Showing posts with label ZUNTZU. Show all posts
Showing posts with label ZUNTZU. Show all posts

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




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:




Monday, August 16, 2010

Thirty Years War: Europe in Agony, 1618-1648 Gamebox & Module

A direct descendant of Paths of Glory, 30 Years War covers the confusing post-Reformation conflict in central Europe, as the Holy Roman Empire attempts to reassert domination over the protestant states. On the side of Catholicism we have the Holy Roman Empire (Austria and some of Northern Italy at this point) and Spain, opposed by a cast of thousands: the German Protestants, Sweden at the height of her power, France, England, Denmark, and others.
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While there are some new mechanics, virtually the entire game is borrowed from elsewhere: Leader activations and movement are as in Hannibal, combat is straight out of Paths of Glory (minus the flanking), and Siege resolves much Hannibal. Your armies have to be paid, with Aid Points that are received just like Paths of Glory's RPs. An interesting twist is that the movement and support of armies results in the landscape getting Pillaged, so as the game goes on the board becomes less and less capable of supporting military operations.

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.


Thirty Years War at BGG: BoardGameGeek.com
VASSAL: vassalengine.org
ZunTzu: ZunTzu.com

Download vmod (created by Joel Toppen):
http://www.mediafire.com/file/56lq245565suzsb/30YW_v1_1.vmod
Download ztb (created by Pokke):
http://www.mediafire.com/file/a85iceil9s7783a/30YW.ztb
Download Rules:
http://www.mediafire.com/file/397smf9pvhh6oe4/thirty_years_war_tywrules.pdf
Link to Errata & Clarifications: http://www.gmtgames.com/nnty/errata.html

Screenshots:


Saturday, April 3, 2010

Gettysburg 88 Module & Gamebox

Gettysburg is a game played by moving blue and gray units representing the infantry, cavalry and artillery formations present at the historic battle on detailed mapboard representing the actual battlefield's terrain. You can be Gen. Robert E. Lee and command the hard-hitting Confederate Army of North Virginia… or You can be Gen. George G. Meade and command the stubborn but unlucky Union Army of the Potomac in its greatest crisis. Will history repeat itself or can it be changed? Your decisions will make the difference.

Gettysburg 88 at BGG: BoardGameGeek.com
VASSAL: vassalengine.org
ZunTzu: ZunTzu.com

Download vmod (created by Bill Thomson, Jeff Wise, Brent Easton):
http://www.mediafire.com/file/yx5xzur5gim/G88v31b01.vmod
Download ztb (created by Joao):
http://www.mediafire.com/file/otklmztimym/Gettysburg.ztb
Download Rules (package):
http://www.mediafire.com/file/yzvjdmmgxnm/gettysburg88-docs.zip
  • Rules
  • Battle Manual
  • Errata
  • Setup
  • Optional Rules
  • The General articles
Download Rules (The General additional): http://www.mediafire.com/file/mrwytdiymt2/Gettysburg88-The-General2.pdf
Download Rules (additional package): http://www.mediafire.com/file/tkwwohyuzwe/gettysburg88-docs2.zip
  • Terrain Clarification
  • Rule Clarifications (PBEM)
  • PBEM Rules Format

Screenshots:

Saturday, March 27, 2010

Patton's Best Module & Gamebox

Solitaire game of tank command. You control your Sherman tank (17 variations) and crew. Move into a new territory and deal with what you encounter.

From the back of the box:
PATTON'S BEST is The Avalon Hill Game Company's new solitaire game that puts you in the commander's seat of a Sherman tank in George Patton's best fighting division, the 4th Armored. You can play through a short engagement, a complete day of movement and battle, or follow the day-by-day European campaign of the 4th Armored Division. THe success and survival of your tank depends on your decisions.
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Button up for the safety or fight from an open hatch for better visibility? What type of ammo to load and fire at which target? Move forward for a more deadly side short, fall back to a hull down position, or put down a smoke screen?

You control only your tank and crew. Each crew member is rated for skill at his position, and his rating will affect how well he performs. Your crew will start with relatively low ratings, but if they can survive to become veterans, their ratings and the efficiency of your tank can improve. You will start out in a basic M4 Sherman tank, but may later command any of 17 different Sherman variations. The solitaire game system controls the generation and action of the German units you will be facing, and the rest of the American task force of which you are part. Included are three types of scenarios: Advances, representing the breakthroughs and rapid movements through enemy territory; Battles, where the Division is attacking prepared enemy positions; and Counterattacks, where you defend against german attacks.

• Command any one of 17 different American Sherman tank variations or the British Sherman Firefly variant included for comparisons.
• Fight a single engagement, a day of battle, or the entire campaign of the 4th Armored Division.
• Win promotions and decorations for valor.
• Skill ratings for each crew member affect performance and may improve.


Patton's Best at BGG: BoardGameGeek.com
VASSAL: vassalengine.org
ZunTzu: ZunTzu.com

Download mod (created by -E, expanded by BGGames01 – 2011-07-17):
http://www.mediafire.com/?cffdbd9gi5uwckl
v0.98 adds the East Front Campaign counters and charts
Download ztb (created by Gary Krockover):
http://www.mediafire.com/file/tdynz45jm3w/Pattons Best.ztb
Download Rules:
http://www.mediafire.com/file/dyduz5znygz/Pattons-Best-Rules.pdf
Download Charts:
http://www.mediafire.com/file/jbiloonnymq/Pattons-Best-Charts.pdf

Screenshots:

Thursday, March 25, 2010

Afrika Korps Module & Gamebox

Easy and fun historical game of Rommel’s battles with the English in North Africa during WW2. One of the early Avalon Hill beginner war games.

From the back of the box:
Ever since men began making weapons they have used them to create legends: in early 1941, when his conquest of Europe was embarrassed by the rout of his Italian allies in Africa, Hitler dispatched General Erwin Rommel to forestall a seemingly inevitable Axis defeat. Reorganizing the forces under his command as the Deutsches Afrika Korps (DAK), Rommel immediately launched the first of his legendary desert offensives.
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Now, the legend of "The Desert Fox" is recreated. From April 1941 through the climatic battle at El Alamein in later 1942. Afrika Korps simulates the mobile conflict between Rommel's Panzerarmee Afrika and the British Eighth Army defending Egypt and the Suez Canal. During each monthly game-turn, the initiative may switch from the Germany to the Allied player as both come to understand why Rommel called North Africa "A tactician's paradise; a logistical officer's nightmare."

A 2 on Avalon Hill's complexity scale of 1(low) to 10(high). Playing time 2 to 4 hours.


Afrika Korps at BGG: BoardGameGeek.com
VASSAL: vassalengine.org
ZunTzu: ZunTzu.com

Download vmod (created by Jeff Wise, Bill Thomson, Brent Easton):
http://www.mediafire.com/file/1y2enzm1ndi/AFKv221.vmod
Download ztb (created by Maaaaax ):
http://www.mediafire.com/file/1y3dy2yaznq/Afrika_Korps.ztb
Download Rules (original):
http://www.mediafire.com/file/ynwj2iwojwy/Afrika_Korps_3d_ed.pdf
Download Rules (reworked):
http://www.mediafire.com/file/yuyhfz0gjjm/AfrikaKorps_3d_Ed_Rules.doc

Screenshots:


Wednesday, March 24, 2010

Battle for Germany Module & Gamebox

This game is small, it only takes about three to four hours to play for players of normal skill and luck. The game starts in December of 1944 with the Ardennes Offensive (a variant allows the German player to skip this and save his strength). As a two-player game, it is interesting in that each player plays both an Allied army (Western Allies or Soviet Union) AND a German army (Western Front or Eastern Front). This forces each player to play offense and defense. The player playing the Western Allies and Eastern Germans has a very challenging task. The Western Germans have good defensive terrain (the Rhine river and Westwall defenses), while the Eastern Germans have weak units, a long front, very poor defensive terrain and they face a large Soviet and Yugoslav army. The only real advantage enjoyed by the East German player is the lack of victory points to be gained in the East, and the slow Soviet replacement rate. The Western Alllied units are very fast moving, but they don't usually get a chance to exploit this until the very end of the game (at best).
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The map is the same size as most SPI Quadrigames or folio games and has similar graphics. Cities are rated as 1 or 2 victory points, with Berlin worth 10. A line down the middle of Germany cannot be crossed (in the 2-player game), which makes Berlin the only city which can be captured by the Western Allies or the Soviets (ahistorical, but essential to the game's concept). Units are corps for the Germans and Western Allies and corps, armies, or fronts for the Soviet player. Each unit is rated for attack, defense and movement. Combat is decided by an odds-based combat results table and a die roll. Combat results include various combinations of retreat and elimination (there are no step losses, disruption or anything like this). Eliminated units can be replaced, but very slowly and (for some players) with the weakest available unit coming back first.

The game includes variants for 3- and 4-player versions where the Germans are played by 1 or 2 players, and a "red star/ white star" scenario where the Western Allies and Soviets fight it out with some help from the remnants of the German army.


Battle for Germany at BGG: BoardGameGeek.com
VASSAL: vassalengine.org
ZunTzu: ZunTzu.com

UPDATED – New v1.1:
  • Destroyed Fortress counters
  • VP control counters
  • Improved Graphical Dice (VASSAL Only)
Download vmod (v1.1):
http://www.mediafire.com/file/gz0zu5mnint/BattleForGermany.vmod Download ztb (v1.1):
http://www.mediafire.com/file/xumgmkwztm3/BattleForGermany.ztb

Download Rules:
http://www.mediafire.com/file/r5ozg0y00dm/BfG-Rules.pdf

Screenshots:

Sunday, March 7, 2010

Airships Gamebox

Airships is a very tactical dice-game. By cleverly combining the three-colored dice with the values on the cards, you take part in building zeppelins and finally the famous Hindenburg. From 2 to 4 players, 45-60 minutes.

Airships at BGG: BoardGameGeek.com
ZunTzu: ZunTzu.com

Download ztb: http://www.mediafire.com/file/lozn2wmmzkm/Airships.ztb
Download Rules:
EN:
http://www.mediafire.com/file/zzwhzjnwmoo/Spielregeln_Giganten_GB.pdf
Other languages:
http://www.queen-games.de/index.php?id=2514

Screenshots:

Thursday, February 18, 2010

Cold War Gamebox

A game for four players, Cold War gives you command of the economic, military, and intelligence forces of one of the contemporary world's major powers, and dares you to seize political, military, and economic control of as much of the world as possible. The only obstacles in your way are your three opponents, each of whom has a bag of dirty tricks to play and an equal stake in the world regions you claim for your own. Cold War is designed to be easy to learn, fun to play, and hard to win.

Cold War at BGG: BoardGameGeek.com
ZunTzu: ZunTzu.com

Download ztb: http://www.mediafire.com/file/1jawyjmwznq/ColdWar.ztb
Download Documents:
- Rules:
http://www.mediafire.com/file/jm3nmmm2f5d/Cold-War-Rules.pdf
- Player Summary:
http://www.mediafire.com/file/mno3nmyfymz/Cold-War-Summary-Sheet.pdf
- Play Aid:
http://www.mediafire.com/file/mtk2mycondz/Cold-War-Play-Aid.pdf



Screenshots:

Sunday, January 24, 2010

NATO: The Next War in Europe Gamebox

NATO: The Next War in Europe is an operational level simulation of potential NATO/Warsaw Pact conflict in Central Europe. The game is played on a single mapsheet, depicting the area from Denmark to the Swiss Alps, and from France to Poland. Each player maneuvers ground forces that include armor, mech, infantry, airborne, airmobile, and marine units in an effort to control - or deny - key geographical objectives. Designed to be played in one sitting, NATO combines ease of play with a sophisticated integrated system of unit differentiation, command and supply structure, air power, force projection, chemical warfare, and tactical nuclear warfare.

NATO at BGG: BoardGameGeek.com
ZunTzu: ZunTzu.com

Download ztb: http://www.mediafire.com/file/gczjt1jo4tg/NATO.ztb
Download Documents: http://www.mediafire.com/file/nylugu4r0z1/NATO-docs.zip
(includes: Rules, Player Inserts (Charts&Tables), Rules Summary, Strategies, The War of Nerves (new scenario), The War of Nerves 1981 Variant)

NEW! Download VASSAL module: http://www.mediafire.com/?ymjwg0yunkn
By Richard Lee

Screenshots:

Friday, December 25, 2009

Onslaught: D-Day to the Rhine Gamebox

Wargame based around the WW2 Western Allied campaign from just after the Normandy invasion to the crossing of the Rhine.

First significant mechanic is the unpredictable turn order - players dice for each turn, with the highest taking the turn. However, ties end that month's play (players draw fresh supply points each month, and the game ends after 20 months).
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Second significant mechanic is the use of (limited) supply points to activate stacks of units when it's your turn. Like games such as We the People/Hannibal: Rome vs. Carthage/Rommel in the Desert/Napoleon, you don't have the resources to activate all of your units each turn, you need to decide what the current priority is in line with the current situation. Activation generally allows you to either move stacks or attack with stacks, but with an increased expenditure of supply points, you can take more powerful 'breakthrough' turns involving both movement and attack.

These mechanics (unpredictable turn order, limited ability to activate units each turn) create a game of fluid tactical situations, where your planning has to be flexible - you never know who will get the next turn.

The Allied player has to break out of the beach head and capture additional supply ports (which raise the number of supply points available to the Allies, and hence the number of activations possible) en route to Germany. The German player must contain the Allies in Normandy for as long as possible before falling back to the Rhine, while also denying the valuable supply ports to the Allies as long as possible. The Allies are up against a tight timetable; the Germans must work against as increasing disadvantage in supply points.

Victory is generally determined by the difference in numbers between German units West of the Rhine and Allied units East of the Rhine at game end. Allied paratroops, the German Bulge offensive, reinforcements/replacements and strategic movement add to the game. The big mounted map with large hexes and counters remove the 'fiddle factor' which can blight wargames with lower production values.


Onslaught at BGG: BoardGameGeek.com
ZunTzu: ZunTzu.com

Download ztb: http://www.mediafire.com/file/xtujfninuv3/Onslaught.ztb
Download Rules (incl Errata and Counter Manifest): http://www.mediafire.com/file/nztonzjtiym/Onslaught_Rules.pdf

Screenshots:


Thursday, December 17, 2009

Attack Sub Module & Gamebox

Attack Sub is a card based wargame similar to Up Front. The topic is modern submarine warfare (Mostly US/Nato vs. Soviet/Warsaw Pact, but there is an occasional Falklands War scenario.)

Each player has one or more submarines and/or surface ships. Each ship is represented on an individual large card with counters showing current contact status and damage.

Each player plays cards to increase their "contact level" relative to their opponent. Contact level abstractly represents relative position and sonar readings. It is possible for one ship to have a better contact on his enemy than the enemy has on him. When high enough contact level is reached, torpedoes can be fired.

Attack Sub at BGG: BoardGameGeek.com
VASSAL: vassalengine.org
ZunTzu: ZunTzu.com

Download vmod (created by E, bdgza):
http://www.mediafire.com/file/cb8if1zzxe7s7i3/Attack-Sub-v1.0.vmod
Download ztb: http://www.mediafire.com/file/b1znttljzjw/AttackSub.ztb
Download Rules: http://www.mediafire.com/file/jyehjjwdmmm/Attack-Sub-rules.pdf
Download Rules Errata: http://www.mediafire.com/file/xnyjmdwdkki/attacksub-errata.txt

Screenshots:







Monday, December 14, 2009

Talisman Revised 4th Edition Gamebox + Frostmarch

Talisman is a cult classic board game with a fantasy theme. There are 14 characters a player can control, from the heroic Warrior to the powerful Sorcerer. In this perilous adventure, play centers around the journey of these gallant heroes to find and claim the Crown of Command, a magical artifact with the power to destroy all rivals and make the bearer the true ruler of the kingdom. Only with strength, courage, wisdom and a few good dice rolls will players be able to survive the ultimate test and beat their opponents to victory.

Includes Talisman, The Reaper, The Dungeon and The Frostmarch. For internet play, when you bought the game, but your friend live too far away. Hopefully someone can pick up the rights from Games Workshop and develop a computer version.

Talisman at BGG: BoardGameGeek.com
ZunTzu: ZunTzu.com

Download ztb:
http://www.mediafire.com/?033ze9ae1r0767c
Download ztb: (md5):
http://www.mediafire.com/?j94ikfwkyr14nns
Warn me if the md5 does not match.

Download Rules: Fantasy Flight Talisman Support Site

Screenshots:


Guerilla Gamebox

Guerilla is a multi-player simulation card game. Three to six players vie for control of the government as rebels wage a civil war against those in power. As in real guerrilla warfare, the government forces are handicapped by their inability to separate friend from foe. This "fog of war" is accomplished by a clever dichotomy of goals wherein each player simultaneously commands both government and rebel forces. However, each player is secretly backing either the government of rebel cause and is severely penalized if his "side" doesn't win the hand.
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Consequently, players are always torn between scoring for their "side", or for themselves, or even sacrificing their own resources for the sake of an opponent who appears to be on their side. But is he? Even when you think you've figured out who is who, the Revolution card can appear to change loyalties and totally cloud the issue again.

Players score by eliminating opposing forces, manipulating the media and world opinion, or controlling various installations such as the Port or Airfield which grant special abilities to those who hold them. Government air power and armor columns struggle against ambushing guerrilla bands which fade back into the jungle without a trace. If atrocities are committed, the U.N. may intervene and attempt to stop the open warfare. Then the battle is fought by secret police who ferret out traitors while propaganda battles are waged for the hearts and minds of the populace. Assassins abound as influential leaders are targeted in an attempt to paralyze opposing troops in preparation for the day when the U.N. withdraws.

Game length is variable and selected at outset. A game can comprise a single hand or be combined into three or more - resulting in a game from one to four hours in duration.


Guerilla at BGG: BoardGameGeek.com
ZunTzu: ZunTzu.com

Download ztb: http://www.mediafire.com/file/mmzzmkzzi1z/Guerilla.ztb
Download Rules: http://www.mediafire.com/file/ymquiwu2trg/Guerilla-rules.pdf
Download Extras (articles/notes/etc): http://www.mediafire.com/file/lowzruieyyj/guerilla-extras.zip

Screenshots:

Sunday, November 15, 2009

Ave Caesar Gamebox

Set in a Roman Coliseum, players use cards to move their chariots around a quasi-variable track. The track itself has bottlenecks and lane-changing restrictions, which make the race interesting for the racers (very similar to Detroit-Cleveland Grand Prix or Daytona 500). Players are required to race three laps, and they must stop to 'Hail Caesar' before they can finish (a pit stop). The game is light, but if you waste too many moves taking the longer, outside-routes on corners, you may not have enough movement to finish the race. Later, the game was revamped into Ausgebremst, with the most notable changes being modular boards and options to reduce the luck.

Includes the original dual layout boards A and B, and also the two new edition boards, as well as one custom board.

Ave Caesar at BGG: BoardGameGeek.com
ZunTzu.com: ZunTzu

Download ztb:
http://www.mediafire.com/file/zyjzczl1njj/AveCaesar.ztb
Download game rules (original edition + ausgebremst variant):
http://www.mediafire.com/file/jzi2yktnxvm/english_rules.pdf
Download game rules (new edition):
http://www.mediafire.com/file/ggyozmjmioz/english_rules_2007.pdf

Screenshots:

Friday, November 13, 2009

Blue & Gray Gamebox

Simple, hex-and-counter, introductory wargame. Some of the scenarios do a good job of representing civil war tactics.

Players maneuver colorful counters representing infantry, cavalry and artillery units that actually fought at each battle. Four full color maps depict the actual battle sites with a background grid overlay that regulates deployment, movement and combat. The updated rules booklet presents the player with playing rules and a short history of each battle. Recreate America's epic struggle of brother against brother.
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First Bull Run: Both side thought the war could be settled in one battle.

Shiloh: A Confederate surprise attack fails in the face of a tenacious Union defense.

Second Bull Run: Blood again stains the soil near where the first battle was fought.

Cemetery Hill: Overlooking Gettysburg--determined confederates couldn't capture it in three days of fighting.

Chickamauga: The Confederates seek to avenge the Union's capture of Chattanooga.

Third Edition, 1995 Decision Games


Blue&Gray at BGG: BoardGameGeek.com
ZunTzu.com: ZunTzu

Download ztb:
http://www.mediafire.com/file/wzikcjtnmbo/BlueAndGray.ztb
Download game rules:
http://www.mediafire.com/file/ejeynhzyizk/Blue&Gray-manual.pdf

Screenshots:

Monday, November 9, 2009

Talisman Revised 4th Edition Gamebox

Talisman is a cult classic board game with a fantasy theme. There are 14 characters a player can control, from the heroic Warrior to the powerful Sorcerer. In this perilous adventure, play centers around the journey of these gallant heroes to find and claim the Crown of Command, a magical artifact with the power to destroy all rivals and make the bearer the true ruler of the kingdom. Only with strength, courage, wisdom and a few good dice rolls will players be able to survive the ultimate test and beat their opponents to victory.

Includes Talisman, The Reaper and The Dungeon. For internet play, when you bought the game, but your friend live too far away. Hopefully someone can pick up the rights from Games Workshop and develop a computer version.

Talisman at BGG: BoardGameGeek.com
ZunTzu: ZunTzu.com

Download ztb:
Talisman Revised 4th Edition Gamebox + Frostmarch

Download Rules: Fantasy Flight Talisman Support Site

Screenshots:




Friday, October 30, 2009

World War I Gamebox

World War I is a simulation on the army level of the land combat in Europe from 1914 to 1918. the simulation is primarily a land conflict with the secondary influence of naval forces abstractly simulated. The game covers five years in semi-annual (six-month) turns.

Historical and free setup scenarios. Includes additional counters.

1994 Decision Games edition

WW1 at BGG: BoardGameGeek.com
ZunTzu: ZunTzu.com

Updated gamebox!
Changes:
  • Added a back-side to the additional BH counters, for beachheads that are overrun by CP but can later be restored
  • Creates Fortress Counters for ZunTzu, because it is difficult to see the map fortress icons with counters over them.
  • Both scenarios have lots of copies of the charts around the map for easier reference
Download ztb (v2): http://www.mediafire.com/file/4qhgt5ynmqh/WW1v2.ztb
Download ztb (v1): http://www.mediafire.com/file/mdyywnwdy2w/WW1.ztb
Download game rules: http://www.mediafire.com/file/zqe1zyyft2q/ww1_rules.pdf

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