Tuesday, July 3, 2012

Tet Offensive Module

On January 30, 1968 the combined forces of the Viet Cong and the North Vietnamese Army launched a countrywide offensive directed at the major cities and towns of Vietnam. The offensive was unprecedented in its scope and violence and would eventually prove to be the deciding battle of the war. The game, in somewhat abstract terms, covers all of the important events of the battle. Morale plays a major part of the game, in fact the way to win is by demoralizing your opponent. Included in the rules are variants, including a 4-player version, and historical commentaries and analysis.

Tet Offensive at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads provided by Brian Mason.

Downloads - VASSAL
Module: Tet_Offensive_v1.0.vmod (v1.0 - 2012-07-03)

Downloads - Rules
Rules: Tet_Offensive_Rules.pdf (2012-07-03)
Hotkeys: Tet_Offensive_Hot_Keys.txt (2012-07-03)

Screenshots

Wednesday, May 30, 2012

Update: B-17

The B-17: Queen of the Skies module has been updated at the VASSAL website. It adds the Italian Campaign as well as some minor changes.

Find it here:
http://bggames01.blogspot.com/2010/03/b-17-queen-of-skies-module.html

Monday, April 16, 2012

Update: Rallyman

Rallyman module updated to v4.0.1. Small bug where Zone B boards in Custom Rally showed as Zone A on one side.

Find it here:
http://bggames01.blogspot.com/2010/11/rallyman-module.html

Monday, March 12, 2012

Eclipse Module

The galaxy has been a peaceful place for many years. After the ruthless Terran–Hegemony War (30.027–33.364), much effort has been employed by all major spacefaring species to prevent the terrifying events from repeating themselves. The Galactic Council was formed to enforce precious peace and it has taken many courageous efforts to prevent the escalation of malicious acts. Nevertheless, tension and discord are growing among the seven major species and in the Council itself. Old alliances are shattering and hasty diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable – only the outcome of the galactic conflict remains to be seen. Which faction will emerge victorious and lead the galaxy under its rule?

Show More... A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You will explore new star systems, research technologies and build spaceships to wage war with. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species while paying attention to the other civilizations' endeavors.

The shadows of the great civilizations are about to eclipse the galaxy. Lead your people to victory!



Eclipse at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: Eclipse_152.vmod (v1.52 - 2012-02-02)

Downloads - Rules
Rules: Eclipse-Rules.zip (2012-03-12)

Includes:
  • 2012-03-06 Eclipse FAQ.rtf
  • Eclipse_player_reference.pdf
  • Eclipse_ref_sheet_v2.pdf
  • Eclipse_rules_EN_compr.pdf
  • Eclipse_summarypage.pdf

Screenshots

Thursday, February 16, 2012

Chicago Express Module

Harry Wu's Chicago Express is an innovative new boardgame with no luck factor. Chicago Express was originally released in a limited format by Winsome Games as Wabash Cannonball and it was the first game in Winsome's Historic Railroads System.

In the game the B&O, C&O, Pennsylvania and New York Central railroads drive from the East Coast across the growing eastern US to Chicago. Smaller, more aggressive railroads like the Wabash spring up to further expand America's extensive railroads. The sharpest railroad executives vie for the maximum return on their investment in this business game lasting about one hour. This game can be played by 2-6 players, but it is best with 3 or 4 players. Ages 14 and up.

Chicago Express at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: Chicago_Express.vmod (v1.0 beta 2012-02-16) – by glocko

Downloads - Rules
Rules: Chicago Express - Rules.pdf (2012-02-16)

Screenshots


Illuminati Deluxe Module

Illuminati is a classic Steve Jackson game of world domination. Each player takes on the role of a secret society attempting to spread its tendrils into special interest groups throughout the world.

The game consists of three different cards (illuminati cards, group cards, and special event cards) and money. During a player's turn, a new card is drawn from a deck containing both group cards and special event cards. If it is a special event, the player in turn keeps the card and plays it when desired. If it is a group card, it is turned up along with any other face-up cards. The player in turn may then attempt to take over any group. This can be either a group on the table or a group already controlled by another player. If another player already controls the group it is more difficult to take it over, but not impossible.
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How difficult it is to take over a group depends on the strength of the controlling group, the resistance of the group being taken over, the proximity of the group being taken over to the controlling player's illuminati card (if someone already controls it), and other factors. Once this is determined, both the attacking and defending player can modify the odds further by spending "megabucks". Once a group is taken over, it has to be attached to the card structure the player already controls. How cards can be attached to each other is limited by in- and outbound arrows on the cards, and maintaining a well-structured tree of groups can be vital to success.

The winning condition for each player is different and depends on what illuminati card that player has.


Illuminati at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: Illuminati-Deluxe.zip (v2.1 - 2012-02-16) – by Mycenae

Includes:
  • Illuminati Deluxe
  • Bavarian Fire Drills
  • Y2K
  • Mutual Assured Distraction
  • Unconstitutional! Promo Card

Downloads - Rules
Rules: Illuminati-Rules.zip (2012-02-16)

Includes:
  • Rules - Illuminati.pdf
  • Rules - Exp Bavarian Fire Drill.pdf
  • Rules - Exp MAD.pdf
  • Rules - Exp Y2K.pdf

Screenshots


No Peace Without Spain! Module

No Peace Without Spain is a two player game depicting the War of the Spanish Succession. The war was fought primarily to determine the fate of the Spanish throne and its dominions but also represented a continuing struggle for political, religious and economic dominance. One player represents the interests of the French claimant, Philip V (the Bourbons), while the other player represents the interests of the Austrian claimant, Charles III (the Alliance").

In November 1700, King Carlos II of Spain died without an heir. The long-standing feud between the Bourbons and Habsburgs erupted once again as both sides pressed their claim to the throne. No Peace Without Spain is a two-player game that elegantly recreates this epic struggle using a point-to-point map and a single deck of 55 cards. Action cards are used to activate armies for movement and siege, while event cards bring historical and special events into play that can swing the tide of fortune when least expected. Each turn represents one year, each corps represents 10,000 men of all arms and each leader represents a major commander and his staff.
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The game features an easy and intuitive battle system that highlights a unique aspect of this war: team-based battle command, perhaps the most famous example being the extraordinary success achieved by the partnership of two of the war’s most prominent commanders, the Duke of Marlborough and Prince Eugene of Savoy. The Bourbon cause has talented leaders as well, notably Marshals Villars, Vendome and Berwick. These and other leaders are rated for Tactical and Command capabilities and they significantly influence the course of events.

The map stresses the importance of fortresses in a war that was probably the high-point of formal siege warfare. Fortresses in this era rarely held out against a besieger that had the necessary time and manpower to conduct a proper siege, and the game neatly recreates this with a simple siege table that leaves room for unusually stout defenses or quick collapses.

Victory points are gained or lost by the Alliance player and game victory comes either through automatic victory or based on final VPs after the 1713 turn.

Each turn is one year. Each unit represents approximately 10,000 men of all arms. Leader counters represent the named personality and his staff.

24 pages of rulebook including extended example of play and designer's notes.


NPWS at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: NPwS_(v1.01).vmod (2012-02-24) – by Joel Toppen
2012-02-24: Updated v1 -> v1.01

Downloads - Rules
Rules: NPWS-Rules.zip (2012-02-16)

Includes:
  • NPWS-rulebook-final-May31-2011.pdf
  • NPWS-Errata-Clarifictions-101011-v1.1.pdf
  • NPWS-PlayerAid.jpg

Screenshots


Rommel in the Desert Module

Rommel in the Desert is a pre-"Front" game touching on the conflict between the British and Germans in North Africa during WWII. A game of maneuver, each side has to move with precision and know when to strike, since a cut in supply spells disaster for either side. The supply system is card driven. The game comes with a well painted map of North Africa and 100 wooden blocks to represent the British and Germans.
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This title uses Columbia Games Block system. While there are variations in the rule sets for each of their games none the less all of their games are based on block system. Basically this means that rather than the traditional use of counters to represent units on the map the game instead uses wooden blocks that stand upright and with unit details only shown on one side of the blocks. This does two things: First it provides an easy way of producing a "fog of war" because your opponent can not tell, save through good memory, what type of unit a specific piece is and its current strength. Second, by having the blocks stand on end it provides a way to keep track of a units strength by rotating the block so the current strength is the top number. Most war games have some type of mechanism that lets units take steps in their overall strength. Counters normally have at most two steps because of they only have two sides, however blocks have four and so now you can easily keep track of twice the amount of detail that many other war games provide. With the use of blocks Columbia has provided a way of adding a good deal of depth to their war games without adding further complex layers of bookkeeping and thus allow for interesting and relatively short sessions of play.


Rommel in the Desert at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: Rommel-Desert-v7.vmod (2012-02-16) – by Stan Hilinski, wag

Downloads - Rules
Rules: RITD-Rules.pdf (2012-02-16)

Screenshots


Shenandoah: Jackson's Valley Campaign Module

Shenandoah covers the remarkable Valley Campaign of May/June 1862. Led by Thomas 'Stonewall' Jackson, a smaller Confederate army with audacious marching and fighting, paralyzed and defeated three enveloping Union armies. Military students worldwide study Jackson's strategy and tactics to this day.

The CSA player has the advantage of central position, but must use it aggressively to prevent the Union armies from combining against him. The USA player has a clear advantage in numbers, but must cope with a command system that penalizes the wide separation of his three forces.

Shenandoah at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: Shenandoah_v2.vmod (2012-02-16) – by Stan Hilinski

Downloads - Rules
Rules: Rules.pdf (2012-02-16)
OBs: OBs.pdf (2012-02-16)

Screenshots


Friday, February 10, 2012

First Team: Vietnam Module

A solitaire game of the 1st Air Cavalry's campaign in the Ia Drang Valley in October 1965. The NVA forces had been building up all year for the first major strike intended to cut South Vietnam in half, and on October 19th the plan went into effect.
The player controls the American forces and the game system controls the NVA.

Scale: the game map covers 400 square miles (point to point distances vary), two day turns, each combat strength equals from one to three hundred men.

First Team at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: First_Team_11a.vmod (v1.1 - 2012-02-10) – by theaney

Downloads - Rules
Rules: First_Team_Rules.pdf (2012-02-10)

Screenshots




Hellenes: Campaigns of the Peloponnesian War Module

Hellenes: Campaigns of the Peloponnesian War (GMT Games) is 2 player game on the Peloponnesian War of the Greek classical age designed by Craig Besinque (EuroFront series). Based on a variant of the Hammer of the Scots/Liberty system, Hellenes features good historical flavor, fast play, and lots of options for both players.

One player plays Sparta, the dominant land power of the era; the other plays Athens, the dominant sea power. Each side also seeks the allegiance of minor Greek city-states and barbarian tribes: some that persevere and others that come and go. Revolts, sieges, leaders, wintering, and civic discord all play important roles.
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The object of the game is to erode enemy morale to the point of Surrender by capturing cities, winning battles, and devastating enemy territory with raids. Walled cities are very strong in defense, leaving Siege as a common method of reduction. But if a Siege is broken by a relieving force, the lost battle reduces the besieger's morale!

The map depicts Ancient Greece in the Aegean area, including the Peloponnese, continental Greece, Macedonia, Thrace and Ionia. A separate area on the map contains Sicily. Units include fleets, cavalry, archers, infantry and hoplites. Cards drive military actions and special events. Each card has both an Action value and an Event, and can be played for either purpose but not both. Actions include unit buildup, adding new units and group movement. Events include leader change, plague, barbarian uprisings, revolts, civil unrest, etc.

Hellenes includes 4 scenarios: The 431 BC Campaign (10 turns), The Sicily Campaign (5 turns), The 415 BC Campaign (12 turns), and The 413 BC Campaign (10 turns). Each one plays in about 3-6 hours.

In order to legally use these files to play a game online via VASSAL, at least one of the players must own a copy of the boardgame upon which that VASSAL set is based. All rights, copyrights, and trademarks of these sets and their original boardgames remain vested in GMT Games, LLC and the original game artists. Any use of these materials except for the express non-commercial use of playing a GMT boardgame via VASSAL over the internet is prohibited without express permission from GMT Games, LLC.


Hellenes at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: Hellenes_v.1.vmod (2012-02-10) – by Alexander331bc

Downloads - Rules
Rules: Hellenes-Docs.zip (2012-02-10)

Includes:
  • Hellenes_Extended_Summary_V1.1.pdf
  • Hellenes_Card_Listing.pdf
  • Hellenes_Quick_Start.doc
  • Hellenes_Rule_Summary_v2.pdf
  • Hellenes_Errata_and_Clarifications_.pdf
  • Hellenes-Rules-v3.pdf
  • Hellenes-EOP-v3.pdf

Links
Hellenes FAQ: common confusions from the Rules forum and the official errata

Screenshots


Friday, February 3, 2012

Update: Rallyman Dirt

Rallyman module updated to v4.0. Overhaul of the module contents, included the Dirt expansion and driver dashboards, Ace and Sisu cards.

Find it here:
http://bggames01.blogspot.com/2010/11/rallyman-module.html

Wednesday, January 25, 2012

Tokyo Express Module

Tokyo Express is a solitaire and two-player simulation of the night naval battles off Guadalcanal. In the solitaire version, you command the US fleet, awaiting the emergence of the Tokyo Express from the darkness. You group your ships into formations, assigning them orders, and select the targets to attack with torpedoes and guns. Simple mechanisms control Japanese maneuvers and target assignments in a realistic manner. You never know when combat will occur until the explosion of torpedo salvos signals the presence of Japanese forces who detected you first and made their surprise attacks. The two-player version modifies the solitaire game and pits players against each other in an exciting recreation of World War II naval combat. Tokyo Express is graduated in complexity to help you learn the rules as you play.

Tokyo Express at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - VASSAL
Module: Tokyo_express_v.098.vmod (v0.98 - 2012-01-25) by rickbill, Tormenta

Downloads - Rules
Rules: TokyoExpress-Rules.zip (2012-01-25)

Includes:
  • Tokyo-Express-Basic.pdf
  • Tokyo-Express-Advanced.pdf
  • Tokyo-Express-Japanese-Record-Pad.pdf
  • Tokyo-Express-US-Record-Pad.pdf
  • Tokyo-Express-Expansion-v1a.pdf
  • Tokyo-Express-TG25.4-Introduction.pdf
  • Tokyo-Express-TG28.5-Campaign.pdf
  • Tokyo-Express-TG30.1-AdvancedCampaignRules.pdf

Screenshots


Monday, January 23, 2012

Update: Dominion v1.7 + Hinterlands Expansion

Updated the Dominion module to v1.7. Minor changes, bane bug fixed.

Following expansions updated:
- Promo
- Cornucopia
- Hinterlands (new)

Find it here:
http://bggames01.blogspot.com/2010/08/dominion-module.html

Saturday, January 21, 2012

Paul Koenig's D-Day Module & Gamebox

Five games in one!

Juno: The Canadian Beach is the first game in the Paul Koenig’s D-Day series of five titles covering the first three nail-biting days (June 6 – 9, 1944) of Allied landings in France to liberate Europe during World War 2. Using fluid and dynamic systems for integrating the fierce combat and rapid movements of the companies and battalions contesting the beaches, cliffs, swamps and bocage bordering the rough North Sea coast, players will find the easy rules to offer rich puzzles and surprising opportunities on the cross-map march to victory.

Can the Canadian 3rd Division find sufficient air, naval, and artillery support to clear Juno Beach and advance inland through the bocage country to the south and link up with the British beaches to the east? Or will the German defenders of the 716th Division react in time, bringing up their anti-tank assets to stop the Canadians on the beaches as they did at Dieppe two years earlier? The German commander, Erwin Rommel, planned to stop the invasion on the beaches… and it nearly happened!
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Utah and Omaha: The American Beaches are the second and third games in Paul Koenig’s D-Day series of five titles covering the first three nail-biting days (June 6 – 8, 1944) of Allied landings in France to liberate Europe during World War 2. Using fluid and dynamic systems for integrating the fierce combat and rapid movements of the companies and battalions contesting the beaches, cliffs, swamps and bocage bordering the rough North Sea coast, players will find the easy rules to offer rich puzzles and surprising opportunities on the cross-map march to victory.

On the two western beachheads, the Americans faced problems galore and some of the worst terrain encountered by the Allies. It seemed that Murphy’s Law was in full effect: “Everything that can go wrong will go wrong – and at the worst possible moment.” Yet despite widely scattered air drops, confusion and stiff German resistance, an American victory was won and the beaches secured. However, the cost in lives of this close-fought campaign will see it always remembered as “Bloody Omaha.”

Sword and Gold: The British Beaches are the fourth and fifth games in Paul Koenig’s D-Day series of five titles covering the first three nail-biting days (June 6 - 8, 1944) of Allied landings in France to liberate Europe during World War 2. Using fluid and dynamic systems for integrating the fierce combat and rapid movements of the companies and battalions contesting the beaches, cliffs, swamps and bocage bordering the rough North Sea coast, players will find the easy rules to offer rich puzzles and surprising opportunities on the cross-map march to victory.

Bernard Law Montgomery led the Allied landings on the beaches closest to Germany, with the ambitious goal of moving inland and reaching the vital city of Caen within a day or two (dubbed "Operation Neptune"). But the German 716th Division, support by elements of the 21st Panzer Division, slowed the British advance down during these critical first few days and ultimately kept ‘Monty’ out of Caen until, after Allied offensives in June, July, and August, they cleared the area once and for all.


Complexity: 4 on a 9 scale
Solitaire Suitability: 8 on a 9 scale
Game Scale: Each unit is 1 company to regiment, each hex is 1 kilometer, and each turn is about 4.5 hours.

If you like these games, you can buy them from Victory Point Games.


PK D-Day at BGG: BoardGameGeek.com 1, BoardGameGeek.com 2, BoardGameGeek.com 3
VASSAL: vassalengine.org
ZunTzu: ZunTzu.com

Downloads - VASSAL
Module: PKDDay-1.0.vmod (v1.0 - 2012-01-21)

Downloads - Rules
Rules: PKDD-rules.pdf (2012-01-21)
Optional Rules: PKDD-optional-rules.pdf (2012-01-21)
Special Rules: PKDD-special-rules.pdf (2012-01-21)
Examples: PKDD-examples.pdf (2012-01-21)

Downloads - ZunTzu
Gamebox: PKDDay-ZunTzu.zip (2012-01-23) - by VPG; American and Canadian beaches only

Screenshots




Saturday, January 14, 2012

BattleLore Module

This game is based upon Richard Borg's Command and Colors system. The world of BattleLore meshes history and fantasy together - putting players in command of an array of miniature troops on the battlefields of a Medieval Europe Uchronia at the outset of the Hundred Years War.

Drawing on the strengths of Memoir '44, this Days of Wonder game takes the time-tested Command and Colors system to a new level and offers gamers of many backgrounds a chance to fight medieval battles with a dose of epic fantasy.

In this fantastical re-imagining of the Hundred Years War, French and English armies are supplemented with Goblins and Dwarves mercenaries and even some creatures like the Giant Spider and the Earth Elemental! Just as important as the armies you have, though, are the Lore Masters you choose to aid you: Wizards, Clerics, Warriors and Rogues can all aid you with unique powers and spells in ways role-playing gamers will find familiar.

BattleLore at BGG: BoardGameGeek.com
VASSAL: vassalengine.org

Downloads - Module
Module: BattleLore-3.0.vmod (v3.0 - 2012-01-14) – created by LurchBrick

Downloads - Rules
Rules: BattleLore-Rules.zip (2012-01-14)

Includes:
  • BattleLore Rules.pdf
  • BL Rules 01 - Adventures.pdf
  • BL Rules 02 - Updated Creatures Rules.pdf
  • BL Rules 03 - Creatures.pdf
  • BL Rules 04 - Dragons.pdf
  • BL Rules 05 - Heroes.pdf
  • BL Rules 06 - 100 YW Crossbows & Polearms.pdf
  • BL Rules 07 - Call to Arms.pdf
  • BL Rules 08 - Dwarven Battalion.pdf
  • BL Rules 09 - Epic Adventures.pdf
  • BL Rules 10 - Goblin Marauders.pdf
  • BL Rules 11 - Goblin Skirmishers.pdf
  • BL Rules 12 - Scottish Wars.pdf
  • BL Rules 13 - Horrific Horde.pdf
  • BL Rules 14 - Bearded Brave.pdf
  • BL Rules 15 - Code of Chivalry.pdf
  • BL - Cattle Riders.pdf
  • BL - Goblin Slingers.pdf
  • BL - Heroes sheet.pdf
  • BL - Troll Card.pdf
  • BL - Troll Stone Bridge.pdf

Screenshots




Sunday, January 8, 2012

Fortress America (MB) Module & Gamebox

Fortress America, originally part of Milton Bradley's Gamemaster series, depicts an alternate near-future in which all of the world attacks and invades the continental United States. From the west arrives hordes of Asian foes; from the south arrives a union of South American countries through Mexico, and from the east lands come legions of Soviets who have taken over all of Europe. America besieged has to rely on the remaining ground and air forces left in the country along with partisan uprisings to defend mom's apple pie.

Up to four players can play Fortress America, one player being the U.S. and up to three others controlling the invading units from a particular direction. Being a near future scenario, the units in the game include conventional infantry, APCs, hovertanks, helicopters, bombers, US partisan units, and special "Star Wars" laser relay systems that fire from space.
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The game emphasizes combined arms in that players receive a bonus if infantry, mechanized, and air power are all used in a conflict. For the invading countries, all the units they receive for the game are given at the start so they must manage them wisely. The U.S., however, starts with a skeleton defense and builds up throughout the game through a random deck of cards. Further, the U.S. slowly builds up its Star Wars system, so the longer the invaders are delayed, the more powerful the U.S. becomes both conventionally and through its defense system.

Fantasy Flight Games is doing a slightly modified reprint of this, see:
www.fantasyflightgames.com/edge_minisite.asp?eidm=190


Fortress America at BGG: BoardGameGeek.com
VASSAL: vassalengine.org
ZunTzu: ZunTzu.com

Downloads
VASSAL Module: FortressAmericaMB.vmod (v1.0 - 2012-01-08)
ZunTzu Gamebox: Fortress+America.ztb (2012-01-08) (created by unknown)
Game Rules: PDF

Screenshots: