{"title":"Decision Games","description":"\u003cp\u003eDecision Games offers historical accuracy and strategic challenge in every title. Their designs capture the drama of real-world conflicts, making them a must for history buffs and war game enthusiasts.\u003c\/p\u003e","products":[{"product_id":"royal-air-force-the-battle-of-britain-1940-decision-games-dcg","title":"Royal Air Force: The Battle of Britain 1940 - Decision Games DCG","description":"\u003cdiv\u003eFrance has fallen. England stands alone against the might of a triumphant Germany, defended only by the Spitfire and Hurricane squadrons of the Royal Air Force. Hitler orders his mighty Luftwaffe to destroy the RAF in preparation for Operation Sealion—the invasion of England. German fighters and bombers fill the English skies and the RAF responds.\u003cbr\u003e\u003cbr\u003e\n\u003c\/div\u003e\n\u003cdiv\u003eNow you command the RAF or the Luftwaffe in history’s greatest air campaign—the Battle of Britain. Improving on his award winning solitaire classic, designer John Butterfield ramps up the historical accuracy, tension and play options with three complete games.\u003cbr\u003e\u003cbr\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e“Never in the field of human conflict was so much owed by so many to so few.” — Winston Churchill\u003c\/div\u003e\n\u003cdiv\u003e\u003chr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cstrong\u003eRAF: Lion\u003c\/strong\u003e puts you in control of British Fighter Command, responding to German raids. The game’s unique card system generates targets and forces, which may remain hidden until after you commit your squadrons. Your foe is no mindless system: the Luftwaffe has priorities and a strategy. Scenarios range from one raid day, taking an hour to complete, to the full campaign, playable in 12 hours.\u003cbr\u003e\u003cbr\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cstrong\u003eRAF: Eagle\u003c\/strong\u003e puts you in control of the Luftwaffe forces raiding England. You schedule raids and assign missions to your bombers and fighters, attempting to deliver the knockout blow. Can you take out the British radar system and cripple their aircraft production? The game controls the RAF response to your strategies. How does a foe so close to defeat keep coming back?\u003cbr\u003e\u003cbr\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cstrong\u003eRAF:\u003c\/strong\u003e 2-Player pits you against a live opponent, one controlling Fighter Command and the other the raiding Luftwaffe forces. Historical features include: German high command priorities, close escort, free hunt, the Channel Patrol, Jabos, day and night bombing, radar, the Observer Corps, weather, ULTRA intercepts, squadron patrols, “big wings,” altitude advantage, ace squadrons and flak.\u003cbr\u003e\u003cbr\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e\u003cstrong\u003e\u003cu\u003eGame Contents:\u003c\/u\u003e\u003c\/strong\u003e\u003c\/div\u003e\n\u003cdiv\u003e• One double-sided 22×34 inch mounted game board\u003c\/div\u003e\n\u003cdiv\u003e• 176 5\/8-inch die-cut counters\u003c\/div\u003e\n\u003cdiv\u003e• 165 Cards\u003c\/div\u003e\n\u003cdiv\u003e• 5 player aid \u0026amp; display cards\u003c\/div\u003e\n\u003cdiv\u003e• 3 Rules booklets\u003c\/div\u003e\n\u003cdiv\u003e• 2 six-sided dice\u003c\/div\u003e\n\u003cdiv\u003e• Storage bags\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469093257278,"sku":"DCG 1019","price":139.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1019-2t.jpg?v=1753721702"},{"product_id":"d-day-at-peleliu","title":"Decision Games D-Day at Peleliu Board Game DCG 1026","description":"\u003cp\u003eD-Day at Peleliu focuses on the landings by the US 1st Marine Division in September 1944, and the bitter two-day struggle to capture the airfield on the southern end of the island. A longer campaign scenario allows the player to extend the action to the rugged terrain of \"Bloody Nose Ridge.\" Opposed by the reinforced Japanese 14th Infantry Division, the battle resulted in the highest US casualty rate of any in the Pacific war. Like D-Day at Omaha Beach, D-Day at Peleliu features landing hazards, variable enemy positions, fields of fire encoded onto the map, US weapon types versus Japanese defensive preparations, and a random-event-driven narrative. Plus new features unique to the Pacific Theater, such as US naval and aerial bombardment, flamethrowers, offshore reefs and defensive positions, Japanese tank attacks, tunnel network movement, and Banzai charges.\u003c\/p\u003e\n\u003cp\u003ePackage contains:\u003c\/p\u003e\n\u003cp\u003e- 352 x Die-cut counters\u003cbr\u003e- 1 x 34\" by 22\" Map\u003cbr\u003e- Color Rules booklet\u003cbr\u003e- Color Campaign Analysis\u003cbr\u003e- Player Aid Cards\u003cbr\u003e- 55 x Event Cards\u003cbr\u003e- Storage bags\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469107740734,"sku":"DCG 1026","price":89.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201026.jpg?v=1760124274"},{"product_id":"d-day-at-omaha-beach-decision-games","title":"D-Day at Omaha Beach Decision Games","description":"\u003cdiv\u003e\n\u003cstrong\u003eD-Day at Omaha Beach\u003c\/strong\u003e (5th Printing) recreates America’s most bloody and heroic day of World War II. In this solitaire game from the designer of the solo classics RAF and Ambush, you control the forces of the US 1st and 29th Divisions landing under fire on the Normandy shore, and struggling desperately to establish a viable beachhead. The game is also great for two players playing cooperatively, each controlling one US division.\u003cbr\u003e\u003cbr\u003e US units include assault infantry, amphibious tanks, artillery, engineers and HQs. The game system controls the hidden German defenders in \u003cem\u003eWiderstandsnest \u003c\/em\u003eresistance points on the bluffs overlooking the beaches. US forces that manage to break through the deadly coastal defenses and reach the high ground must then contend with German mobile reinforcements in the bewildering hedgerows of Normandy’s bocage. An innovative diceless combat system highlights unknown enemy deployments and the importance of utilizing the right weapons and tactics.\u003cbr\u003e\u003cbr\u003e Event cards keep the action flowing and the rules simple, while controlling German strategy and introducing extensive historical detail. The game includes amphibious landings, German artillery and rocket barrages, US naval bombardment, tides, engineer operations, and intangibles such as US leadership under fire and the initiative of the American GIs.\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eScenarios:\u003c\/strong\u003e\n\u003cul\u003e\n\u003cli\u003eThe First Waves – introduces the basics of the game in a recreation of the initial assault.\u003c\/li\u003e\n\u003cli\u003eBeyond the Beach – picks up on the high ground at 10:00 am and adds rules for German tactics.\u003c\/li\u003e\n\u003cli\u003eD-Day at Omaha Beach – covers the entire day, from 6:15 am to 6:00 pm. Optional rules explore what-ifs, such as more pre-invasion bombardment or the arrival of German armor.\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cstrong\u003eContents:\u003c\/strong\u003e\n\u003cul\u003e\n\u003cli\u003eOne 34 × 22 inch mounted board\u003c\/li\u003e\n\u003cli\u003e352 Die-cut counters\u003c\/li\u003e\n\u003cli\u003e55 Playing cards\u003c\/li\u003e\n\u003cli\u003eColor rules booklet\u003c\/li\u003e\n\u003cli\u003ePlayer aid cards\u003c\/li\u003e\n\u003cli\u003eStorage bags\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469133365310,"sku":"DCG 1018","price":99.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1018-23-2.jpg?v=1735959916"},{"product_id":"dcg-1005","title":"Decision Games The Forgotten War Korea Naktong Chosin \u0026 Chipyong-ni DCG 1005","description":"\u003cdiv\u003eThe Forgotten War includes three battle games of the Korean War. The scale is platoon level with rules for combat, close combat, air support, special weapons, logistic units, tanks and direct artillery fire.\u003cbr\u003eThe Naktong Bulge: August 1950. Reeling from the punishment dished out by the veteran North Korean People's Army, United Nation forces desperately attempted a stand at the Pusan Perimeter. Only with great difficulty were the North Koreans halted and eventually driven back across the Naktong River.\u003cbr\u003eChosin: November 1950. The hammer feel in the windswept mountains of North Korea as hordes of Communist Chinese troops hit the strung out 1st Marine Division. The game covers the entire battle from the Chosin Reservoir to the withdrawal across the airlifted Treadway Bridge on the road to the coast.\u003cbr\u003eHedgehog at Chipyong-ni: February 1951. Retreating before yet another CCF offensive in this \"yo-yo\" war, it was decided to leave the well entrenched and reinforced 23rd Regimental Combat Team to hold the crucial crossroads at Chipyong-ni. Outnumbered six to one, the Americans and French clung to their positions and just managed to beat back the ill-coordinated CCF assaults, until finally relived several days later.\u003cbr\u003e\u003cbr\u003eComponents: 980 counters, (3) 34\" x 22\" mapsheet, 24-page rule book, player aid card, 2 inch box.\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166428222,"sku":"DCG 1005","price":54.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1005-2.jpg?v=1736481306"},{"product_id":"dcg-1024","title":"Decision Games Atlantic Wall DDay to Falaise DCG 1024","description":"\u003cdiv\u003eON 6 JUNE 1944 the greatest armada the world has ever seen approached northern France. That fleet consisted of more than 5,300 ships carrying over 300,000 men and 50,000 vehicles. Opposing them was Germany’s veteran Wehrmacht.\u003cbr\u003e\u003cbr\u003e\u003cem\u003e\u003cstrong\u003eATLANTIC WALL\u003c\/strong\u003e\u003c\/em\u003e is a grand-tactical simulation of that campaign. The counters represent almost every formation that participated at the company and battalion level. Infantry, armor, anti-tank, reconnaissance, engineer, assault gun, howitzer, rocket, parachute, ranger, commando, glider and headquarter units are fully represented. Features include Widerstandnesten (resistance nests), Cherbourg’s fortifications and the all-important Bocage. The map portrays all primary and secondary roads, trails and other types of terrain, along with the villages, towns and cities that formed the bastions of German defense. As always with this series, the orders of battle have been extensively researched to provide an accurate and functional depiction of the armies of both sides.\u003cbr\u003e\u003cbr\u003eThere are three introductory one-map scenarios depicting critical periods in the campaign that use an abbreviated set of rules while still maintaining the historical accuracy of the campaign game as a whole. In addition, there are three larger multi-map scenarios that allow players to either play a short period within the overall campaign or play the campaign from various starting points. The 6 June assault is covered in two modules, the Airborne Assault Module and the Amphibious Assault module, which allow players to recreate both the airborne and initial amphibious assault stage of the campaign. The Amphibious Assault Module is played on a special Beach Display that shows each sub-area of the invasion beaches with units depicted at the company level. It can be played as a solitaire scenario. The campaign game can be played from 6 June to 22 August, with a total of 234 game turns.\u003cbr\u003e\u003cbr\u003eThis is the third installment of the Grand Operational Simulation Series (GOSS), the first two being: Wacht am Rhein and Hurtgen: Hells Forest. All three games share a common rules set that’s been extensively updated and revised to simplify game functions while still maintaining the design of the earlier games. In addition to the basic rules, Atlantic Wall includes a set of exclusive rules to cover the special requirements of the amphibious and airborne landings and the logistical system required to support the armies coming ashore.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eContents:\u003c\/strong\u003e\n\u003c\/div\u003e\n\u003cul\u003e\n\u003cli\u003e7 22x34” map sheets\u003c\/li\u003e\n\u003cli\u003e4,480 die-cut counters\u003c\/li\u003e\n\u003cli\u003eONE GOSS Rules booklet\u003c\/li\u003e\n\u003cli\u003eONE Exclusive Rules booklet\u003c\/li\u003e\n\u003cli\u003eAssorted Player Aid Charts \u0026amp; Displays\u003c\/li\u003e\n\u003cli\u003eTwo 10-sided dice\u003c\/li\u003e\n\u003cli\u003eStorage bags\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166526526,"sku":"DCG 1024","price":239.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1024-2.jpg?v=1736597450"},{"product_id":"dcg-1032","title":"Decision Games D-Day at Iwo Jima DCG 1032 Solitaire Play","description":"\u003cp\u003eD-Day at Iwo Jima is a solitaire game simulating the amphibious invasion of Iwo Jima. The five-week battle was some of the bloodiest fighting in the Pacific. In one of the costliest intelligence failures of the war, the planners had completely misjudged the situation that would face the Marines. The beaches had been described as excellent and the advance inland was expected to be easy. Instead, the Marines were faced with 15-foot-high slopes of soft black volcanic ash that brought the normally rapidly moving Marines down to a slow plod. In addition, the lack of a vigorous response led the Marines to believe that the bombardment had completely suppressed the defenses. However, Gen. Kuribayashi was far from beaten. Understanding that his forces were insufficient to defeat the massive American invasion force, he had decided to defend the island in-depth.\u003c\/p\u003e \u003cp\u003eIn D-Day at Iwo Jima, designer Joe Youst builds on John Butterfield’s award winning solitaire game system. The player controls three US Marine divisions against a determined Japanese defense. The no-dice combat system highlights the unknown enemy deployments and coordination of the right weapon systems and tactics.\u003c\/p\u003e \u003cp\u003ePlayers familiar with the previous three games in the system will be able to quickly set up and play this latest version. New features include a random fortification generation system that simulates the ability of the Japanese forces to “re-fortify” supposedly weakened positions and an updated infiltration system that encourages the player to maintain a continuous line.\u003c\/p\u003e \u003cp\u003eScenarios:\u003c\/p\u003e \u003cp\u003eD-Day (19 February) – Covers the first day in six turns.\u003cbr\u003eSurabachi (20 to 24 February) – The 28th Marine Regiment’s capture of Surabachi.\u003cbr\u003eDrive to the North (20 to 24 February) – The attack on Airfield One and advance by the 4th and 5th Marine Divisions.\u003cbr\u003eHot Rocks (25 February to 4 March) – The attack to clear the Motoyama Plateau.\u003cbr\u003eDrive to the Sea (6 to 10 March) – The final attack on the plateau and the end of organized Japanese resistance.\u003cbr\u003eSands of Iwo Jima Campaign (19 February to 11 March) – The campaign combines all aspects of the previous scenarios into one look at the entire campaign.\u003c\/p\u003e \u003cp\u003eGame Contents:\u003c\/p\u003e \u003cp\u003e528 Die-cut counters\u003cbr\u003eOne 34” x 22” Mounted Game Board\u003cbr\u003eOne 11” x 17” Set-Up Map\u003cbr\u003ePlayer Aid Cards\u003cbr\u003eColor Rules booklet\u003cbr\u003eColor Campaign Analysis\u003cbr\u003e55 Event cards\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166592062,"sku":"DCG 1032","price":99.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201032.jpg?v=1729109820"},{"product_id":"dcg-1039","title":"Imperium Romanum: The Rise and Fall of the Roman Empire DCG 1039","description":"\u003cdiv class=\"a-divider a-divider-section\"\u003e \u003c\/div\u003e\n\u003ch2 class=\"default\"\u003eProduct description\u003c\/h2\u003e\n\u003cdiv id=\"productDescription\" class=\"a-section a-spacing-small\"\u003e\n\u003cp\u003eAl Nofi's Imperium Romanum - The Rise and Fall of the Roman Empire is an update to the classic game of the Roman Empire by Al Nofi. The rules cover the intricacies of the political, economic, and military conflicts of the Roman world from the first century BC to its fall nearly 700 years later. The game includes over 40 scenarios, with six new scenarios and three introductory scenarios. Scenarios range from the Mithridatic wars (88-63 BC) through more than six centuries of greatness and decline to the final burst of glory in the last Romano-Persian War (AD 622-629). Two to six persons may play, depending on the scenario chosen. Scale is 50 miles to the hex and each unit represents Legions and Fleets. Most leader counters are named and represent individual leaders and their staffs.\u003cbr\u003e\u003cbr\u003eImperium Romanum includes counter graphics with all units displayed in a neutral color while the players use leader and control markers to show the forces each faction controls. The maps are enlarged and have a directory of all provinces with their cultivated and road status depicted for each scenario. The rules are updated with a new format and include new optional rules designed to give all players more detail in the military, logistical and political actions of the game.\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eNew Scenarios:\u003c\/strong\u003e\u003c\/p\u003e\n\u003cbr\u003e\n\u003cul\u003e\n\u003cli\u003ePompey versus the Pirates (AD 101-102)\u003c\/li\u003e\n\u003cli\u003eTrajan’s Parthian War (AD 115-117)\u003c\/li\u003e\n\u003cli\u003eHeraclius and the last Persian War (AD 622-629)\u003c\/li\u003e\n\u003cli\u003eIntroductory solitaire scenario\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cbr\u003e\u003cstrong\u003eContents:\u003c\/strong\u003e\u003cbr\u003e\u003cbr\u003e\n\u003cul\u003e\n\u003cli\u003eThree 22 x 34inch game maps\u003c\/li\u003e\n\u003cli\u003eFour counter sheets\u003c\/li\u003e\n\u003cli\u003eOne rules book\u003c\/li\u003e\n\u003cli\u003eOne scenario book\u003c\/li\u003e\n\u003cli\u003eOne 11 x 17inch Two Sided Combat Charts\u003c\/li\u003e\n\u003cli\u003eOne 11 x 17inch Two Sided Mobilization Charts\u003c\/li\u003e\n\u003cli\u003eOne 11 x 17inch One Sided Sketch Map\u003c\/li\u003e\n\u003cli\u003eTen 8.5 x 11inch Power Record Forms\u003c\/li\u003e\n\u003cli\u003eTwo six-sided dice\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166624830,"sku":"DCG 1039","price":149.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/61hb3utpl9l._ac_sl1500.jpg?v=1743199266"},{"product_id":"dcg-1405","title":"The American Revolution: Decision in North America 1775-82 Decision Games 1405","description":"\u003cp\u003e\u003cstrong\u003eAmerican Revolution \u003c\/strong\u003e(Reprint of Strategy \u0026amp; Tactics #270).\u003cbr\u003e\u003cbr\u003eThe American Revolution: Decision in North America (AR), is a two-player wargame, designed by Joseph Miranda, in which you command the Americans or the British in the War of American Independence, 1775-82. The American player may also control French and Spanish units if those nations enter the war. Instead of the full campaign game, players may also choose to play the shorter scenario that ends in 1779.\u003cbr\u003e\u003cbr\u003eThe game includes the updated map (34\"x22\"), 228 counters, an upgraded 32-page rules booklet with updated rules, new optional rules, a new scenario, a play-through (by Bickford), and designer FAQ's, plus two Player Aid Cards with helpful play information.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166657598,"sku":"DCG 1405","price":38.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1405-2.jpg?v=1737080737"},{"product_id":"dcg-1505","title":"Decision Games Lightning DDay Card Game DCG 1505","description":"\u003cp\u003eThis two-player card game recreates the drama of the day Allied soldiers went ashore in occupied France, 6 June 1944. Each of the historic landing beaches - Gold, Juno, Sword, Omaha and Utah - is represented by its own card, as are the defending German divisions and attacking Allied units. The Allied player must marshal his resources to gain and secure control of every beach by day's end: one run-through of the beautifully illustrated 110-card deck.\u003cbr\u003e\u003cbr\u003eThe tension in the game increases with each card thrown, like the build up in a close baseball game. At first it seems the Allies have resources to meet every crisis across the beachheads, but if a key airborne division gets scattered across the countryside, allowing a counterattacking panzer division to slip through the perimeter, everything can change instantly. And an Allied unit committed to one beach, where you might find the defense isn't as strong as you thought, can't be called back in time to rush to the true danger zone. Both players must constantly be thinking ahead, looking for ways to best utilize their cards several throws down the line.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166690366,"sku":"DCG 1505","price":24.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201505.jpg?v=1729109821"},{"product_id":"dcg-1507","title":"Decision Games Lightning North Africa War Game DCG 1507","description":"\u003cdiv\u003eCovering the great battles of Erwin Rommel from 1941 to 1943, as he fought his way back and forth across the deserts of North Africa. LNA uses cards to represent the military units, supply convoys and objectives of the historic campaign. To win, you must consider your units’ combat power and maneuver options as well as their supply situation. The game features: the Afrika Korps, Tobruk, the Desert Rats, Malta, anti-tank guns, resupply from Europe, minefields and more. LNA is based around a new combat system that makes maneuver and planning as important as brute force. That approach is faithful to the historic events, in which smaller forces were often able to defeat and rout larger ones by using better tactics and planning. In LNA, battles can be won not only by overwhelming the enemy with firepower, but also by out-thinking and bluffing him. The dynamic game system puts you in charge of one of the most famous theaters of WWII.\u003cbr\u003e\u003cbr\u003eIncludes one rules sheet and 110 cards.\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166723134,"sku":"DCG 1507","price":24.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1507-2.jpg?v=1737080737"},{"product_id":"dcg-1604","title":"Decision Games Chickamauga River of Death Folio Game Series DCG 1604","description":"\u003cp\u003eOnce again the Union Army of the Cumberland was in pursuit of Gen. Bragg’s Army of the Tennessee, after the Confederate withdrawal from Chattanooga. Bragg’s actual intention was to stand and fight. In fact, this time — indeed, for the first time — his army, heavily reinforced, actually outnumbered his pursuers. As the dispersed Federals deployed along the Chickamauga River, large numbers of Confederates assembled to strike the counter-blow. The Battle of Chickamauga would be the Confederates’ last opportunity to annihilate an entire Union Army. Chickamauga utilizes the all-new Musket \u0026amp; Saber Combat System, which provides a simple yet accurate portrayal of warfare during the American Civil War. The combat system is intuitive, including all of the details that characterized battle during the Civil War while also simulating the unique aspects of 19th century warfare. Units can become weakened and rout; attackers can pursue, and the fortunes of war can intervene at any time. Cavalry can rip open enemy lines and shred fleeing units, and reserves must be ready to plug holes or secure a line of retreat. In Chickamauga a new Combat Results Table emphasizes playability while also simulating the lethality of the rifled musket. Leaders accelerate the action, replicating the importance of their presence during battle, and supply lines require players to protect their logistical trains. Winning a battle will depend on deployment, maneuver and massing firepower, as well as the strengths and weaknesses of each particular army. Game Contents: • 17 x 22” (43 x 56 cm) terrain map • 100 die-cut counters • One Standard Rules booklet for this series • One Exclusive Rules booklet for this title\u003cbr\u003e\u003cbr\u003e\u003c\/p\u003e\n\u003cdiv\u003eScale:\u003cbr\u003e• Players: 2\u003cbr\u003e• Level: Brigade\u003cbr\u003e• Hex: 352 Yards (322 m)\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166755902,"sku":"DCG 1604","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1604-2_97d4b574-2c3b-4ee8-ba5a-0fcf05e59f1e.jpg?v=1735959919"},{"product_id":"dcg-1606","title":"Decision Games Frayser's Farm Wasted Opportunity Folio Game Series DCG 1606","description":"\u003cdiv\u003eIn June 1862, as Federal troops attempted to retreat after withdrawing from Gaine’s Mill, Virginia, Gen. Robert E. Lee saw an opportunity to annihilate them on the congested roads between White Oak Swamp and the small community of Glendale. Lee’s army included most of the notable Confederate luminaries, such as “Stonewall” Jackson, “Old Pete” Longstreet, A. P. Hill and others, collectively fielding 45,000 men. The Federals, numbering about 40,000, had become disjointed as they attempted to reach and cross the James River. At the same time, though, the Confederate approach became uncoordinated and irregular. The mass of the battle eventually pivoted north of Nelson’s Farm, known to the locals by its former owner’s name, Frayser. Frayser’s Farm utilizes the all-new Musket \u0026amp; Saber Combat System, which provides a simple yet accurate portrayal of warfare during the American Civil War. The combat system is intuitive, including all of the details that characterized battle during the Civil War while also simulating the unique aspects of 19th century warfare. Units can become weakened and rout; attackers can pursue, and the fortunes of war can intervene at any time. Cavalry can rip open enemy lines and shred fleeing units, and reserves must be ready to plug holes or secure the line of retreat. In Frayser’s Farm a new Combat Results Table emphasizes playability while also simulating the lethality of the rifled musket. Leaders accelerate the action, replicating the importance of their presence during battle, and supply lines require players to protect their logistical trains. Winning a battle will depend on deployment, maneuver and massing firepower, as well as the strengths and weaknesses of each particular army. Game Contents: • 17 x 22” (43 x 56 cm) terrain map • 100 die-cut counters • One Standard Rules booklet for this series • One Exclusive Rules booklet for this title\u003cbr\u003e\u003cbr\u003e\n\u003cdiv\u003eScale:\u003cbr\u003e• Players: 2\u003cbr\u003e• Level: Brigade\u003cbr\u003e• Hex: 352 Yards (322 m)\u003c\/div\u003e\n\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166788670,"sku":"DCG 1606","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1606-2.jpg?v=1735960011"},{"product_id":"dcg-1607","title":"Decision Games Folio Games Series Shiloh DCG 1607","description":"\u003cb\u003eFolio Games Series: Shiloh\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003eâ€¢\u003cb\u003ePackage contents:\u003c\/b\u003e\u003cbr\u003e-1 x Folio Games Series: Shiloh\u003cbr\u003e\u003cbr\u003eâ€¢\u003cb\u003eProduct Code:\u003c\/b\u003e\u003cbr\u003e DCG 1607\u003cbr\u003e\u003cbr\u003eâ€¢\u003cb\u003ePackage Info:\u003c\/b\u003e\u003cbr\u003e  \nThere would never be a better chance to hit the Federals and inflict a decisive defeat on them than in April 1862. Two of the advancing Union armies in the Western Theater hadnâ€™t yet converged. The Confederates thus perceived a rare opportunity to concentrate against Grantâ€™s six divisions at Pittsburg Landing on the west bank of the Tennessee River. Organized into four corps, Gen. Albert Sidney Johnston marched his men 20 miles from Corinth, Mississippi, toward the Federal troops bivouacked along a skirmish line extending from the bank of the Tennessee River to the small â€œShilohâ€ church inland. Shiloh utilizes an all-new Musket \u0026amp; Saber combat system, which provides a simple yet accurate portrayal of warfare during the American Civil War. The combat system is intuitive, including all of the details that characterized battle during the Civil War, while also simulating the unique aspects of 19th century warfare. Units can become weakened and rout; attackers can pursue, and the fortunes of war can intervene at any time. Cavalry can rip open enemy lines and shred fleeing units, and reserves must be ready to plug holes or secure the line of retreat. A new Combat Results Table emphasizes playability while also simulating the lethality of the rifled musket. Leaders accelerate the action, replicating the importance of their presence during battle. Supply lines forcing players to protect their logistical trains. Winning a battle will depend on deployment, maneuver and massing firepower, as well as understanding the strengths and weaknesses of each particular army.\u003cbr\u003e\u003cbr\u003e- Product is for use in the Decision Games table top game Folio Games Series: Shiloh\u003cbr\u003e- Models and games are supplied unpainted and may require assembly or preparation before play\u003cbr\u003e- Any scenery, paint, or glue is not included. \u003cbr\u003e\u003cbr\u003e  Decision Games and Decision Games table top games","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166821438,"sku":"DCG 1607","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/pic749002.jpg?v=1743199266"},{"product_id":"dcg-1609","title":"Decision Games Cauldron Battle for Gazala Folio Game Series DCG 1609","description":"\u003cp\u003eFolio Games Series: Cauldron\u003c\/p\u003e\n\u003cp\u003eProduct Code:\u003cbr\u003eDCG 1609\u003c\/p\u003e\n\u003cp\u003ePackage Info:\u003c\/p\u003e\n\u003cp\u003eThe Battle of Gazala, in May 1942, was arguably Rommel's most daring feat of generalship: British 8th Army had reached the limit of its supply line, but had heavily fortified the front from the Libyan coastal village of Gazala to the desolate outpost of Bir Hacheim, nearly 50 windswept miles to the south. The ever-resourceful Rommel, however, simply led the Afrikakorps still deeper into the desert, going around Bir Hacheim. Once behind the Allied defenses, the panzers became a threat to the overall Allied position. British tank units were immediately ordered to counterattack Rommel's panzers, resulting in one of the largest tank engagements of the desert war on a barren tract of desert that became known as the \"cauldron.\"\u003c\/p\u003e\n\u003cp\u003e- Product is for use in the Decision Games tabletop game Folio Games Series: Cauldron.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166854206,"sku":"DCG 1609","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1609-2.jpg?v=1736278272"},{"product_id":"dcg-1612","title":"Decision Games Bastogne A Desperate Defense Folio Game Series DCG 1612","description":"\u003cp\u003eFolio Games Series: Bastogne\u003c\/p\u003e\n\u003cp\u003eProduct Code:\u003cbr\u003eDCG 1612\u003c\/p\u003e\n\u003cp\u003ePackage Info:\u003c\/p\u003e\n\u003cp\u003eThe initial onslaught of the Germans' Ardennes offensive, in December 1944, overran numerous US positions all along the front line, though the Germans simply bypassed other stubbornly defended locations so as to maintain their momentum. The small town of Bastogne, however, with its strategically critical road junctions, became the lynchpin of the entire campaign. The Germans soon realized Bastogne had to be captured; so they set out to assault the outnumbered and surrounded American units there. The desperate defense of Bastogne, therefore, came to typify the entire Battle of the Bulge. Bastogne utilizes the new Fire \u0026amp;Movement combat system that's designed so players can augment their units with support fire during the course of the battle.\u003c\/p\u003e\n\u003cp\u003e- Product is for use in the Decision Games tabletop game Folio Games Series: Bastogne.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166919742,"sku":"DCG 1612","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201612.jpg?v=1740778058"},{"product_id":"dcg-1613","title":"Decision Games Aachen First to Fall Folio Game Series DCG 1613","description":"\u003cdiv\u003e\n\u003cp\u003e\u003cstrong\u003eAachen: First to Fall\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eBefore October 1944, no large German city had been directly assaulted by any Allied army. German soldiers continued to fight stubbornly throughout Europe, even after Germany’s defeat became certain; US commanders knew resistance on German soil would be tenacious. In the city of Aachen itself, the street fighting was expected to be severe, just as it had been in other hard-fought cities. The situation along the border itself was even worse; the infamous West Wall loomed in front of Aachen, enclosing the city with miles of concrete bunkers, casemates and “dragon’s teeth.” The sense of foreboding among the GIs assigned to the attack, as well as their commanding generals, was evident and warranted.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cbr\u003eAachen\u003c\/strong\u003e utilizes the \u003cem\u003eFire \u0026amp; Movement\u003c\/em\u003e combat system that allows players to augment their units with “support fire” during the course of the turns. From mortars to fighter-bombers, units can receive support assets to engage enemy positions and formations, allowing combat to develop at all levels. A single recon battalion, perhaps supported by anti-tank guns, could be tasked to assault a lone enemy regiment of engineers defending a road junction. As that attack gets underway, however, the recon battalion may find itself strafed by enemy fighter-bombers. More support will be necessary to take the road junction, but assets are limited.\u003c\/p\u003e\n\u003cp\u003eThe attritional design of the Combat Results Table simulates the true nature of battles in Europe. Units are typically two-sided counters that can incur casualties, accurately replicating the realities of combat and the high losses sustained by both sides during the actual fighting in Aachen. Winning the battle is a matter of maneuver, firepower and asset management.\u003cbr\u003e\u003cbr\u003e\u003cu\u003e\u003c\/u\u003e\u003cu\u003eGame Contents:\u003c\/u\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e• 17×22 inch map sheet\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e• 120 die-cut 1\/2-inch counters\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e• 8-page system rules booklet\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e• 4-page scenario rules booklet\u003c\/strong\u003e\u003c\/p\u003e\n\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469166952510,"sku":"DCG 1613","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201613.jpg?v=1737761081"},{"product_id":"dcg-1621","title":"Decision Games Breitenfeld Enter the Lion of the North Folio Game Series 1621","description":"\u003cp\u003eFolio Games Series: Breitenfeld\u003c\/p\u003e\n\u003cp\u003eProduct Code:\u003cbr\u003eDCG 1621\u003c\/p\u003e\n\u003cp\u003ePackage Info:\u003c\/p\u003e\n\u003cp\u003eBreitenfeld was the first major clash involving the Swedish army of Gustavus Adolphus. Gustavus had adopted the advances of Maurice of Nassau, using smaller, thinner formations bringing mobility and flexibility to battlefields dominated by massive blocks of musket-ringed pikemen. But he faced a larger, more experienced Imperial army under Count Tilly, and had to rely on shaky Saxon allies. The battle becomes a contest between Swedish quickness and Imperial stolidity. Victory will go to the player who best utilizes his strengths and takes advantage of enemy weaknesses.\u003c\/p\u003e\n\u003cp\u003eProduct is for use in the Decision Games tabletop game Folio Games Series: Breitenfeld.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167050814,"sku":"DCG 1621","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201621.jpg?v=1729109827"},{"product_id":"dcg-1623","title":"Decision Games Pea Ridge St Louis, then Huzzah! Folio Game Series DCG 1623","description":"\u003cp\u003eFolio: Pea Ridge: St Louis, then Huzzah!\u003c\/p\u003e\n\u003cp\u003eProduct Code:\u003cbr\u003eDCG 1623\u003c\/p\u003e\n\u003cp\u003ePackage Info:\u003c\/p\u003e\n\u003cp\u003eA Union invasion of northern Arkansas ground to a halt in early 1862 due to logistical difficulties. The alarmed Confederates sent Earl Van Dorn to coordinate the fractious Southern forces to repel the Yankee invaders. Van Dorn, aggressive but careless, launched a quick offensive that nearly trapped Sam Curtis' Union Army of the Southwest until Curtis extricated his army and placed it in a well-entrenched position on the plateau of Pea Ridge. After their rapid march north, the Confederates were exhausted and out of supplies, but Van Dorn nevertheless set them on a grueling night march around Curtis' position.\u003c\/p\u003e\n\u003cp\u003ePea Ridge uses the Musket \u0026amp; Saber system to accurately portray warfare during the American Civil War. All the primary facets of the muzzle-loading era are included. The combat system rewards intuitive play without the need for rifle counting. There are substantial differences between infantry, artillery, and cavalry: Infantry, tough and resilient, bear the brunt of battle. Artillery can smash attacks or open holes in enemy lines but is vulnerable and brittle. Cavalry is weak in stand-up combat but crucial for pursuit and reconnaissance. All units are susceptible to rout when weakened, and the fortunes of war can intervene at any time, so players must maintain reserves. Leaders provide an important supplement to unit capabilities, and armies must protect their headquarters and logistical tail or risk deterioration of their mobility and combat power.\u003c\/p\u003e\n\u003cp\u003eProduct is for use in the Decision Games tabletop game Folio Game Series: Pea Ridge: St Louis, then Huzzah!\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167083582,"sku":"DCG 1623","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201623.jpg?v=1729109828"},{"product_id":"dcg-1632","title":"Decision Games Tannenberg East Prussia, August 1914 Folio Game Series DCG 1632","description":"\u003cp\u003e\u003cstrong\u003eTannenberg: East Prussia, August 1914\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eIn August 1914, two Russian armies, Rennenkampf’s First and Samsonov’s Second, invaded the German province of East Prussia. The lone German army there, Hindenburg’s Eighth, had to rely on interior lines and railroads to concentrate against each Russian army in turn. This game focuses on the southern half of the campaign, with the northern half factored into the victory conditions. Those victory conditions vary with the strategic options chosen by each player so neither knows the other’s intent.\u003cbr\u003e\u003cbr\u003eTannenberg uses a modification of the Fire \u0026amp; Movement game system. Developed to portray the mechanized battlefields of a later generation, F\u0026amp;M stresses the use of rapidly-concentrated fire support to generate breakthroughs, followed by a rapid penetration by mobile reserves. In 1914, although railroads allowed the rapid shifting of forces on a large scale, no one moved faster than a man on foot on the battlefield, making exploitation ineffective. However, here both players have hidden movement, allowing them to concentrate in unexpected locations to surround and destroy isolated enemy units. The clumsy and inflexible fire support is represented by the artillery brigades available to division and corps commanders. It must be brought to the point of decision, then supplied to give it the firepower to affect the fighting.\u003cbr\u003e\u003cbr\u003eThe historical outcome at Tannenberg was the destruction of Samsonov’s army, but it need not have been so. Both players have options and can achieve decisive success. The player who makes the better choices, and backs his strategy to the hilt, will emerge the victor.\u003c\/p\u003e\n\u003cp\u003e\u003cbr\u003eGame Contents:\u003cbr\u003e• 17 x 22” map\u003cbr\u003e• 100 die-cut counters\u003cbr\u003e• One Standard Rules booklet for this series\u003cbr\u003e• One Exclusive Rules booklet for this title\u003c\/p\u003e\n\u003cdiv\u003eScale:\u003cbr\u003e• Players: 2\u003cbr\u003e• Level: Brigade\u003cbr\u003e• Hex: 3 miles (5 km)\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167149118,"sku":"DCG 1632","price":28.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1632-2.jpg?v=1737139023"},{"product_id":"dcg-1634","title":"Decision Games Gaza 1917 Gateway to Jerusalem Folio Game Series DCG 1634","description":"\u003cp\u003eFolio Games Series: Gaza 1917\u003c\/p\u003e\n\u003cp\u003eProduct Code:\u003cbr\u003eDCG 1634\u003c\/p\u003e\n\u003cp\u003ePackage Info:\u003c\/p\u003e\n\u003cp\u003eBy early 1917 British Empire forces had pushed the Ottoman Turks out of the Sinai to a line near Gaza. If the British could break that line, it would open the road to Jerusalem, and after that Damascus. A hastily prepared attack in March was repulsed. After a month spent bringing forward artillery and supplies, the British were ready to try again, going \"over the top\" on 17 April.\u003c\/p\u003e\n\u003cp\u003eGaza 1917 uses the Fire \u0026amp; Movement system. The movement and combat systems are designed around the realities of mechanized warfare, giving motorized and\/or specially-trained units clear advantages. Players can augment units at the instant of combat with support fire, provided by weapons ranging from mortars through cannons and light ground-attack aircraft to heavy bombers. A seemingly predictable assault can be overturned at the last minute by heavy defending fires, while even small units may develop tremendous offensive punch with the assistance of a heavy bombardment. Winning the battle is a matter of maneuver, firepower, and asset management.\u003c\/p\u003e\n\u003cp\u003eProduct is for use in the Decision Games tabletop game Folio Games Series: Gaza 1917.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167181886,"sku":"DCG 1634","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201634.jpg?v=1729109828"},{"product_id":"dcg-1635","title":"Decision Games Shanghai Incident 1932 Folio Game Series DCG 1635","description":"\u003cp\u003eFolio Games Series: Shanghai Incident\u003c\/p\u003e\n\u003cp\u003eProduct Code:\u003cbr\u003eDCG 1635\u003c\/p\u003e\n\u003cp\u003ePackage Info:\u003c\/p\u003e\n\u003cp\u003eProduct is for use in the Decision Games tabletop game Folio Games Series: Shanghai Incident.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167214654,"sku":"DCG 1635","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/61jgbhwdvpl._ac_sl1500.jpg?v=1743199270"},{"product_id":"dcg-1637","title":"Decision Games Mortain Counterattack Drive to Avranches Folio Game Series 1637","description":"\u003cp\u003eFolio Games Series: Mortain Counterattack\u003c\/p\u003e\n\u003cp\u003eProduct Code:\u003cbr\u003eDCG 1637\u003c\/p\u003e\n\u003cp\u003ePackage Info:\u003c\/p\u003e\n\u003cp\u003eThe Normandy beachhead was broken wide open by the US drive south through Avranches, followed by rapid advances into Brittany and central France. The operation, however, hung on a slender thread: the lone supply line for the breakout ran through Avranches. Hitler and his generals recognized the weakness; the generals thought the German army in Normandy lacked the strength to take Avranches, but Hitler ordered the attack. Four panzer divisions were gathered near the ancient village of Mortain, intending to take the town and the nearby Hill 317 before driving west. In their way stood the US 30th Infantry Division. The Germans needed a rapid breakthrough, while the Americans had to buy time for reinforcements to arrive.\u003c\/p\u003e\n\u003cp\u003eProduct is for use in the Decision Games tabletop game Folio Games Series: Mortain Counterattack.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167247422,"sku":"DCG 1637","price":29.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201637.jpg?v=1729109827"},{"product_id":"dcg-1638","title":"Decision Games Battles for the Galactic Empire Folio Game Series DCG 1638","description":"\u003cp\u003eFolio Series Battles for the Galactic Empire\u003c\/p\u003e\n\u003cp\u003eProduct Code:\u003cbr\u003eDCG 1638\u003c\/p\u003e\n\u003cp\u003ePackage Info:\u003c\/p\u003e\n\u003cp\u003eBattles for the Galactic Empire (BFGE) is a two-player game set in the Struggle for the Galactic Empire universe. Players attempt to outwit and outplay their opponent to achieve victory by scoring Chaos points through control of the six regions in the sector. Control of the regions is determined by skillful deployment of space fleets, action chit play, and tactical choices during combat. Players build their fleets choosing among six types with varying capabilities including military, morphogenetic (ability to convert opposing forces to the friendly side), and deployment\/movement options. They pick chits randomly from five categories to enhance movement, tactical and build abilities, recruit special units, and disrupt opponent's plans.\u003c\/p\u003e\n\u003cp\u003eProduct is for use in the Decision Games tabletop game Folio Game Series Battles for the Galactic Empire.\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167280190,"sku":"DCG 1638","price":28.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/61qfd548tbl._ac_sl1500.jpg?v=1743199262"},{"product_id":"dcg-1711","title":"Decision Games Mini Game Series 1711 Chantilly - Jackson's Missed Opportunity","description":"\u003cp\u003eChantilly: Jackson’s Missed Opportunity\u003c\/p\u003e \u003cp\u003eAfter the Confederate victory at Second Bull Run in August 1862, Stonewall Jackson led his wing of the Confederate army to get behind the retreating Federals and finish the job. Mud and fatigue slowed him just enough to allow some hastily-collected Federal units to get in position to stop him. The result was a confused battle near Chantilly. At stake was the survival of an entire Union army, or of Jackson's isolated Confederates.\u003cbr\u003e\u003cbr\u003eThese Quick Play Musket \u0026amp; Saber rules can also be used t o play any of the Musket \u0026amp; Saber designs in the folio series.\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e\u003cbr\u003eGame Contents:\u003cbr\u003e• 11 x 17” map\u003cbr\u003e• 40 die-cut counters\u003cbr\u003e• Scenario Instructions\u003cbr\u003e• Four page rule booklet\u003c\/p\u003e \u003cdiv\u003e \u003c\/div\u003e \u003cdiv\u003eScale:\u003cbr\u003e• Players: 2\u003cbr\u003e• Level: Brigade\u003cbr\u003e• Hex: 352 yards\u003c\/div\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167378494,"sku":"DCG 1711","price":16.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/dcg_201711.jpg?v=1731102769"},{"product_id":"dcg-1712","title":"Decision Games Salem Church East of Chancellorsville Mini Game Series DCG 1712","description":"\u003cp\u003eAs the battle of Chancellorsville raged, a Union corps was dispatched to hit the vulnerable Confederate army from behind. 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An American screen dispatched by Benedict Arnold clashed with the British advance in deep woods, triggering an afternoon-long fight fed by reinforcements for both sides. The battle ended in stalemate, as good as a defeat for Burgoyne, but might have tipped in his favor.\u003c\/p\u003e\n\u003cp\u003eSaratoga uses the simplified QuickPlay version of the Musket \u0026amp; Saber system of warfare during the muzzle-loading era. Combat is based on unit quality rather than raw numbers, and rewards the use of historical tactics. All units are susceptible to rout when weakened, so players must maintain reserves. Leaders enhance unit capabilities. Special rules cover the characteristics of eighteenth-century warfare, especially the emergence of light infantry, and the differences between regulars and militia. 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The Kansas-Nebraska Act of 1854 gave new territories the right to “popular sovereignty,” allowing residents to choose whether or not to allow slavery. Within months the stream of settlers to Kansas was swelled by parties of sponsored abolitionists and pro-slavers, all more intent on fighting one another than building a new state. Bushwhacks and gun battles punctuated maneuvers by rival legislatures elected through massive fraud. It would not die out entirely until statehood in January 1861. The new state’s senators swung the US Senate irretrievably against the South, ensuring the continuation of secession started by the election of Abraham Lincoln.\u003c\/p\u003e\n\u003cp\u003eThe core of the game is the card system. Each card describes an important event, person, or factor in the conflict, and triggers associated actions in the game. Players alternate card play to influence settlers, build forces, control counties, sway politics, move friendly forces, disrupt or attack opposing forces, burn or rebuild towns, encourage migration, or request Federal intervention. 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There¹s no computer\/AI player in the game; players make all the critical decisions. You decide on production schedules, declare war on neutral nations, and control the ground, air, sea and strategic forces of the Axis, Allied and Soviet powers in order to change or recreate the events of the war. The game is a division-level simulation, with some brigade and corps-sized ground units. Play takes place on a 159x133 hex map of Europe and North Africa. Naval power and air power are abstracted as points rather than on-map units, including: surface fleet, U-Boat, transport, amphibious assault, tactical air and strategic bomber points.\u003cbr\u003e\u003cbr\u003eBattle on three fronts‹War in the West (two-player, Allies versus Axis); War in the East (two- player, Soviets versus Axis); and War in Europe (three-player, Axis versus Allies \u0026amp; Soviets). Select from 10 scenarios (shorter games focused on a single major offensive), or 16 campaigns (the whole war from a specified date through May Œ45 or the defeat of one side). A unique \"tabbed\" map display allows each player to define his own set of map views, while also allowing one-click switching between areas of interest. Multiple map overlays show the supply net, territory ownership, air range, and zones of control. Fully integrated PBEM mode, with autosend, inbox, browse mode and multiple file load\/save tracking. Support for any screen resolution; multiple customizable map sets and customizable icons. Fully featured game editor for creation of new scenarios and campaigns; create new units, new setups, and edit the data tables used in the game.\u003c\/div\u003e\n\u003cdiv\u003e \u003c\/div\u003e\n\u003cdiv\u003eSystem Requirements:\u003c\/div\u003e\n\u003cul\u003e\n\u003cli\u003eOS: Windows 95\/ME\/NE\/2000\/XP\/Vista\/7\/8\/10 (XP\/Vista\/7 Compatability mode recommended for later versions of Windows) \u003c\/li\u003e\n\u003cli\u003eCPU: Pentium III 800Mhz (Pentium4, 1.2Ghz recommended)\u003c\/li\u003e\n\u003cli\u003eRAM: 128 MB (256 MB recommended)\u003c\/li\u003e\n\u003cli\u003eScreen: Minimum resolution 1024x768, 16 bit color\u003c\/li\u003e\n\u003cli\u003eHD: 50 MB free space\u003c\/li\u003e\n\u003cli\u003eWindows Compatible Sound Card and Mouse\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":31469167640638,"sku":"DCG 2100","price":59.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/2100-2.jpg?v=1736336080"},{"product_id":"dcg-2109","title":"Decision Games D-day at Tarawa PC version DCG 2109","description":"\u003cp\u003eCommand the US 2nd Marine Division in \"one square mile of hell.\"\u003c\/p\u003e\n\u003cp\u003eD-Day at Tarawa is a solitaire game simulating the amphibious invasion of Betio Island in the Tarawa Atoll. The US marines assaulting the tiny island, with its strategically vital airstrip, found themselves in their toughest battle of World War II, a fight to the death against 5000 Japanese defenders.\u003c\/p\u003e\n\u003cp\u003eD-Day at Tarawa advances the solitaire game system of its award-winning predecessor D-Day at Omaha Beach to the next level. You control the US forces against a tenacious Japanese defense. An innovative diceless combat system highlights unknown enemy deployments and the importance of the right weapons and tactics. Event cards keep the action flowing and the rules simple while introducing extensive historical detail.\u003c\/p\u003e\n\u003cp\u003ePlayers familiar with Omaha Beach will recognize the harrowing amphibious landings, overlapping enemy fields of fire, uncanny Japanese strategies, and the emergence of US heroes and leaders, as the story of the two-day struggle unfolds. 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The campaign game starts from Quatre Bras \/ Ligny and lasts 3 days. 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Over the following seven weeks, the Allies battered their way through the tough bocage country while the Germans scrambled to keep a line together. By the end of July they had run out of tricks and the Allies were on the verge of a massive breakout.\u003cbr\u003e\u003cbr\u003eFrom D-Day to the break-out, Cobra allows you to play out the Allied invasion of Normandy and the break-out from the peninsula in one complete game. One player or team commands the Allies, the other the Germans. Victory depends on the Allied breakout and relative casualties. Command regiments, brigades, divisions, corps headquarters and special units. Valuable motorized and mechanized units gain additional movement and can overrun enemy units while moving. Combat rewards careful planning; getting headquarters and supplies to the right place at the right time enhances your combat power.\u003cbr\u003e\u003cbr\u003eFrom June 6 to August 23, Cobra recreates one of the most daring and dramatic battles of World War II. 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Napoleon's French Army of the North faces Wellington's hodge-podge Army of the Low Countries, who are fighting for time while awaiting the arrival of Blucher's Prussian Army of the Lower Rhine. The maps use natural contours to show elevations, withterrain features including the critical chateaux, villages and farms, walls, woods, hedges, sunken roads, slopes, streams, and marshes.\u003c\/p\u003e \u003cp\u003eMost of the vividly colored counters represent combat units: infantry battalions, cavalry squadrons, artillery batteries, and engineer detachments. Many battalions have additional counters for specialist skirmishers, or additional counters to represent greater size. Unit capabilities are modified by a number of formation markers, from infantry squares to cavalry vedettes. Individual leaders enhance unit performance, while each army's high command is represented by key commanders and unit headquarters.\u003c\/p\u003e \u003cp\u003eThe game mechanics have been streamlined; a single dice roll inflicts casualties and disorder. Units and larger organizations wear down over time and must be rested or risk a catastrophic collapse. Finesse trumps brute strength in combat; players must utilize a variety of arms, formations, and tactics to seize key ground and destroy enemy units. Hidden movement allows each player to prepare surprises for the other. Multiple scenarios cover everything from the historical battle to a fight for an individual chateau. The French player may decide on an early start, or even on turning the battle into a demonstration.\u003c\/p\u003e \u003cp\u003eThe Prussian arrival can occur early with fewer troops, or later with more, at the will of the allied player. 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Featuring a full order of battle of all the historic divisions, Patton's First Victory also includes \"support assets\" that can be assigned to divisions to increase their strength. Should the Axis player assign his support assets to his best divisions, or use them to augment his light units? The Allied player must maintain the momentum, fighting for a breakthrough to capture enough of the important Tunisian harbors to win. The Axis player must manage his scant yet potent army to repel the attacking Allies while watching for opportunities to counterattack and throw them back. 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Most important, Wellington had arranged with Blucher, commander of the Prussian Army, to attack Napoleon from the east. Thus it was at the critical moment when Napoleon was attempting to break the British line that the Prussians appeared. Napoleon then had to try to complete the defeat of the British while not being flanked by the Prussians.\u003c\/p\u003e \u003cp\u003eNapoleon at Waterloo is a simple game of the Battle of Waterloo. The system uses the most common and basic wargame principles, such as hexagon movement, firepower ratings, terrain benefits, and a combat results table to allow you to quickly and easily determine the outcome of battles. The rules are only three pages, and the game is only 10 turns.\u003c\/p\u003e \u003cp\u003eThe game includes all the units present at the battle – French, British and the Prussian – as well as extra units representing other nearby forces that arrived too late to participate historically. 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The game’s sub-systems are crafted to present a supreme-commander’s-eye-view of the war: it is therefore almost fully strategic in its perspective, with only the most pastel of operational undertones added to enhance historical tone and texture. Each hex on the map represents 16 miles (26 km). Each full turn of play represents four days of real time. Units of maneuver are corps with army HQ also being represented. Static fortresses also play an important role in play. One player commands the German forces. 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Over 35,000 men belonging to 1st Allied Airborne Army dropped from the skies of Holland. Their objective: capture and hold a highway. The result: a salient into German territory that lacked only the last objective, and was thus a tragic defeat. The 2,000-plus counters detail Brereton’s Airborne Corps of three divisions, the units of Brian Horrocks’s 30th Corps, and Model’s scattered and disheveled forces at company level for infantry; battery level for artillery, anti-tank and anti-air; and troop level for tank and armored cars. The four maps cover the area from the front along the Meuse-Escaut Canal to the land, nearly 200 hexes away, surrounding the Arnhem Highway Bridge. Each map is positioned to cover the operational area of one airborne division. That allows one-division scenarios. The system focuses on the interaction of two variables: fire power and morale. The structure of the game turns is simple, with each player turn divided into a Command Communications Phase and a Maneuver Phase. All the activities of each formation are completed before those of another are begun. Attacks proceed with a preliminary barrage, fire attack by maneuver companies, and then close action with tanks or assault troops. All activities involve comparisons of involved units’ capabilities. Those variables create the framework within which the players operate. 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Your task force must defeat the Earth Federation ships in the area and seize the primary surface base. Four increasingly difficult missions must be completed to win the campaign game. Along the way, additional ships arrive and pods are constructed to increase strength and technological capabilities. A unique card system counts down the time remaining and provides challenges and opportunities at every orbit. In this game the player takes command of a Rebel task force attempting to complete missions critical to securing the Ceres water base. Your success will ensure Mars and other colonies have a major source of water for survival and the Earth Federation will be forced to haul water up the deep and costly gravity well from Earth. This game is set in the Free Mars universe and is a prequel to the Free Mars boxed game. Game Contents: • 11 x 17” map • 40 die-cut counters • 18 mini cards • Scenario Instructions • Four page rule booklet\u003c\/p\u003e","brand":"Little Big Wars","offers":[{"title":"Default Title","offer_id":32059397734462,"sku":"DCG 1719","price":20.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0254\/8783\/5198\/files\/1719-2.jpg?v=1736292722"},{"product_id":"decision-games-folio-series-pavia-climax-of-the-italian-wars-1622","title":"Decision Games Pavia Climax of the Italian Wars Folio Game Series DCG 1622","description":"\u003cp\u003ePavia was the climactic clash of the Italian Wars, a decades-long struggle between Valois France and Habsburg Spain for control of Italy. Both sides have nascent pike-and-shot armies, the French still relying upon feudal knights, and the Spanish increasingly dependent on new individual firearms. Both sides also relied on mercenaries: Italian musketeers, Swiss pikemen, German Landsknechts. Tercios, too, are in their infancy; at Pavia, the battle is fought by smaller formations maneuvering in a broken, wooded area.\u003cbr\u003e\u003cbr\u003ePavia uses the new Pike \u0026amp; Shot game system to portray the battlefields of the early gunpowder period. Infantry is based on pike formations with varying numbers of attached musketeers. Other musketeers operate independently, useful for skirmishing but vulnerable to both infantry and cavalry. Shock power comes from heavy cavalry, armored horsemen armed with pistol and sword, but relying increasingly on firepower to wear down opponents. Light cavalry roam the battlefield, too weak to stand up to their heavy cousins, but ruthless during a pursuit. The newest form of horsemen are the dragoons, men trained to fight mounted and on foot, ideal for seizing key points in advance of the main body. Artillery is still in its infancy; the large, powerful guns are all-but-immobile. However, different armies at different times experiment with lighter, more mobile weapons.\u003cbr\u003e\u003cbr\u003eIn Pike \u0026amp; Shot, players must coordinate their artillery and infantry to begin breaking up enemy formations, then follow up with cavalry to finish the job. Deployment must take into account the eventual rattling of even the best infantry, using multiple lines to ensure fresh formations are available to fill gaps and take up the fight. Leaders are essential both for encouraging troops in combat, and rallying those who have drifted out of the action. 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On 6 October the Syrians attacked with five divisions, three of them mechanized, supported by mortars, artillery, mobile SAMs, and a heliborne commando brigade. The Israelis were therefore badly outnumbered, but were quickly reinforced by reservists (much sooner than the Syrians had anticipated). More significantly, the Israeli Air Force appeared overhead to impede the Syrian assault. However, the Syrians’ surface-to-air missile batteries proved at least partially effective against those aircraft. Thus, among other things, the battle for the Golan would test the preeminence of air support against the ascendancy of the SAM. Golan utilizes the new Fire \u0026amp; Movement combat system that’s designed so players can augment their units with “support sire” during the course of the turn. From artillery to air strikes, units can receive support to engage enemy positions and formations, allowing combat to develop at all levels. But Golan also introduces a new element to the battlefield: surface to air missiles. The Syrians fielded numerous SAM batteries during their advance, downing many Israeli jets and compelling that air force to implement new tactics. A single armor battalion, for example — perhaps supported by air support — could be tasked to assault a lone enemy commando brigade defending a fort. As that attack gets underway, though, the air support may find itself under fire from a mobile SAM battery. More support will be necessary to take the fort, but assets are limited. In Golan the attritional design of the new Combat Results Table simulates the true nature of modern warfare. Units are typically two-sided formations that can incur casualties, accurately replicating the realities of combat and the high losses sustained by both sides during the Yom Kippur War. Winning is thus a matter of maneuver, firepower and asset management. 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The British reformed near El Alamein, just 90 miles from Alexandria. After the repulse of a hasty attack in mid-July, Rommel orchestrated a more careful assault for the end of the month. His mobile troops were to swing wide into the desert to flank the British line and unhinge it. Eighth Army was waiting, forewarned by ULTRA intercepts. Its new commander, Bernard Mongomery, arrayed his armor along the ridge of Alam el Halfa. The German assault would pit the tactical finesse of \u003cem\u003eAfrika Korps\u003c\/em\u003e against greater numbers of tanks and guns. A German victory might complete the clearance of North Africa; a British victory could spell the end of \u003cem\u003eAfrika Korps\u003c\/em\u003e.\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003e\u003cem\u003eEl Alamein\u003c\/em\u003e\u003c\/strong\u003e uses the \u003cem\u003eFire \u0026amp; Movement\u003c\/em\u003e system designed around the realities of mechanized warfare, giving motorized and\/or specially-trained units clear advantages. Players can augment units at the instant of combat with support fire, provided by weapons ranging from mortars through cannon and light ground attack aircraft to heavy bombers. A seemingly predictable assault can be overturned at the last minute by heavy defending fires, while even small units may develop tremendous offensive punch with the assistance of a heavy bombardment. 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The US Army hastily formed a perimeter along the arcing Naktong River to stop — or at least delay — the final North Korean breakthrough. Every available US unit in Korea, including a Marine brigade, was thrown into the fight against three North Korean infantry divisions converging to crush what became known as the “Naktong Bulge.” Naktong Bulge utilizes the new Fire \u0026amp; Movement combat system that’s designed so players can augment their units with “support fire” during the course of the turn. From fighter-bombers to artillery, units can receive support to engage enemy positions and formations, allowing combat to develop at all levels. A single recon company, for example — perhaps supported by howitzers — could be tasked to assault a lone enemy infantry battalion defending a mountain pass. As its attack gets underway, however, the recon company may find itself under fire from heavy artillery. More support will be necessary to take the pass, but assets are limited. In Naktong Bulge the attritional design of the new Combat Results Table simulates the true nature of combat during the Korean War. Units are typically two-sided formations that can incur casualties, accurately replicating the realities of combat and the high losses sustained by both sides during the Korean War. Winning the battle is thus a matter of maneuver, firepower and asset management. 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In Kasserine, the attritional design of the new Combat Results Table simulates the true nature of the battles in North Africa. Units are typically two-sided formations that can suffer casualties, accurately replicating the realities of combat and the high losses sustained by both sides during the actual fighting at Kasserine Pass. Winning is thus a matter of maneuver, firepower and asset management. 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The skill of the Hun horsemen, particularly their accuracy with the composite bow while mounted, made them a veritable shock army. They continued to bring victory after victory to Attila, making him the master of Central Europe. After years of conquest, oppression and extortion, however, Attila’s recent invasion of Western Europe would be challenged: a remnant Roman army, under the command of Flavius Aetius, was sent to stop him on a field known as the Catalaunian Plain, near the village of Chalons. The Battle of Chalons would decide the fate of Europe.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003eChalons\u003c\/strong\u003e utilizes the tried-and-true \u003cem\u003eBattles of the Ancient World\u003c\/em\u003e system, providing a simple yet accurate portrayal of ancient warfare. The combat system is intuitive, including all of the details that characterized warfare in the era of sword and shield. Various units may be swordsmen, archers or javelin throwers, horsemen, etc. The system includes rules for leaders, charges, melee, diversionary attacks, demoralization and more. A group of barbarians, for example, may be ordered to charge an enemy phalanx that has already hurled their javelins. As the barbarians near the phalanx, however, they may be ambushed by enemy \u003cem\u003eballistas\u003c\/em\u003e hidden behind the ranks and waiting to disrupt just such a charge.\u003c\/p\u003e\n\u003cp\u003eThe traditional design of the classic Combat Results Table emphasizes playability while also simulating the true strictures of ancient warfare. Famous leaders, such as Attila, also influence combat, replicating the importance of their presence during battle. 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