Popular Games Played at the
Connecticut
Game Club
The following are press releases for some of the more popular games
played at the CGC.
We have separate forums for game reviews
and after action reports as written by your follow
gamers.
Linda is still selling Andy's games at The Gamers Mart
I was introduced to a great game at last month's Total Confusion convention: Battleground: Fantasy Warfare (BFW). The manufacturer, Your Move Games, is a Massachusetts company, and they were onsite to showcase their game.

BFW is like a miniatures game, but the cool innovation is that your units are printed on 2D cards. You can have a whole army's worth of units in single deck of cards in your pocket. Aside from the nice presentation, the rules are very good too. Annother innovation is that casualty hits are marked right on the card with dry-erase marker; at the end of the game, wipe your cards clean and you're all set for the next time.
There are currently eight fantasy armies/factions: The Men of Hawkshold (feudal humans), Orcs, Undead, Ravenwood Elves, High Elves, Dwarves, Lizardmen, and the Umenzi tribes (like Zulus with magic). There will be more armies in the future, and historical earth sets are in development (Roman Punic war is coming soon). Each army has at least a dozen different unit types, and their unique special ability. For example, Orc generals can "lash" their troops to move faster and fight harder. The Undead can heal their units by creating new troops from the battlefield dead.
Good stuff!
You can learn a lot more about the game at the official BFW web site:
http://www.yourmovegames.com/battleground_index.html
This site includes lots of detail on each faction, discussion forums with hundreds of posts, and even a Flash animation showing how game play flows.
I was so impressed with the game that I contacted Your Move Games to ask how I could help promote BFW. They would like us to be one of their Beta playtest groups for the new Campaign system they're developing.
Just from showing the game to a bunch of folks around the SWA, we've already got over eight potential players lined up. But there's always room for more. We'll be starting some time in the month of April, and we'll probably be meeting on Saturday and/or Sunday afternoons. Location will probably be Zombie Planet game store, or the Studio of Bridge and Games, or a mix of the two. We'll see who's playing and what works best for the group. If we get enough players, we may even have more than one group, for better flexibility with scheduling and such.
If you'd like to give the game a try, some of us will be getting together this Saturday. Newbies welcome!
If you're interested in either this weekend or the Campaign idea, please reply to this message, or contact me directly.
Dave Cheng
dave@swa-gaming.org
An
exciting game of modern Vatican horror, conspiracy and investigation in
which demons, ghosts and vampires exist to torment and feed upon an unprepared
humanity. The only defense is a small and steadily shrinking cadre of holy
defenders. The heroes can be Modern Templars, Treasure Seekers, Dispassionate
Experts, Sacred Hunters, Blessed Non-believers or others, who face unspeakable
evil with only faith, knowledge, and miraculous powers to keep them alive.
This simple, easy-to-learn roleplaying game will suit the needs of both experienced roleplayers looking for the thrill of demon-hunting and atmospheric horror and players looking for an accessible system in which to learn the art of the game. Tabletop Adventures' 4-6-8 dice system encourages team play and increases character interaction.
The player characters are members of an elite group of priests and other personnel who hunt evil and battle the forces of darkness, bringing light and strength to a threatened world. Adventures can take the characters anywhere, from a desert mission in Africa to a split-level in suburbia, but no mission is ever accomplished without cost. Despite the miraculous powers and soul-searing knowledge the heroes wield, combat with a true demon is a terrifying proposition. Death, crippling injury and insanity are all more-than-likely outcomes of a mission.
Visit the Against the Darkness home page at
http://www.tabletopadventures.com/Horror/
Many
of you have seen Daniel Bostwick running Close
Action by Clash of Arms Games at Council of Five Nations for
years. He has now developed some custom software to greatly streamline
game play. We're happy to help get the word out.
Announcing the release of the first commercially available computer support product for Close Action "The Naval Register: Support Software for Close Action"
The Naval Register is PC-based software that makes it easy to play Close Action whenever you want to. Simply select the scenario that you want to play, and print all of the required ship logs with the click of a button. Gunnery numbers, turn modes, victory points per section, and more are all calculated and filled in automatically. From small, two ship duels, to massive fleet battles, you will be ready to play with almost no effort.
-
Print ship logs in two different styles, each of which can be customized
to suit your tastes.
- Print a "GM Summary Sheet" to assist in setting up and running large
games
- Compose After Action Reports to document your battles
- View ship data by rate, by nationality, by scenario, or even view
a chronological history of a particular ship by name
- Design your own scenarios
- Registered owners can stay current with official scenario updates
Includes a bonus scenario from the unreleased expansion "Years of Victory: the Age of Nelson, 1803-1805" More features are highlighted on the website. Download the complete user manual to see application screen shots. Never create another ship log by hand... give your Close Action games the support they need!
For more information, or to purchase your copy...
Email - the_naval_register@twcny.rr.com
Web - http://www.thenavalregister.com/tnr_files/tnr_home.html
"Now the trumpet summons us again, not as
a call to bear arms, though arms we need; not as a call to battle,
though embattled we are – but a call to
bear the burden of a long twilight struggle..."
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 then stood only
two. The world had scant months to sigh its collective 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 forty-five
year dance of intrigue, prestige, and occasional flares of warfare between
the Soviet Union and the United States. The entire world is the stage on
which these two titans fight to make the world safe for their own ideologies
and ways of life. The game begins amidst the ruins of Europe as the two
new "superpowers" scramble over the wreckage of the Second World War, 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: Rome vs. Carthage. It is a quick-playing, low-complexity game in that 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. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?
Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab- Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to 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.
Twilight Struggle won the Charles S. Roberts award for Best Modern Era Boardgame for 2005.
Winner of the 2006 International Gamers Award and the 2006 BoardGameGeek Golden Geek awards for both Best Wargame and Best 2 Player game.
Visit the Twilight Struggle Struggle Home Page http://www.gmtgames.com/nnts/main.html
Read several reviews on Twilight Struggle
Pickup a copy of Twilight Struggle from the CGC's Andy Z. ebay store
The
GamersMart




Your miniatures troops will move about the tabletop battlefield, taking cover from enemy fire and then blasting back in return. Sometimes they will abandon you as soon as the going gets tough. But by using the sort of tactics and cunning that a real-life commander would, you and your miniatures soldiers will fight their way to victory after victory!
Visit the Flames of War home website at Battlefront Miniatures
For a gamer's review of Flames of War go to our Game
Review forum.
For many stories of Flames of War games played by CGC members, go to
our After Action Reports Forum.
The Napoleonic Wars, 1805 - 1815, brings you a fast-paced, tension-filled, card-driven wargame using a point-to-point movement system that pushes the envelope in a new direction for this pivotal period of history. Having a simple-to-learn strategic system and short rulebook, The Napoleonic Wars, can be played in an evening as the cards and Diplomatic Track make for tough decision-making in the face of everchanging enemy threats. Game designed by the CGC's Mark McLaughlin and published by GMT Games.
* The Napoleonic Wars (published by GMT in 2002) received the Charles S. Roberts Award for Best Pre-World War II Boardgame. It also earned its designer the First Annual Alexander Award for Creativity in Boardgame Design.
Now check out Mark's new game
Wellington,
based
on Napoleonic Wars
at the CGC game
reviews forum
Pickup a copy of Napoleonic Wars from the CGC's Andy Z. ebay store The GamersMart
THE NAPOLEONIC WARS PBeM
PBeM tournament for The Napoleonic Wars using
the ACTS site for card driven boardgames with version 1.2 of the
living rules. The format will be single elimination, three-player
games. Check out the details at http://www.tc.umn.edu/~schw0516/Index.html.

Wellington
The
Naploenic Wars system for the Peninsula War, designer Mark G. McLaughlin
creates a furiously paced, card-driven and battle/siege-intensive strategic/operational
game of Wellington's campaign to drive the French from Spain and invade
France itself. With a maximum three turns in length, with sudden-death
endings possible - and quite common when one side is "on the ropes" - at
the end of the first or second turns, Wellington is a game easily played
to conclusion by two, three or four players in an evening or an afternoon.
http://www.gmtgames.com/wellington/main.html
http://www.gmtgames.com/wellington/sneakpeek.html
For a gamer's review of Wellington go to our Game
Review forum.
Pickup a copy of Wellington from the CGC's Andy Z. ebay store The
GamersMart
Richard
Borg's Commands & Colors: Ancients from GMTGames
allows
you to re-fight epic battles of the ancient world. Here the focus is on
the two rivals for power in the Western Mediterranean, Carthage and
Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio
Africanus, will you beat Hannibal with newer tactics of your own?
Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.
Commands & Colors: Ancients contains the battles of Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama.
For
those who have experienced Commands & Colors: Ancients, I salute you.
By Richard Borg
The Greeks & Eastern Kingdoms is the first expansion
to Commands & Colors: Ancients. The armies of Philip, Alexander
and the Successors hosts of Persians, Scythians and Indians to the
east. In this expansion, you will find historical scenarios that
focus on the hoplites of classical Greece fighting off the invading
Persian army at Marathon and Plataea; epic battles from the Peloponnesian
War, the rise of Macedon and
Alexander's battles of Gaugamela, Issus and Granicus
against the Persians; and battles involving Alexander's successors.
With your
Greeks you will be able to turn west and battle the Carthaginians in
Sicily, or as King Pyrrhus at Heraclea and Ausculum, battle the Romans.

The Greeks & Eastern Kingdoms will feature at least
one new unit type as well as several "specialty" units and leaders
(The Sacred Band, The Immortals, Alexander the Great, and Alexander's
Companion Cavalry, for example). Each of these operates within the confines
of the original system rules, with only slight modifications to reflect
their historical abilities and importance. So, rules-wise, if you
own Commands & Colors:
Ancients, you'll have no trouble at all learning the
few special rules for these new types of units.
The battle dice resolve combat quickly and the command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. Yet the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Ancient units, their weapons, terrain and the history.
Again Welcome and Enjoy!
For a gamer's review of Command and Colors go to our Game
Review forum.
Pickup a copy of Command & Colors from the CGC's Andy Z. ebay store
The
GamersMart
Arkham
Horror takes place in the town of Arkham, Massachusetts,
is in a panic.
Horrific and bizarre events have begun to occur with
increasing frequency - all seeming to point towards some cataclysmic event
in the near future that may spell disaster for everyone. Only one small
band of investigators can save Arkham from the Great Old Ones and destruction!
http://fantasyflightgames.com/ah_products.html
For a gamer's review of Arkham Horror go to our Game
Review forum.
From
Valmy to Waterloo Grand Tactical rules written
by CGC's own William Keyser and published
through
Clash Of Arms games.
(SYW variant currently in beta test)
Vist the home page for Carnage and Glory
For a complete game review and after action report of Carnage & Glory go to the Musler Archives.
Check out the Carnage & Glory newsgroup carnageandglory2@yahoogroups.com
A
to Z miniatures Developed by CGC's own Phil Spera
and Andy Zartolas. Separate Rules sets cover Ancients, Napoleanics, American
Civil War, Fighting Sail and other periods.
Pickup a copy of A to Z Campaigns of Napoleon from the CGC's Andy Z. ebay
store The GamersMart
Warhammer
40k/Epic 40KStruggle for the survival of mankind
in the 41st century. (note: Graphics from upcoming Quake 40k Mod Q40k.stomped.com)


Read an AAR from the Struggle
of Guadalcanal by Byron Bond.
Advanced
Squad Leader ASL is Avalon Hill's game of
WWII squad level combat. In the past we've had ASL tournaments at monthly
meetings. Crusades '98 saw an ASL tournament with Critical Hit's Steve
Pleva
and Brian Martuzas. Here's a good description of ASL




Axis & Allies The
popular strategic boardgame of WW2 conquest. Very simple to learn, but
infinitely complex in its strategies.
Carlo Miragoli's Axis
and Allies utilities A real help to Gamesmasters.
Vist the Axis & Allies home page at Wizards
of the Coast
Challenge
your friends to fast, head-to-head combat with the Axis & Allies Miniatures
Game! This high-quality skirmish game is playable right out of the box.
With these faithful reproductions of real WWII combat vehicles and fighting
units, you can recreate historical battles from World War II with authentic
Shermans, Panzers, infantry, and more! Or create your own battles!
2007
will be the debut of the all-new Axis
& Allies Naval Miniatures game. With 64 authentically detailed
miniatures, gamers, collectors, and history buffs will be able to assemble
fleets of the finest vessels to ever do battle on, under, or above the
sea in World War II. Fast-paced and action-packed, this exciting, new miniatures
game will let players recreate historical battles or go head-to-head in
competitive warfare that rages across massive 30”x40” battle maps.
64
authentically detailed carriers, battleships, destroyers, cruisers, submarines,
aircraft and other vessels from WWII .
Unique ships—such as the BB Bismarck, IJN Yamato, and
the USS Enterprise—feature their distinctive markings and camouflage.
Abilities and statistics of units are based on their
historical performances in battle.
Prepainted, durable plastic—fully assembled and ready
to play, right out of the box.
Larger (Rare) ships have moving parts (turrets/main guns)
Double-sided battle maps allow the creation of massive
30”x40” battlefields that can be customized with the double-sided island
cards
For a gamer's review of Axis & Allies: D-Day go to our Game
Review forum.
For a gamer's review of Axis & Allies: War At Sea go to our Game
Review forum.



Age
of Renaissance, and
most multi-player board games.
Read about the CGC's AoR Champion
at Elightenment VI March 2003: Chris Byrd
Read about the CGC's AoR
Champion at WBA 2006: Harald Henning
AGE OF RENAISSANCE PBeM
None of our many email tournaments have been more
popular and consistently well attended than Age of Renaissance. Check out
the details at http://www.geocities.com/aorkg/aorbpa2004/2004home.htm.
Mississippi
Queen, The players are captains of Mississippi
paddle-wheelers, racing them down the river. They can go as fast as they
want, but must avoid islands and make two passenger stops on the way. Sudden
speed and direction changes cost coal and when you run out, you c rash.
The first boat to the finish line is the winner and the Mississippi Queen!

Ticket to Ride
Game Review by
CGC's Brandon Musler
October 2, 1900 - 28 years to the day that noted London
eccentric, Phileas Fogg accepted and then won a £20,000 bet that
he could travel "Around the World in 80 Days". Now at the dawn of the century
it was time for a new "impossible journey". Some old friends have gathered
to celebrate Fogg's impetuous and lucrative gamble - and to propose a new
wager of their own.
The stakes: $1 Million in a winner-takes-all competition. The objective: to see which of them can travel by rail to the most cities in North America - in just 7 days. The journey begins immediately...
Ticket to Ride is a cross-country train adventure where
players collect cards of various types of train cars that enable them to
claim railway routes connecting cities throughout North America.
Ticket to Ride: Europe
From the craggy hillsides of Edinburgh to the sunlit
docks of Constantinople, from the dusty alleys of Pamplona to a windswept
station in Berlin, Ticket to Ride Europe takes you on a new train adventure
through the great cities of turn-of-the-century Europe.
Will you risk a trip through the dark tunnels of Switzerland? Venture aboard a ferry on the Black Sea? Or erect lavish train stations in the great capitals of the old empires? Your next move might just make you Europe's greatest train magnate!
For a gamer's review of Ticket to Ride go to our Game Review forum.
Memoir
44
Parting Shots Dept.,