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We are proud to announce the companion game to GMT Games' award winning Europe Engulfed. In Asia Engulfed the action takes place across Asia and the Pacific covering the entire war from the attack at Pearl Harbor to the final collapse of the Japanese empire.
Asia Engulfed is a complete stand alone game or it can be combined with Europe Engulfed to simulate the entire Second World War. A complete set of combined game rules allow for unit transfer, production allocation, and combined victory conditions.

Asia Engulfed focuses on playability and making players feel the pressures their historical counterparts were under. Players actually feel the pressures and stresses felt by the strategic level commanders in the real war. The game achieves this level of playability without sacrificing historical detail. The entire campaign is playable in 6-to-9 hours once players become familiar with its elegant game systems.



Asia Engulfed Component List:

One 22" by 34" full color cardstock map
135 wooden blocks with stickers
68 round counters in three sizes
228 9/16" counters
One 24 page rulebook
One 24 page playbook
24 six sided dice (two sets of 12)
One air declaration and naval battle-board card
Several player aid cards

Asia Engulfed
Block Wargame
Links to Europe Engulfed
No. in Stock: 1
Price: $46.50










90,000 B.C. -- A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species. Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.



Each player will assume the role of one of six major animal classes -- mammal, reptile, bird, amphibian, arachnid or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed "survival of the fittest." Through wily action pawn placement, players will strive to become dominant on as many different terrain tiles as possible in order to claim powerful card effects. Players will also want to propagate their individual species in order to earn victory points for their particular animal. Players will be aided in these endeavors via speciation, migration and adaptation actions, among others.

All of this eventually leads to the end game -- the final ascent of the ice age -- where the player having accumulated the most victory points will have his animal crowned the Dominant Species.

But somebody better become dominant quickly, because it’s getting mighty cold....



Game Play:

The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tundra tiles will be placed atop the larger tiles -- converting them into tundra in the process -- as the ice age encroaches.

The cylindrical action pawns (or "AP"s) drive the game. Each AP will allow a player to perform the various actions that can be taken, such as speciation, environmental change, migration or glaciation. After being placed on the action display during the Planning Phase, an AP will trigger that particular action for the owning player during the Execution Phase.

Generally, players will be trying to enhance their own animals’ survivability while simultaneously trying to hinder that of their opponents’ -- hopefully collecting valuable victory points (or "VP"s) along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains.

Throughout the game, species cubes will be added to, moved about in, and removed from the tiles in play (the "earth"). Element disks will be added to and removed from both animals and earth.

When the game ends, players will conduct a final scoring of each tile -- after which the player controlling the animal with the highest VP total wins the game. Game Development by Kai Jensen



Components:

• a 20-page full-color rulebook
• one 22" x 34" mounted game board
• six Animal Displays
• 27 cards
• 31 large and 12 small hexagonal tiles used to create "Earth"
• 330 wooden cubes in six colors representing the Species belonging to the six Animal groups
• 60 wooden cylinders used for the Animals’ Action Pawns
• 60 wooden cones used as the Animals’ Domination markers
• 120 round markers representing the Earth’s resources, called "Elements"
• 6 square markers used to show each Animal's "Initiative" (turn order)
• one cloth bag

2-6 Players Ages 12+ 180 Minutes Playtime



Dominant Species

Dominant - Sold Out - Species!







The lineage of Here I Stand includes descent from both SPI's A Mighty Fortress (published in 1977) and GMT's The Napoleonic Wars (2002). Reusing the theme of A Mighty Fortress, the game improves on its predecessor with a much deeper system to handle religious conversions, the additions of New World exploration and Mediterranean piracy, and the explicit inclusion of minor powers that can be coerced into the conflict through card play. Borrowed from The Napoleonic Wars is the use of important cities to determine economic strength and elements of the land combat, avoid battle, and interception systems. Many game mechanics borrowed from The Napoleonic Wars were simplified to ensure a fast-paced game despite the wide range of factor considered by this design. From this base, the game adds mechanics unique to the 16th Century, including heavy use of short-term (and unreliable!) mercenaries, explicit wintering of armies, and the mercurial nature of siege operations, especially against targets that can be resupplied by sea.



Here I Stand is an innovative game system, being the first to integrate religion, politics, economics and diplomacy in a card-driven design. Games vary in length from 3-4 hours for a tournament scenario up to full campaign games that run about twice the time. Rules to play games with 2, 3, 4, or 5 players are also included. The 3-player game is just as well balanced as the standard 6-player configuration, taking advantage of the natural alliances of the period.



Game Components:

• Four thick full-color counter sheets
• One 22" x 34" full-color mounted mapboard
• 110 Strategy cards + 19 two-player diplomacy cards
• Ten 6-sided dice
• 2-page Rulebook
• 4-page Campaign Manual (including two-player rules
• Six full color 8.5" x 5.5" Power Cards
• Three full color Player Aid Cards (one and two-sided)
Here I Stand
Wars of the Reformation
Card Driven Wargame

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Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of event combinations similar to GMT's highly popular Twilight Struggle, Labyrinth portrays not only the US efforts to counter extremists' use of terrorist tactics but the wider ideological struggle--guerrilla warfare, regime change, democratization, and much more. Labyrinth features distinct operational options for each side that capture the asymmetrical nature of the conflict, while the event cards that drive its action pose a maze of political, religious, military, and economic issues.

1-2 Players Ages 12+ 180 Minutes Playtime



Contents:

1 Countersheet
1 22''x34''Mounted Mapboard
110 Playing Cards
Rules Booklet
2 Player Aid Sheets
1 Solitaire Play Sheet
30 Wooden Cubes
4 Six-sided Dice


Labyrinth: The War on Terror

No. in Stock: 1
Price: $46.90










Sekigahara is a three-hour, low-complexity block wargame based on Tokugawa's campaign in 1600 that would unify Japan for over 250 years.



The game features some unusual mechanisms:

-No dice are used; combat is decided with cards. Blocks = armies & cards = motivation. The combination of army and motivation produces impact on the battlefield. Armies without matching cards don't fight.

-Legitimacy is represented by hand size, which fluctuates each week according to the number of castles a player holds.

-The initial setup is variable, so the situation is always fresh. Concealed information (blocks and cards) lends additional uncertainty. In this way it 'feels' something like an actual campaign.

-Each player must rally the several daimyo of his coalition, managing the morale and motivation of each clan. The forces are dispersed, and while there are reasons to unify them, the objectives are also dispersed (and the time frame compact) so skirmishing will occur all over the island.



Sekigahara
The Unification of Japan
Block Wargame

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