Little covered topic of a war from the same era as the ACW – and the largest land war in South America.
The game features simple rules, with a focus on supply lines and attrition, during a war in inhospitable
terrain, with numerous cholera epidemics. Main operations are along the rivers, supported by significant
Solitaire game wherein the player is trying to resist the inherent forces of chaos pulling his galactic empire apart.
The Thirty Years War Quad consists of four battles, each with its own map, counters and Exclusive Rules. The Standard Rules are common to all four battles. This is an update of the SPI 1st edition back in 1976, with White Mountain as a substitute of Freiburg. The Quad contains 4 games: Lutzen; Nordlingen; Rocroi; White Mountain.
- Lutzen: Intent on wintering in Saxony, Count Von Wallenstien failed to reckon on Gustavus’ resolve and was caught with a quarter of his Imperialist Army dispersed. It was a smashing victory for the Swedes–but Gustavus did not survive the battle.
- Nordingen: The armies of Spain and the Holy Roman Empire combined to lay siege to Nordlingen, an important city near the Danube.
- Rocroi: Determined to knock France out of the war, Spain undertook an invasion of French soil, laying siege to Rocroi, a fortress not far inside French territory.
- White Mountain: The decisive battle of the Bohemian Phase of the Thirty Years War in which the Catholic League Army, under the command of Maximilian of Bavarian and Count Tilly, defeated the Bohemians outside the city of Prague on November 9, 1620.
The Conquest of Gaul, 58-52 BC
March with Julius Caesar and his legions in the conquest of Gaul, 58-52 BC. This is a two player game. One commands the Romans, the other the Gauls as well as allied Brittanic and Germanic tribes. The game pieces include: legions, auxiliaries, fleets and tribal war bands. The map stretches from the Roman frontier across the three parts of Gaul to the Rhine, as well as across the Northern Sea into Britannia.
In Caesar’s War each player has a unique deck of Campaign Cards. They generate recruits for the armies, movement abilities, special combat bonuses and historic events. Some of the Roman cards include: Legions on the March, Unrest in the Ranks, and British Campaign. Some of the Gallic cards include: Helvetian Migration, German Invasion, and Uprising of Gallic Tribes.
Combat is resolved using a quasi-tactical procedure. Each side has unique advantages, with Roman discipline pitted against Gallic ferocity. There are special rules for camps, sieges, morale, and great leaders such as Vercingetorix and Caesar himself. Having the right commander at the right battle can mean the difference between laurels and disaster.
~ Decision Games (I)
The Roman Reconquest of Africa, AD 533-534
In AD 533, Eastern Roman Emperor Justinian began the attempted reconquest of the territories of the fallen Western Empire from the barbarians who overran it the prior century. Leading the first of those campaigns was the great general, Flavius Belisarius. Belisarius’s War is a two-player game of the Vandal War, in which the Eastern Romans reconquered North Africa. One player commands the Romans, the other the Vandals. Both players maneuver units representing elite regulars, tribal warbands, fleets and militia. The point-to-point map covers North Africa as well as the islands of the Western Mediterranean.
In Belisarius’s War each player has a unique deck of Campaign Cards. They generate recruits, movement abilities, special bonuses for combat, and historical events. Some of the cards include: Naval-Land Campaigns, Organize the Exarchate, Ambush, and Procopius.
Combat is resolved via a quasi-tactical procedure. Each side has unique advantages, with fierce Vandals pitted against disciplined Roman heavy cavalry. There are special rules for Huns, rebellions, morale and leaders such as Belisarius. Having the right commander at the right battle can mean the difference between victory and disaster.
~ Decision Games (I)