{"title":"Compass Games","description":"","products":[{"product_id":"1866thestruggleforsupremacyingermany","title":"1866 The Struggle For Supremacy In Germany","description":"\u003cp\u003e1866 is a two-player simulation dealing with the Austro-Prussian War of 1866 in Central Europe. One player controls the forces of Prussia and its allies, to include the young Kingdom of Italy and the other player controls the forces of Austria and its German Confederation allies. Using a shared deck of 55 Operations Cards, each player makes decisions concerning the deployment, combat and political-military operations in support of his forces and his general strategy. Orders of battle include all the historic corps\/divisions (with some brigade counters) and all major generals involved in the conflict. The mapboard covers an area from Hamburg to Florence and Metz to Cracow. The system includes unique mobilization rules that reflect the difficulties of mobilizing for war while attempting to garner as many victory points before war is actually declared. Once war is declared, you must fight with the forces mobilized, so shrewd judgement is required as to what to mobilize, where those forces will operate and who commands them. Always waiting in the wings is the French 2nd Empire under Napoleon III, prepared to intervene if neither side appears able to clinch a quick and decisive victory. Other features include cavalry superiority, railroads, Prussia’s mobilization advantage and coordinated attacks. 1866 includes two scenarios, the Mobilization to War scenario (the Campaign scenario) and the Seven Weeks War scenario (covering the post mobilization situation). The cards are sub-divided into Mobilization and War decks, which are combined after war is declared.\u003c\/p\u003e\n\u003cp\u003e1866 is designed by John B. Firer (designer of Spartacus). In addition to the basic game components, 1866 includes a comprehensive Playbook, which includes an extended Example of Play, Designer’s Notes, Optional Rules, a select Bibliography and complete and extensive Card Explanations.\u003c\/p\u003e\n\u003cp\u003eN5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32410514489410,"sku":"comga1866","price":127.99,"currency_code":"AUD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/2341846411b1995b7a1b13fb308cf680e961a4fa.jpg?v=1598529647"},{"product_id":"apragmaticwarthewaroftheaustriansuccession17411748","title":"A Pragmatic War The War of the Austrian Succession 1741 – 1748","description":"\u003cp\u003eA Pragmatic War is a two-player game simulating the War of the Austrian Succession. The war like its predecessor, the War of the Spanish Succession (excellently portrayed by Don Herndon’s No Peace Without Spain!) was fought primarily to determine who would succeed to the throne of a great empire, in this case the Austrian Empire. When the current ruler of the Austrian crown lands and Emperor of the Holy Roman Empire, Charles VI died without male issue he had laid the groundwork for his eldest daughter Maria Theresa to succeed to the Hapsburg crown lands. Known as the “Pragmatic Sanction”, this diplomatic effort obtained the agreement of the leading powers of Europe to her accession to the Hapsburg dominions and the election of her paramour as the next Holy Roman Emperor. However, with the opportunistic seizure of Silesia by the young Frederick the Great of Prussia, the agreement unraveled and the war began. In time, it would involve virtually all of Europe.\u003c\/p\u003e\n\u003cp\u003eOne player represents the Austrian interest represented by the Austrians and those powers in Europe faithful to the original agreement, (“the Pragmatic Alliance”). The other player represents the challengers to the Austrians, the Bavarian rival for the Imperial title, Charles Albert and his supporters, primarily the Bourbon rulers of France and Spain intermittently joined by Prussia (“the Bourbons”). Each “faction\/alliance” consists of a number of allied powers representing the military forces of various states and royal houses of Europe.\u003c\/p\u003e\n\u003cp\u003eThe simulation is based upon the \"No Peace Without Spain\" system, yet adapted to reflect the historical situation of 1741. Victory is determined by the faction that more closely obtains their goals - represented by victory points.\u003c\/p\u003e\n\u003cp\u003eY1\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32410539360322,"sku":"APRAWA","price":139.99,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/b0c719ddadf6f50283da212ad59dbfdff4b7c380.jpg?v=1598530761"},{"product_id":"bluewaternavy","title":"Blue Water Navy","description":"\u003cp\u003eBlue Water Navy is an air-navy-submarine game of world war three in the 1980's. It covers from Cuba and Florida in the West to the Kola peninsula in the East and the Mediterranean as well.\u003c\/p\u003e\n\u003cp\u003eUnits are air squadrons, ship groups and submarines. The order of battle is as close as possible to the real combatants available in the three time periods of the game: 1983, 1985 and 1989.\u003c\/p\u003e\n\u003cp\u003eThere are a variety of scenarios and the main campaign game plays in about 8-10 hours.\u003c\/p\u003e\n\u003cp\u003eThe game is card driven, using an operations point system and events written on the cards.\u003c\/p\u003e\n\u003cp\u003eN5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32419796746306,"sku":"BLUWANA","price":179.99,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/56441be235e426a656848a0f520d74fde7d340c8.jpg?v=1598874478"},{"product_id":"dawnofempirethespanish-americannavalwarintheatlantic1898","title":"Dawn of Empire  The Spanish-American Naval War in the Atlantic 1898","description":"\u003cp\u003eDawn of Empire is an uncomplicated game centered on the naval aspects of the Spanish-American War of 1898 in the Atlantic Ocean. The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms. The intent of the game is to provide a broad overview of the historical events while being fun to play.\u003c\/p\u003e\n\u003cp\u003eIt all really started in February of 1895 when Spain unilaterally suspended constitutional guarantees to Cuba and its population. This lead to open revolt on the island and serious retaliatory measures by the Spanish administration of Captain General Weyler, including concentration camps for non-combatants. This was too much for the American press, and as a result, the American public, and eventually U.S. pressure led to Weyler’s removal, but not to a decrease in tensions between the US and Spain. And then, the Maine happened. On 15 February, 1898, well into the darkness of the night, the USS Maine, anchored in Havana Harbour to visible enforcement of U.S. interests on the island, blew up. 268 U,S. naval personnel were killed, about 2\/3rd of the crew of the vessel. The American press exploded also. Headlines shouted “Spanish Treachery” and William Randolph Hearts newspapers stirred the pot of American anger vigorously. By late March a Naval Court Of Inquiry set down a judgment that the Maine was destroyed by an external explosion, pointing the finger by implication at the Spanish. Before the end of the following month, the United States would declare war on Spain.\u003c\/p\u003e\n\u003cp\u003eThe object of the game for the United States player is to control the sea areas around the US Atlantic coast and Caribbean Sea to prevent Spanish combatants from supporting their island holdings and to destroy the naval forces of Spain. The object of the game for the Spanish player is to disrupt United States sea control, retain sea control around the Spanish coastline for as long as possible, and destroy United States naval forces. Both players must deploy their naval resources into the sea areas on the map to earn victory points at the end of each turn for areas under their control, blockaded, and for opposing units destroyed.\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32419818274882,"sku":"DAOFEM","price":89.99,"currency_code":"AUD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/b987065cb4607a6cf7e28fc3a4eef2173a695097.jpg?v=1598875338"},{"product_id":"nineyearsthewarofthegrandalliance1688-1697","title":"Nine Years The War of the Grand Alliance 1688-1697","description":"\u003cp\u003eIn 1688, Louis XIV embarked upon a war of aggression later called the Nine Year's War or the WAR OF THE GRAND ALLIANCE. At the same time, supported by influential British political and religious leaders, Wiliam III Prince of Orange crossed the Channel to invade England, deposing the English King James II, his father-in-law, in the \"Glorious Revolution.\"\u003c\/p\u003e\n\u003cp\u003eNine Years: The War of the Grand Alliance is a stand alone game using the No Peace Without Spain system. In addition to the Grand Alliance scenario (from 1688-1699), players owning both this game and No Peace Without Spain can play the epic Grand Campaign scenario running from 1688 to 1713. Now players can recreate one of the decisive moments in European history, as France begins its long slide to revolution, Austria enjoys its last moment of continental dominance and Britain asserts itself as the preeminent power of Europe.\u003c\/p\u003e\n\u003cp\u003eQ5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32419946102850,"sku":"198715954142","price":111.99,"currency_code":"AUD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/8df6ce0a9d85f78e7cfa77642e7771717c20c376.jpg?v=1598878651"},{"product_id":"warinthewindthebattleofattuisland1943","title":"War in the Wind The Battle of Attu island 1943","description":"\u003cp\u003eIn June 1942, forces of the Japanese Northern Army occupied Attu Island as part of its Midway campaign. Attu, at the far western end of the Aleutian Archipelago, was American soil. In May 1943, American forces landed on Attu to liberate it. They were unprepared for the tenacity of the Japanese defenders and the brutality of the environmental conditions. What was expected to be a week-long clean-up exercise became a month-long, nose-to-nose meat-grinder whose casualty levels would not be exceeded until Iwo Jima.\u003c\/p\u003e\n\u003cp\u003eWar in the Wind is a low-to-moderate complexity game (roughly eight pages of rules) depicting the brutal combat and conditions on Attu. The design focuses on the challenges faced by the American forces in the form of extremely variable weather conditions and logistical hurdles posed by nearly insurmountable terrain. The Japanese must use these conditions to their advantage in order to survive the overwhelming American numbers.\u003c\/p\u003e\n\u003cp\u003eIn addition to the campaign game covering the entire battle, War in the Wind also includes three smaller scenarios focusing on separate phases of the battle.\u003c\/p\u003e\n\u003cp\u003eN5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32419962847298,"sku":"WARWIND","price":99.99,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/6cfa38ae1b22a7e6ed8aceded3ae0a434c1321a9.jpg?v=1598879086"},{"product_id":"absolutevictory","title":"Absolute Victory","description":"\u003cp\u003eA global-level World War II game from Compass Games from the Charles S. Roberts Award-winning design team of Ben Madison and Wes Erni. Absolute Victory features three large maps (39x26 hexes each) covering the entire world on a sliding scale that gives more attention to places of the world (such as Europe) that saw the most fighting, and less to places (such as South America) that didn't.\u003c\/p\u003e\n\u003cp\u003e1,700 counters represent the armed forces -- land, naval, and air -- of more than 90 nations. A chit draw system of more than 2,500 random events plunges the players into the chaotic world of the wartime 1940s, a world of competing agendas, unstable nations and untrustworthy allies.\u003c\/p\u003e\n\u003cp\u003eGame mechanics are designed to focus the player's attention on military and strategic aspects of the war rather than the \"boring stuff\". They include simple production rules (no bean counting), a tense land combat system featuring battle modes, and turns built around alternating pulses -- some military, some political -- that minimize 'down time' for the non-phasing player.\u003c\/p\u003e\n\u003cp\u003eN5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32438966943810,"sku":"ABSVIC","price":299.99,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/601786516390c929d44f8cc70e10ca6b7598d764.jpg?v=1599538919"},{"product_id":"barlev","title":"Bar Lev","description":"\u003cp\u003eBar-Lev: The 1973 Arab-Israeli War, Deluxe Edition, represents an updated game treatment of the GDW release originally published in 1977, faithfully remastered and updated with this all-new, deluxe edition. Either of the two fronts (the Golan Heights and the Suez Canal) may be gamed separately, or both can be linked to simulate the course of the entire war.\u003c\/p\u003e\n\u003cp\u003eThis deluxe edition of the classic Frank Chadwick game goes beyond a mere reprint of the original game; it now features an updated order of battle and revised, expanded rules that fully integrate the air and air defense systems into the rest of the game, featuring a re-engineered sequence of play to provide a much more immersive experience for players. Operational planning is up to the players – you decide who to mobilize and where the hammer blow is to fall. A great solo, 2-, 3- or 4-player game! Some of the enhancements made in this edition include:\u003c\/p\u003e\n\u003cp\u003eRedesigned 9\/16” counters featuring BONUS option for tank battalions (two sets of counters; one with NATO symbols and one with representative AFV side view)\u003c\/p\u003e\n\u003cp\u003eGame map information is updated based on research and includes all-new map artwork\u003c\/p\u003e\n\u003cp\u003eSupporting charts convey more information at a glance for ease of play\u003c\/p\u003e\n\u003cp\u003eUpdated the Order of Battle based on new information and analysis\u003c\/p\u003e\n\u003cp\u003eResolution converted from a d6 to d10 for all game purposes\u003c\/p\u003e\n\u003cp\u003eFully-integrated air and air defense systems; re-engineered sequence of play\u003c\/p\u003e\n\u003cp\u003eUpdated rules treatment backed by many illustrations, an index, and clarifications and examples of play to reduce potential questions\u003c\/p\u003e\n\u003cp\u003eN5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32439047454786,"sku":"BARLEV","price":199.99,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/90916e06b4c4c71c1dfc9581ff7f04ac87fcf5be.jpg?v=1599546616"},{"product_id":"empireandalliances","title":"Empire and Alliances","description":"\u003cp\u003eEmpires and Alliances is a strategic level simulation of the First World War. Players command the Central Powers and Allied forces that fought in Europe from 1914 to 1918. The map runs from the French Atlantic ports to Moscow and Rostov in the east. It includes St. Petersburg in the north and Italy and Greece (and the portion of the Ottoman Empire that encompasses modern day Turkey) in the south. There are off-board Boxes for the Caucasus and the Middle East.\u003c\/p\u003e\n\u003cp\u003eThe basic unit is the corps with a few divisions. The armies set up in their historical mobilization sectors.\u003c\/p\u003e\n\u003cp\u003eThere is a 1914 scenario which is played on all fronts. The Germans have to contend with a Russian advance as well as concentrating on the French. There is a nine-turn 1918 scenario where the Germans need to try to win quickly before American reinforcements overwhelm them. This scenario introduces tanks, stosstruppen, and air units. Then there is the four-year Campaign Game. Barring a quick victory in 1914, both players settle in for a war of attrition to exhaust their opponent.\u003c\/p\u003e\n\u003cp\u003eComplexity: 5 out of 10\u003c\/p\u003e\n\u003cp\u003eSolitaire Suitability: 9 out of 10\u003c\/p\u003e\n\u003cp\u003eTime Scale: 1 turn = 1 month\u003c\/p\u003e\n\u003cp\u003eMap Scale: Approximately 30 miles per hex\u003c\/p\u003e\n\u003cp\u003eUnit Scale: Corps with a few divisions\u003c\/p\u003e\n\u003cp\u003eNumber of Players: 2 to 4 plus solitaire\u003c\/p\u003e\n\u003cp\u003ePlaying Time: An evening for a 1 year scenario, a weekend for the Campaign Game\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32440170315842,"sku":"EMANALLI","price":164.99,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/962a5cd2c05d637ed4c3dbeeafc2f409d31e534e.jpg?v=1599594724"},{"product_id":"endofempire-1744-1782","title":"End of Empire - 1744-1782","description":"\u003cp\u003eEnd of Empire: 1744-1782 is a two player game covering the three great conflicts fought on the North American continent between 1744 and 1783: King George’s War, sometimes known as the Old French War, which was part of the War of the Austrian Succession), the French and Indian War, part of the Seven Years War (known in England as the Great War for Empire), and the American Revolutionary War. The French and Indian War ended the French Empire in Canada; the American Revolution ended the British Empire in the 13 American colonies. An additional bonus scenario covers the War of Jenkin's Ear between Spanish Florida and British Georgia. Freely available post publication scenarios cover Lord Dunmore's War, the Chickasaw Wars, Queen Anne's War, King William's War as well as variant starts and political situations for the three wars in the published game.\u003c\/p\u003e\n\u003cp\u003eEach End of Empire game turn represents two months time. Each year consists of one spring turn, two summer turns, one fall turn, and two winter turns. Each hex is approximately 20 miles across. Units are mostly regiments but a few represent other sizes, each step represents approximately 250 men.\u003c\/p\u003e\n\u003cp\u003eEnd of Empire features two maps showing eastern North America. Each hex or town contains natural and\/or man-made features that can effect the movement of units and the combat between units.\u003c\/p\u003e\n\u003cp\u003eEnd of Empire is an Epic game and perhaps the most detailed coverage of the critical period that saw the Empires of England, France, and Spain exit North America and the rise of the United States of America. With fifteen scenarios, and another thirteen available here on boardgamegeek, End of Empire represents plenty of value for your gaming dollar.\u003c\/p\u003e\n\u003cp\u003eComponents:\u003c\/p\u003e\n\u003cp\u003eTwo 22 X 34 inch maps\u003c\/p\u003e\n\u003cp\u003eFour and 1\/2 countersheets (5\/8” size)\u003c\/p\u003e\n\u003cp\u003eOne rulebook\u003c\/p\u003e\n\u003cp\u003eOne scenario book\u003c\/p\u003e\n\u003cp\u003eMultiple reference cards\u003c\/p\u003e\n\u003cp\u003eTime Scale: 2 months per turn\u003c\/p\u003e\n\u003cp\u003eMap Scale: 20 miles per hex\u003c\/p\u003e\n\u003cp\u003eUnit Scale: Various sizes – mostly regiments and fleets\u003c\/p\u003e\n\u003cp\u003ePlayers: Two\u003c\/p\u003e\n\u003cp\u003ePlaying Time: Three to eighteen hours depending on scenario\u003c\/p\u003e\n\u003cp\u003eDesigner: William M. 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The rest of the Nations of Europe (and northern Africa) are represented by 'independent' client states who are to be \"taken under the wing\" to win the game.\u003c\/p\u003e\n\u003cp\u003eMany of the events refer to (historical) crises which could have started a World War. Each of these events will increase the Tension between the European Nations and cause a Crisis roll, a roll modified by both the current Tension and the amount of Alliances that have been made by the major powers of Europe. Eventually, unless Tension is managed carefully, such a Crisis roll will spark the Outbreak of the Great War, ending the game after resolution of the war and a final Scoring.\u003c\/p\u003e\n\u003cp\u003eWill the strongly Authoritarian Empires of Central Europe hold out against rising Liberalism? Will the Workers combine forces with land-hungry Farmers and marginalized Intelligentsia to oust the ruling Bourgeois, Nobility and Monarchy? Will “The Great War” break out, shattering the Status Quo? 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This new signature edition has been re-mastered and updated and will be linking with an all-new companion game, Russia 1944, slated for release in 2019.\u003c\/p\u003e\n\u003cp\u003eChanges from the 1986 version include an updated combat system that has been simplified and bloodier. The game updates attrition rules. The Brittany Campaign is captured in the game along with V1 rockets. The mounted map has more terrain features, covers more area. The game includes an additional scenario that takes the war past the Rhine River and goes to the end of the war. The game also includes 70 additional counters and a second map that zooms in on Normandy and features larger hexes to better manage the initial breakout.\u003c\/p\u003e\n\u003cp\u003eThis original game influenced Herman's classic Empire of the Sun in that the player will activate a headquarter piece, which in turn activates armor divisions and infantry corps within command range of the headquarters unit. Instead of cards, though, this game uses chits drawn from a cup.\u003c\/p\u003e\n\u003cp\u003eThe most unique feature, though, is the attempt to model real time through a simple increment chart. The result is that if a unit moves, it captures an instance of time where all units must do something, even if that means sitting still. There is no movement phase where you move units of various speeds adjacent to an enemy and then go into a combat phase where they all attack. Coordination is captured more realistically, but in a manageable and simplistic system.\u003c\/p\u003e\n\u003cp\u003eThe game emphasizes logistics in how you coordinate combat and movement. 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Knock Italy out of the war or Second Front Now! in Northwest Europe: the choices are yours.\u003c\/p\u003e\n\u003cp\u003eSupply rules have been kept as simple as possible, while still modeling the historic importance of logistics. The Western Allies in particular will learn the importance of ports in supplying their armies, and have to base their strategy around them.\u003c\/p\u003e\n\u003cp\u003ePerhaps most significantly, the game effectively models the Strategic Air War over Europe with only a few simple rules and a handful of counters. But though easy to learn, this ‘game within a game’ can have a dramatic impact upon the course of the war, as the Allies must prioritize their air resources while the Luftwaffe struggles both to slow the Allied air offensive and support the German armies in the field. 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The threat of capture by Federal forces was constant.\u003c\/p\u003e\n\u003cp\u003eThe Late Unpleasantness covers the two major attempts to capture the Confederate Capital City. Gates of Richmond covers the Seven Days Battles with Robert E Lee facing down George McClellan. If It Takes All Summer is Ulysses S Grant’s overland campaign of 1864, which added the names of Wilderness, Spotsylvania Courthouse and Cold Harbor to Civil War history.\u003c\/p\u003e\n\u003cp\u003eEach game stands alone, but share the majority of rules. Simple enough to learn and play in an evening, but enough twists and turns to make you want to replay it until it is worn.\u003c\/p\u003e\n\u003cp\u003eThe maps use a point to point movement system, rather than hexes to simulate the campaigning over the road networks and river crossings, rather than mass movements cross country. Combat is integrated into the movement, making coordination of large bodies of troops difficult.\u003c\/p\u003e\n\u003cp\u003eThe Gates of Richmond map covers the area from Richmond in the west to the White House on the Pamunkey, and from Mechanicsville south to Harrison’s Landing. Key features such as Malvern Hill, Beaver Dam Creek, and the bridges over White Oak swamp and the Chickahominy are highlighted. Will the Union army fail to attack the Richmond works as a result of “Prince John” Magruder’s antics?\u003c\/p\u003e\n\u003cp\u003eIf It Takes All Summer covers most of Central Virginia, from Brandy Station and Culpeper to the Cold Harbor north east of Richmond. The Wilderness features prominently in the campaign with a special table to create some of the confusion as a result of fighting in this tangle.\u003c\/p\u003e\n\u003cp\u003eThe basic units are divisions (a bit larger than usual for Civil War, but right in this case). Each unit is listed for strength and overall leadership\/morale quality. Stacks are hidden for limited intelligence. Corps and Army leaders are available to modify the die roll in an attack as well as to help coordinate attacks from more than a single stack.\u003c\/p\u003e\n\u003cp\u003eSequence of play is straight forward with supply first. Units out of supply suffer movement and combat penalties and those with a continued lack of supply will suffer attrition. Confederate supply is a simple trace to either Richmond or a railroad, while the Union needs to relocate his base to keep his offensive moving.\u003c\/p\u003e\n\u003cp\u003eUnits move, then attack as a part of the stack’s movement. Terrain, strength and leadership are all die roll modifiers, in combat. Combat losses are in terms of strength points, but a third die is rolled to determine if the combat ends in a retreat or continues. If it continues, you count it up and do it again. (and possibly again) If your leaders are good enough, they may be able to break off a losing battle.\u003c\/p\u003e\n\u003cp\u003eThrown into the mix are random events cards, but the game is not card driven. Each player can hold a hand of up to 10 cards, which can be played in nearly any combination and at any time (except during combat continuation). You use the cards to enhance your units or mess with the other player (ie. 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This would unhinge the German defense and quicken the offensive.\u003c\/p\u003e\n\u003cp\u003eAlmost immediately, things went wrong - with a bombardment from the Black Sea Fleet that merely alerted the defense - and the invasion itself was running far behind schedule. So began the battle of Novorossiysk.\u003c\/p\u003e\n\u003cp\u003eCSS: Novorossiysk is the first game in the Nemesis series covering company level battles on the Eastern Front. With added special rules to cover the unique type of warfare on the Eastern Front, players will battle over the fate of the Kuban with tanks, amphibious invasions, paratroopers, naval ships and artillery.\u003c\/p\u003e\n\u003cp\u003eN4\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":32443159347266,"sku":"1106-001","price":199.99,"currency_code":"AUD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/3f98cdd994895816db0408080dac1ca3c4929e51.jpg?v=1599744101"},{"product_id":"triumphofthewill","title":"Triumph of the Will","description":"\u003cp\u003eThis game allows two players to game an alternate history where Germany and Japan have won WWII. Three years after that victory in 1948 they square off against each other for a final battle for world domination. 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Terrain Tiles represent a range of terrain features and are placed on the battlefield to recreate the historical scenario setting.\u003c\/p\u003e\n\u003cp\u003eBy design, Jacobite Rising is not overly complex. In a battle scenario, two players will command either the Jacobite forces or the units of the Government army. There are 13 battle scenarios in the game. A scenario’s battle notes state which player takes the first turn and players will alternate taking turns thereafter until one player reaches the number of Victory Banners indicated in the scenario’s victory conditions.\u003c\/p\u003e\n\u003cp\u003eThe Jacobite Rising battlefield game board has a hex grid of 13 hexes wide by 11 hexes deep. The battlefield is divided into three sections by two dotted lines, giving each player a Left Flank Section, a Center Section and a Right Flank Section. Where the dotted line cuts through a hex, the hex is considered to be part of both the flank section and the center section. Terrain Tiles represent a range of terrain features and are placed on the battlefield to recreate the historical scenario setting.\u003c\/p\u003e\n\u003cp\u003eA Command card is played each turn by the active player to order troops on a player’s side to move, battle, or do something special. The mix of units both players may have under their commands include; regular infantry, highland infantry, lowland infantry, militia infantry, battle cavalry, light cavalry, trained artillery, light artillery and leaders. Units are represented by a group of 4 blocks in a hex and a single block represents a leader. Units and leaders may only move and battle when given an order. During a turn when units are battling, the battle dice will resolve combat quickly and efficiently and when the last block of an opposition unit or leader block is eliminated, a player will gain one Victory Banner. Again the number of banners needed to win is detailed in a scenario’s victory conditions.\u003c\/p\u003e\n\u003cp\u003eIn a Jacobite Rising Tricorne battle, unit morale is one of the main thematic concepts, as it was historically. It is possible that units which have taken few-- or even no-- losses will run off the battefield at the first combat, which will definitely keep players on the edge of their command chairs during an entire battle.\u003c\/p\u003e\n\u003cp\u003eTo further emphasize the differences in battlefield doctrine between the Highland Clans and Government forces, each army has its own unique deck of Combat cards. 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Still the tactics of the period, that players will need to execute to gain victory, conform remarkably well to the advantages and limitations inherent to the various armies of the day and the battlefield terrain features on which they fought.\u003c\/p\u003e\n\u003cp\u003eHere is the list of 13 battles and smaller skirmish actions included with Jacobite Rising:\u003c\/p\u003e\n\u003cp\u003eKillikeankie - 27 July 1689\u003c\/p\u003e\n\u003cp\u003eDunkeld - 21 August 1689\u003c\/p\u003e\n\u003cp\u003eCromdale - 1 May 1690\u003c\/p\u003e\n\u003cp\u003eAlness - 10 July 1715\u003c\/p\u003e\n\u003cp\u003eSheriffmuir - 13 November 1715\u003c\/p\u003e\n\u003cp\u003eGlen Shiel - 10 June 1719\u003c\/p\u003e\n\u003cp\u003ePrestonpans - September 1745\u003c\/p\u003e\n\u003cp\u003eClifton - 18 December 1745\u003c\/p\u003e\n\u003cp\u003eInverurie - 23 December 1745\u003c\/p\u003e\n\u003cp\u003eFalkirk (Stage 1) - 17 January 1746\u003c\/p\u003e\n\u003cp\u003eFalkirk (Stage 2) - 17 January 1746\u003c\/p\u003e\n\u003cp\u003eCulloden - 16 April 1746\u003c\/p\u003e\n\u003cp\u003eCulloden (Flanking Move) - 16 April 1746\u003c\/p\u003e\n\u003cp\u003eAgain, owners of Compass Games The American Revolution Commands \u0026amp; Colors: Tricorne will find many familiar game mechanics in this stand-alone game product, but there are also plenty of new and interesting play concepts, which add historical depth and will provide even the most veteran Commands \u0026amp; Colors players new experiences and challenges as they are introduced into the world of the Highland Clans in the time of the Jacobite Risings.\u003c\/p\u003e\n\u003cp\u003eN5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":37810623840452,"sku":"CCJAR001","price":149.99,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/92cdde4373514159e7564202f441cb9c7ee25137.jpg?v=1609477522"},{"product_id":"brezhnevswar","title":"Brezhnevs War","description":"\u003cp\u003eBrezhnev’s War: NATO vs. the Warsaw Pact in Germany, 1980 enables two players to game the first month of a hypothesized communist invasion of Western Europe sometime between the fall of Saigon and the start of the Soviet intervention in Afghanistan. It was during that period the conventional “correlation of forces” between the two hostile alliances most favored the communists.\u003c\/p\u003e\n\u003cp\u003eThe scenario portrayed is the one that was most anticipated and feared by NATO’s intelligence analysts at the time. That is, despite their knowledge of the existence of Soviets plans to begin such a war with massive chemical and nuclear strikes, the West’s military planners gave those schemes little credence. They knew the Soviets understood such a strategy would bring on immediate nuclear retaliation by the West. That would’ve ended the war as quickly as it began – mostly likely along with all of civilization – with no winner identifiable.\u003c\/p\u003e\n\u003cp\u003eWhat was feared then was, one fine summer day, the Soviet units in East Germany would move out from eating breakfast in their mess halls and roll across the border into West Germany. It would’ve been a “come as you are” kind of war, the aim of which would’ve been to blitz across Germany – using only conventional weaponry – in under a month.\u003c\/p\u003e\n\u003cp\u003eThe Soviets would then have called for a ceasefire before any nuclear or chemical weapons had been detonated or the massive economic power of the Atlantic community brought to bear. With that, West Germany – the geo-strategic lynchpin of NATO in Europe – would’ve been neutralized and its Ruhr industrial area – then as now, one of the most important manufacturing centers on the planet – entirely wrecked. That would’ve caused a shift in the global balance of power in favor of the Kremlin, setting them up to deliver the knockout blow later.\u003c\/p\u003e\n\u003cp\u003eThe 50” x 35” map covers the core area of the Federal Republic of Germany at 6.66 miles (10.8 km) per hex. 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Two experienced players can get through a match in about four to six hours.\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":37810641174724,"sku":"BREZWA","price":109.99,"currency_code":"AUD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/74c36c35c25b9b4c1b3f42b2693f0b4a3cee0d41.jpg?v=1609477866"},{"product_id":"brotherhoodunity","title":"Brotherhood \u0026 Unity","description":"\u003cp\u003eBrotherhood \u0026amp; Unity is a 2-3 player card driven wargame which depicts the war in Bosnia and Herzegovina from 1992-1995 (\"Bosnian War\"). The game shows all of the major events: from the siege of Sarajevo (shown in separate, detailed map), to the ferocious battles for the Posavina corridore, and desperate defence of the Bosniak enclaves. Main features are: Point-To-Point movement system, play driven by Strategy Cards, quick combat resolution (no CRT),  streamlined rules and fast gameplay. Interaction between warring sides (Bosniaks, Serbs and Croats) creates an intensive and exciting gameplay experience.\u003c\/p\u003e\n\u003cp\u003eWinston Churchill once said - \"The Balkans produce more history than they can consume.\" And the history of Bosnia and Herzegovina showed just that. The war that erupted in the spring of 1992 brought bitter fighting, indiscriminate shelling of civilians and a wave of atrocities. The war was fought by: three local ethnic groups (Bosniaks, Serbs and Croats), paramilitary formations from Serbia and Krajina, Croatian armed forces, foreign Muslim volunteers, UN peacekeepers, and NATO airforce. Events such as the Siege of Sarajevo and the Srebrenica massacre became iconic of the conflict, as the war became the single most important historical event in Balkans since the WW2. And still - it's objective history has yet to be written.\u003c\/p\u003e\n\u003cp\u003eBrotherhood \u0026amp; Unity is a 2-3 player card driven wargame which depicts the war in Bosnia and Herzegovina from 1992-1995 (\"Bosnian War\"). The game shows all of the major events: from the siege of Sarajevo (shown in separate, detailed map), to the ferocious battles for the Posavina corridore, and desperate defence of the Bosniak enclaves. Main features are: Point-To-Point movement system, play driven by Strategy Cards, quick combat resolution (no CRT), streamlined rules and fast gameplay. Interaction between warring sides (Bosniaks, Serbs and Croats) creates an intensive and exciting gameplay experience.\u003c\/p\u003e\n\u003cp\u003ePlayer's military strength fluctuates based on historical facts, with Serbs starting superior in all aspects, and Bosniaks struggling to organize an effective fighting formation. Military units represent Brigades - standard military formations of the time, ranging from 1500-2000 soldiers. They have different combat and movement values (based on historical data), which forces players to use different tactics for different opponents. Majority of these units are non-motorized infantry formations (moving only several spaces per round), but with the use of special offensive cards players can increase their mobility and surprise the opponents.\u003c\/p\u003e\n\u003cp\u003eThe game simulates three distinct sides in the war: Bosniaks, Serbs and Croats - with no clear border separating them. That provides an interesting set of choices to players: to attack or to fortify, whom to ally with, and when to change sides. That leads to many turnarounds and pragmatical alliances with former enemies - as was historically the case.\u003c\/p\u003e\n\u003cp\u003eEach player gets a deck of Strategy Cards, simulating a variety of historical events. The player starts an action round by playing a Strategy Card from his hand. A card can be played as an event (Combat Card, Offensive, Interrupt, Foreign Units and Other) or as one of the game actions (Movement, Attack, Strategic Redeployment, Diplomatic Action or Reinforcement). The events and card values have been carefully created to mimic the historical events and choices. Since each game uses only a part of the available card deck, players can't be certain which cards will be drawn during the game. That creates a \"card fog-of-war\" and makes the game more replayable.\u003c\/p\u003e\n\u003cp\u003eGame uses Strategic Will point system to keep track of the victories and losses, and to determine the final score. It is affected by a number of things: capturing or losing regions, capturing or losing key spaces, eliminating or losing units, and as a result of events. One of the most important aspects of the game is capturing player's own key regions - which were different for each side, and which reflects the different aims the each side had.\u003c\/p\u003e\n\u003cp\u003eThe Foreign Attitude is another major track in the game which represents the diplomatic stance of foreign powers (European countries, USA, Russia, and UN) towards a player. It is affected by capturing cities (thus creating refugee crisis) and as a result of events, and generally represents a player's international reputation. When it reaches certain levels, negative effects occur - from reduction of movement, to NATO air strikes, to even losing the game.\u003c\/p\u003e\n\u003cp\u003eThe game enables player to invite United Nations to create UN Safe Areas, thus giving a player some kind of protection from being overrun. NATO Air Strike happens when players overreach themselves, capturing too many cities too quickly, thus creating a major refugee crisis and media outcry. Without careful diplomatic balancing, the greatest offensive can thus be derailed and bring a player to the brink of destruction.\u003c\/p\u003e\n\u003cp\u003eSupplies are scarce and can be cut-off, thus starving and eventually eliminating the unsupplied units. Combat results are easy to calculate, and are based on unit attack and defence values modified by terrain and die roll results (no CRT is used). Rules are streamlined to reduce clutter and unnecessary actions, which enables a fast gameplay - the full game is usually played in bit over two hours.\u003c\/p\u003e\n\u003cp\u003eThe name \"Brotherhood and Unity“ comes from a socialist Yugoslavia doctrine created to inspire unity between 7 nations from which Yugoslavia was created. It was also a main motto behind the Socialist Republic of Bosnia and Herzegovina – nicknamed „Small Yugoslavia“ due to its ethnical, cultural and religious diversity. The irony is that when B\u0026amp;H got engulfed in a war, there was neither brotherhood nor unity to be found .. what followed was four years of bloody warfare. 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Units are regiments, batteries and companies of skirmishers. This is a quadrigame or set of four games, each featuring a full-size, 22×34″ game map and covering battles from 1862: Antietam, South Mountain, Mill Springs, and Bloody Valverde.\u003c\/p\u003e\n\u003cp\u003eHere Come the Rebels! It is a crisis year for the nation, as Invading armies march into Maryland, West Virginia and New Mexico.\u003c\/p\u003e\n\u003cp\u003eCommand rules are simple and abstracted. There are no combat results tables. Combat and all checks are resolved using six-sided dice, in which results of 5-6 mark success, and 1-4 failure. Brigades activate via chit pull, with their constituent units moving and fighting individually. Stacking is limited to two units per hex. Massive 1.5” hexes allow two 3\/4” units to fit side by side… no information is obscured!\u003c\/p\u003e\n\u003cp\u003eDistinctions are made between formed and unformed infantry, deployed and limbered artillery, mounted and dismounted cavalry. Unit facing is not an element of play. Instead, unit deployment in adjacent hexes can trigger pass-through fire, which simulates flanking fire, or fire on compressed lines (both dangerous situations for civil war units).\u003c\/p\u003e\n\u003cp\u003eBattle Cards introduce an element of uncertainty and excitement to play. Unique off-map displays track every brigade’s reserves and casualties. Once a unit’s reserves are used up, it becomes exhausted and liable to break.\u003c\/p\u003e\n\u003cp\u003eFour battles explore how the system can accommodate a variety of civil war battlefields: The meat-grinder of Antietam’s cornfield, in which brigades collide one after another in a brutally confined area, the mountainous terrain of Fox’s Gap, where a Union corps attempts to break through a handful of southern brigades; the sodden fields of Mill Springs, Kentucky, in which green rebels with old-style muskets battle freezing rain as well as their northern enemy; and an all-cavalry Texan brigade confronting union regulars and green New Mexican volunteers at Valverde in the distant western territories.\u003c\/p\u003e\n\u003cp\u003eThe four battles covered, each with its own full size map, include:\u003c\/p\u003e\n\u003cp\u003eTHE CORNFIELD\u003c\/p\u003e\n\u003cp\u003eThe Battle of Antietam 5am-9am, September 17th, 1862\u003c\/p\u003e\n\u003cp\u003eFour scenarios covering the Union’s morning attack at Miller’s Cornfield:\u003c\/p\u003e\n\u003cp\u003e• Union Right Hook\u003c\/p\u003e\n\u003cp\u003e• Hood Counterattacks\u003c\/p\u003e\n\u003cp\u003e• XII Corps Advances\u003c\/p\u003e\n\u003cp\u003e• Stemming the Blue Tide (Campaign Game\u003c\/p\u003e\n\u003cp\u003eFOX’S GAP\u003c\/p\u003e\n\u003cp\u003eThe Battle of South Mountain, 9am-6pm, September 14th, 1862\u003c\/p\u003e\n\u003cp\u003eTwo scenarios covering the flanking attack by Reno’s IX Corps at Fox’s Gap\u003c\/p\u003e\n\u003cp\u003eMILL SPRINGS\u003c\/p\u003e\n\u003cp\u003eThe Invasion of Kentucky, 7am-12pm, January 17th, 1862\u003c\/p\u003e\n\u003cp\u003eTwo scenarios covering the climax of CSA General Zollicoffer’s ill-fated winter campaign\u003c\/p\u003e\n\u003cp\u003eBLOODY VALVERDE\u003c\/p\u003e\n\u003cp\u003eWar in the Territories, 10am-5pm, February 21st, 1862\u003c\/p\u003e\n\u003cp\u003eTwo scenarios covering the opening batle in Confederate General Sibley’s invasion of New Mexico\u003c\/p\u003e\n\u003cp\u003eProduct Information:\u003c\/p\u003e\n\u003cp\u003eComplexity: Medium-High\u003c\/p\u003e\n\u003cp\u003eTime Scale: 1 Turn = 20 Minutes\u003c\/p\u003e\n\u003cp\u003eMap Scale:100 yards\/hex\u003c\/p\u003e\n\u003cp\u003eUnit Scale: Regiments and Batteries\u003c\/p\u003e\n\u003cp\u003ePlayers: 1-2 (best with two)\u003c\/p\u003e\n\u003cp\u003eSolitaire: High\u003c\/p\u003e\n\u003cp\u003ePlaying Time: 1 to 4 hours depending upon scenario\u003c\/p\u003e\n\u003cp\u003e\u003cbr\u003eComponents:\u003c\/p\u003e\n\u003cp\u003eFour 22″ x 34″ maps (one for each game)\u003c\/p\u003e\n\u003cp\u003e520 3\/4″ counters\u003c\/p\u003e\n\u003cp\u003e114 5\/8″ counters\u003c\/p\u003e\n\u003cp\u003e9 Player Aid Cards\u003c\/p\u003e\n\u003cp\u003eRulebook\u003c\/p\u003e\n\u003cp\u003eFour 6-sided dice\u003c\/p\u003e\n\u003cp\u003eGame Credits:\u003c\/p\u003e\n\u003cp\u003eDesigner: Christopher Moeller\u003c\/p\u003e\n\u003cp\u003eArtist: Christopher Moeller\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003cp\u003eN5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":43716255809784,"sku":"BAW1892","price":209.99,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/BAW1892.jpg?v=1678338942"},{"product_id":"coalition-the-napoleonic-wars-1805-1815","title":"COALITION! The Napoleonic Wars 1805-1815","description":"\u003cp\u003eCOALITION! is a quick-playing, grand strategy game with operational elements that could recreate all the Napoleonic Wars (1805-1815) in just one evening. Counters represent historical fleets and armies, being 18-25 ships or 30-50,000 men every strength point. Although not an event-driven board game in the classic sense, Event cards are used to recreate historical situations that could imply some modifications in the general rules of the game, or even change the fate of a game dramatically.\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003cp\u003eN5\u003c\/p\u003e","brand":"Compass Games","offers":[{"title":"Default Title","offer_id":43716271702264,"sku":"1105-001","price":117.99,"currency_code":"AUD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0030\/1606\/5090\/products\/1105-001.jpg?v=1678339687"}],"url":"https:\/\/gamesempire.com.au\/collections\/compass-games.oembed?page=5","provider":"Games Empire Pty Limited","version":"1.0","type":"link"}