Board Games / War Games

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Twilight Struggle: Deluxe Edition In 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there now stood only two – the United States and the Soviet Union. The world had scant months to collectively sigh in relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the 45 year dance of intrigue, prestige, and occasional flares of warfare between the USSR and the USA. The entire world is the stage on which these two titans fight. The game begins amidst the ruins of Europe as the two new superpowers scramble over the wreckage of WWII and ends in 1989, when only the United States remained standing.
Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal. It is a quick-playing, low-complexity game in that same tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower.
Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings: the Arab-Israeli conflicts, Vietnam, the peace movement, the Cuban Missile Crisis, and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war. Can you, as the U.S. President or Soviet Premier, lead your nation to victory? Play Twilight Struggle and find out.
2 Players
Ages 13+
180 Minutes

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$42.99
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Axis & Allies Pacific 1940 2nd Edition Axis & Allies celebrates 25 years of strategy war gaming with a deluxe edition of its original theater-level game. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, represent a new playable ally. China fields more forces than ever before, but will need help from their allies -- the United States and England -- to withstand the might of expansionist Imperial Japan.

Axis & Allies Pacific 1940 features an oversized board that measures 35 inches wide by 32 inches high (89 x 81 cm). With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game.

Finally, this deluxe theater-level game is designed to join together with Axis & Allies Europe 1940 to create the greatest Axis & Allies experience to date! When joined, these boards will measure 5 feet wide by 32 inches high (178 x 81 cm). Both games have been designed to play alone or together to offer a 2-6 player global 1940 scenario, complete with separate set up and national objectives.
2-4 Players
Ages 12+
360 minutes


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$59.99
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Combat Commander: Europe Combat Commander is a card-driven board game series covering tactical infantry combat in the European and North African Theaters of World War II. One player takes the role of the Axis (Germany in this first game; Italy & the Axis Minors in later installments) while another player commands the Allies (Russia & America here; Britain, France & the Allied Minors in future expansions).
This first game of Combat Commander will include units, cards, and historical scenarios depicting the American, German, and Russian forces. The second game in the series will provide cards, counters, and historical scenarios for British, French, and Italian forces.
Each game will include 6-12 historical scenarios as well as a "roll your own" scenario system that provides an almost unending variety of map configurations, force structures, and combat situations. Replayability value for Combat Commander is very high.
2 Players
Ages 12+
120 Minutes
$49.99
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Cuba Libre In December 1956, paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and-after a disastrous initial encounter with government forces-a total of just 12 men. Two years later, through masterful propaganda and factional maneuver, Castro, his brother Raul, and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans' deep opposition to their dictator Fulgencio Batista y Zaldivar. Castro's takeover of the country became a model for Leftist insurgency.

Following up on GMT Games' Andean Abyss, the COIN Series next volume, Cuba Libre, takes 1 to 4 players into the Cuban Revolution. Castro's Marxist "26 July Movement" must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile, anti-communist student groups, urban guerrillas, and ex-patriots try to de-stabilize the Batista regime from inside and out, while trying not to pave the way for a new dictatorship under Castro. Batista's Government must maintain steam to counter the twin insurgency, while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil, Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive.

Cuba Libre will be easy to learn for Andean Abyss players-both volumes share the same innovative COIN system. Like Volume I, Cuba Libre is equally playable solitaire or by multiple players up to 4-and with a shorter time to completion than Andean Abyss. But Cuba Libre's situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life.
2-4 Players
Ages 12+
180-240 minutes


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$44.99
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Diplomacy The classic game of negotiation, cunning, and deceit is back. Through negotiations, alliances, and intrigue, expand your empire over pre-World War I Europe. Form alliances and hatch your traitorous plots as you negotiate and outwit— in a delicate balance of cooperation and competition— to gain dominance of the continent. Your success hinges not on the luck of the dice, but your cunning and cleverness.
2 - 7 Players
Ages 12+
360 Minutes

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$21.99
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History of the Roman Empire "The History of the Roman Empire" covers the time-period from the Rise to the Fall of the Roman Empire in seven game turns starting in 60 BC (the first Triumvirate composed of Caesar, Crassus and Pompeus) until the last Emperor (Romulus Augustus) in 476 AD.
The map contains the entire Mediterranean area as well as a part of Asia Minor. Each of the up to four Players takes the role of one Roman Faction and one group of "Barbarian"-Peoples (non-Romans) and by playing certain event cards you can gain control over minor Kingdoms.
2 - 4 Players
Ages 12+
180 Minutes

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$15.99
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Risk: Legacy Risk Legacy represents what is if not a new, at least a rare concept to boardgaming: campaigning. At its core, the game, particularly at first, plays much like regular Risk with a few changes. Players control countries or regions on a map of the world, and through simple combat (with players rolling dice to determine who loses units in each battle) they try to eliminate all opponents from the game board or control a certain number of "red stars", otherwise known as victory points (VPs).

What's different is that Risk Legacy' changes over time based on the outcome of each game and the various choices made by players. In each game, players choose one of five factions; each faction has uniquely shaped pieces, and more importantly, different rules. At the start of the first game, each of these factions gains the ability to break one minor rule, such as the ability to move troops at any time during your turn, as opposed to only at the end.

What makes this game unique is that when powers are chosen, players must choose one of their faction's two powers, affix that power's sticker to their faction card, then destroy the card that has the other rule on it – and by destroy, the rules mean what they say: "If a card is DESTROYED, it is removed from the game permanently. Rip it up. Throw it in the trash." This key concept permeates through the game. Some things you do in a game will affect it temporarily, while others will affect it permanently. These changes may include boosting the resources of a country (for recruiting troops in lieu of the older "match three symbols" style of recruiting), adding bonuses or penalties to defending die rolls to countries, or adding permanent continent troop bonuses that may affect all players.

The rule book itself is also designed to change as the game continues, with blocks of blank space on the pages to allow for rules additions or changes. Entire sections of rules will not take effect until later in the game. The game box contains different sealed packages and compartments, each with a written condition for opening. The rule book indicates that these contain the rule additions, additional faction powers, and other things that should not be discussed here for spoiler protection.

The winner of each of the first 15 games receives a "major bonus," such as founding a major city (which only he will be allowed to start on in future games), deleting a permanent modifier from the board, destroying a country card (preventing it from providing any resources towards purchasing troops in future games), changing a continent troop bonus, or naming a continent, which gives that player a troop bonus in future games. Players who did not win but were not eliminated are allowed to make minor changes to the world, such as founding a minor city or adding resources to a country.

It should be noted that although cards are ripped up over the course of the game, there are so many cards added via the sealed packages, that the game does not suffer. Nor is this a "disposable" game, merely a customized one. The game can continue to change beyond the 15 game campaign, and even when it finally does stop changing, you still have a copy of Risk that is completely unique, and plays better than any other version of Risk.

Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.
3-5 Players
Ages 13+
60-75 minutes


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$39.99
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Rivet Wars Rivet Wars is a miniatures boardgame that springs forth from the warped imagination of Ted Terranova - set on a world that never quite left World War I but with crazy technology like walking tanks, diesel powered armor, unicycled vehicles, and armor plated cavalry! Don't let the cute visuals fool you; it's a world full of angst, war-torn camaraderie and dark humor.

Rivet Wars is at its heart a strategy game, with both players deploying units each round to counter the threats set forth by their opponent and stay one tactical step ahead. Heavily influenced by Ted's experience working on RTS games like Rise of Nations, players gather resources (bunkers and capture points) and use these to deploy streams of new units! There's an ebb and flow on the tactical landscape and you can stock up surprises for your opponent to be unleashed even as he thinks he's winning!

2 Players
Ages 12+
30 Minutes

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$57.99
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The Fog Of War The Fog of War is a two-player grand strategic game covering the European theater of World War II from 1940 to 1944. One player plays the Axis forces, and the other the Allies.

The game does not have units that move around a map; instead the game focuses on the planning and intelligence aspects of the war. Each player has a deck of cards that represent the army, navy, and other assets of their nations. A map shows the 28 land and sea provinces over which the players are battling.

You defend a province by placing cards face down on the map. If you wish to attack a province, you must plan an "operation" to do so by creating one on your operation wheel. The wheel is a unique way of forcing players to commit to operations in advance, while giving opportunities for intelligence gathering and bluffing. An operation consists of a province card that shows the target of the operation, plus one or more cards to conduct the attack. All of these cards are placed face down, so your opponent does not know the target of the operation or the strength of the cards that are taking part. Each turn, the dial on the operation wheel is rotated by one position. This controls when an operation can be launched and any attack or defense bonuses that apply.

In addition to combat forces for attack or defense, you may also spend Intel tokens to look at your opponent’s operations and defenses.


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$39.49
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