace that puts you at the head of an Ancient army, making the key tactical decisions that will win or lose you the battle. Commanding a combination of troops unique to your own army, you'll play unit cards to take control of the battlefield. Skirmish with light troops to hold the enemy at bay, use your cavalry's maneuverability to your advantage, and advance your units of well-armored infantry to drive the enemy away. Flank attacks and army-specific leaders provide further tactical depth. Choose the right moment to commit your best units into the battle line, and capture three terrain areas to win the game.

Each card in your hand represents one of your army's units, which has the same strengths and weaknesses as its historical counterpart. Units are rated for speed, attack strength, defense strength, and other modifiers based on battlefield performance. Leader cards offer combat bonuses and have their own unique abilities — but be warned that not every leader card is an Alexander or Hannibal!

—description from the publisher

Battleship Card Game

A fun twist of the classic game! Rule the High Seas! Your mission is to gain control of five of the world's oceans. You must establish strong Task Forces to defeat your opponent. Dispatch your Fleet to any or all of the 5 oceans as you plan your strategy. Issue special commands that could block your opponent's movements. When you're ready to battle, engage your opponent in head-to-head combat. Take control of 3 oceans and you win! Contents: 2 decks of 36 fleet cards, 5 ocean cards, and rules booklet.