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Stonewall's Last Battle: The Chancellorsville Campaign
Maneuver forces across tactical or historical battle maps.
Vampire: The Masquerade – Chapters
Coordinate shared actions while clues or threats pressure the group.
Quarriors! Light Vs. Dark
Build a deck or pool that turns small actions into stronger combos.
Baltic Gap: Summer 1944
Maneuver forces across tactical or historical battle maps.
Tenkatoitsu
Maneuver forces across tactical or historical battle maps.
War at Sea
Choose sides, set historical fleets in port, move ships and submarines into connected sea areas, reveal opposing forces, resolve air and naval combat until one side withdraws, mark control, deliver eligible convoys, repair surviving ships, and total control points after the final turn.
Warhammer 40,000 (ninth Edition)
Play linked scenarios where mission goals shape each session.
Battles of the American Revolution Tri-pack: Guilford, Saratoga, Brandywine
Choose one battle and scenario, set units and morale from its exclusive booklet, determine initiative, move formations within leader and terrain limits, resolve rifle, artillery, and close combat, apply disruption and morale results, rally eligible units, and meet the scenario’s historical victory conditions.
Enemy Coast Ahead: Operation Chastise – The Dambuster Raid
Coordinate with teammates to solve the game's shared challenge.
Zombicide: Gear Up
Coordinate with teammates to solve the game's shared challenge.
Reds! The Russian Civil War 1918-1921
Set the 1918 campaign forces and political markers, draw activation chits, move the activated front or faction, resolve combat and retreats, trace rail and supply, apply events and foreign intervention, reinforce surviving armies, and check resource-city and political victory conditions through the final turn.
Shadowfist
Manage cards in hand to time plays, combos, and scoring windows.
Wizard's Quest
Maneuver forces across tactical or historical battle maps.
Necromunda: Underhive
Build the tiled underhive and gangs for a scenario, alternate fighter activations, spend actions to move, aim, shoot, charge, fight, interact, or recover, resolve ammo and injury dice, apply tactics and scenario rules, then score objectives and update gangs if playing a campaign.
The Defence Of Procyon Iii
Maneuver forces across tactical or historical battle maps.
Cry Havoc
Choose a scenario and assemble its maps and named counters, alternate movement and missile activity, spend movement points by terrain, check facing and line of sight, resolve combat on the appropriate table, flip wounded characters, test morale, and complete the scenario’s objective within its turn limit.
Cataphract
Maneuver forces across tactical or historical battle maps.
Hapsburg Eclipse
Maneuver forces across tactical or historical battle maps.
Wellington: The Peninsular War 1812-1814
Choose a scenario and assign the four commands, deal strategy cards, alternate card plays as command points or events, move armies along connected spaces, resolve interceptions, battles, sieges, attrition, and political control, then check automatic victory or compare points at the scenario end.
Anunnaki: Dawn Of The Gods
Move pieces across a map while planning position and timing.
Frederick The Great: The Campaigns Of The Soldier King 1756-1759
Maneuver forces across tactical or historical battle maps.
Warhammer 40,000: Rogue Trader
Roll dice and choose how to use the results for tactical outcomes.
No Retreat!: The North African Front
Maneuver forces across tactical or historical battle maps.
Hellas
Build the starting archipelago, alternate turns choosing reinforcement, voyage, or attack, use ships to support exploration and naval assaults, play god cards for tactical effects, regroup forces after reinforcement, and win by controlling ten cities at the end of your turn.