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He rules over a vast horde of warriors recently arrived to the woodland and is interested only in its domination. To help speed his conquest, he lights massive fires which can spread throughout the woods and destroy the buildings of other factions. The Lord also interacts with crafted items, which he can plunder from players. These items increase his strength, but also cause him to develop an increasingly fearsome monomania.\u003c\/p\u003e\n\u003cp\u003eThe Keepers in Iron are strangers to the Woodland, here only to recover the scattered and lost relics of an ancient civilization. The Keepers work to establish way-stations across the woodland and form alliances with other factions in hopes of recovering their relics more quickly. They will often find themselves deep within enemy territory as they search for their relics. Thankfully their finely crafted armor makes them difficult to dislodge.\u003c\/p\u003e\n\u003cp\u003eBoth of these factions are suitable to Root's two-player game, bringing the total number of two-player factions up to five without the use of bots.\u003c\/p\u003e\n\u003cp\u003eRoot: The Marauder Expansion also introduces a new level to the conflict for the woodland: Hirelings! These small factions can be used at any player count and introduce surprising new power combinations as well as a chess-like tension to lower player count games of Root.\u003c\/p\u003e\n\u003cp\u003eFinally, The Marauder Expansion also includes a new set-up draft system suitable for both casual and competitive play.\u003c\/p\u003e","brand":"Leder Games","offers":[{"title":"Default Title","offer_id":39866496385126,"sku":"LED01018","price":67.0,"currency_code":"AUD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/2779\/3574\/products\/leder-games-board-card-games-root-marauder-expansion-09-09-release-29223690436710.jpg?v=1664234054"},{"product_id":"absolute-war-the-russian-front-1941-45","title":"Absolute War! The Russian Front 1941-45","description":"\u003cp\u003eAfter tackling the Russian Front with the first game of the No Retreat! Series, wargamer and designer Carl Paradis revisits this fascinating campaign with: \u003cem\u003e\u003cstrong\u003e\"Absolute War! - The Russian Front 1941-45\"\u003c\/strong\u003e\u003c\/em\u003e.\u003c\/p\u003e\n\u003cp\u003eThis two-player wargame recreates the titanic struggle between the invading armies of Nazi Germany versus the Soviet Union in a fresh new way. This new approach is even faster and easier to play - making it perfect for introducing new gamers to the hobby.\u003c\/p\u003e\n\u003cp\u003eThe design emphasis has been placed on making the game very player-friendly and manageable in its level of scope, difficulty and time of play. With a very low total counter count and density, this quick playing (while still realistic) simulation presents players with deep strategy meriting contemplation. A system of map areas has been adopted and movement has been streamlined. Combat is handled by the two decks of cards (one German and one Soviet) - meaning no combat tables or dice to roll. These cards are the crux of the game system offering even more variety than regular Combat Result Tables.\u003c\/p\u003e\n\u003cp\u003eLike in “No Retreat!” they are used to generate events and special game abilities (ex: Major Offensives, Partisan Raids, Siege Artillery, Increased Replacements, etc…) and now also effortlessly resolve all battle outcomes. The set-up for a campaign or a scenario will be lightning fast: in less than 10-15 minutes you can get the game going! This high degree of re-playability means that it will reward players' experience with increased skill.\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003e\u003cstrong\u003e\"Absolute War! The Russian Front 1941-45\"\u003c\/strong\u003e\u003c\/em\u003e will put emphasis on strategic planning - not tedious hex maneuvering or factor-counting to attain the “perfect” attack. Most of the time-consuming calculations will be taken care of effortlessly by the game engine, letting you concentrate instead on exercising your generalship skills against your opponent. Area-movement will provide the proper feel of sweeping maneuvers, exploitation and encirclements across the vast steppes and forests of Russia. The grueling city sieges will be represented by allowing local battles to unfold, with sometimes both foes occupying and battling in the same critical map areas. With a simple – yet effective - economic model, players will also feel the growing might and sophistication of the Soviet Red Army and the degradation of the once-invincible German Wehrmacht over the epic four years that this merciless campaign was fought on the soil of “Mother Russia”.\u003c\/p\u003e\n\u003cp\u003eVictory conditions are simple and to the point: you have to capture as many of the ten map objectives to force a campaign decision. While destroying the foe’s armies will also help in this endeavor, some event cards will also provide short-term goals to accomplish - gaining players’ special game advantages if met.\u003c\/p\u003e\n\u003cp\u003eNeither side can afford to show mercy to their hated foe in this life-or-death conflict, you are in command in the largest and most grueling campaign the world has ever seen. War is hell, and this is Absolute War!\u003c\/p\u003e\n\u003cp\u003eFour Quick-Playing Scenarios plus a Campaign Game:\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eBarbarossa, 1941 : The initial assault on the Soviet Union. Can the Germans take Leningrad and Moscow before “General Winter” freezes the German war machine dead in its tracks?\u003c\/li\u003e\n\u003cli\u003eFall Blau \u0026amp; Operation Saturn, 1942 : The Offensive towards the Caucasus Oil Fields, and the Nazis disastrous rendezvous with destiny at Stalingrad . Or…maybe the OKH will decided to strike north again at the Soviet Capital?\u003c\/li\u003e\n\u003cli\u003eOperation Zitadelle, 1943: Hitler’s last chance at getting a “victory” of sorts in the East after last winter disaster in the south. It’s a do-or-die proposition for the Germans, as the Red Army can finally fight on equal terms. Will Kursk be the tombstone of the Panzers?\u003c\/li\u003e\n\u003cli\u003eOperation Bagration, 1944: The Soviet summer offensive that finally broke the back of the Wehrmacht, and made the Normandy landings look like a mere scuffle. Will you finally expel the hated foe enemies from their last foothold in Mother Russia?\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003eAbsolute War Campaign game: From Operation Barbarossa in 1941 to the aftermath of Bagration in 1944. The whole conflict up to the gates of Germany is played out in dramatic fashion.\u003c\/p\u003e\n\u003cp\u003ePlaying time: Approximately 3 - 4 hours for a full campaign game, 1- 2 hours for the Shorter Scenarios.\u003c\/p\u003e\n\u003cp\u003eScale: Each unit is one Army\/Front: Each area is about 200 kilometers from side to side. Each turn represents two months of real-time.\"\u003c\/p\u003e","brand":"GMT Games","offers":[{"title":"Default Title","offer_id":39910623117414,"sku":"GMT2103","price":80.0,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/2779\/3574\/products\/gmt-games-board-card-games-absolute-war-the-russian-front-1941-45-29300470415462.jpg?v=1666048822"},{"product_id":"spacecorp-ventures","title":"SpaceCorp - Ventures","description":"\u003cp\u003e\u003cem\u003eSpaceCorp: Ventures\u003c\/em\u003e is the first module for Spacecorp, the game of exploring and developing the Solar System and beyond. \u003cem\u003eSpaceCorp: Ventures\u003c\/em\u003e introduces unique enterprises via fourteen HQ mats, each putting a player in control of a different corporation, agency, or institution with its own capabilities and missions. Each HQ assigns specific start cards, Infra, advantages, and limitations for all three eras. These advantages and limitations evolve in Planeteers and Starfarers, and each HQ has a special, alternate final profit option at game end.\u003c\/p\u003e\n\u003cp\u003eIn addition, at the start of each era, one player selects an eighth contract to be fulfilled, adding an additional way to gain profit and complete the era.\u003c\/p\u003e\n\u003cp\u003eTen of the fourteen HQ mats can be flipped over to play the \u003cem\u003eSpaceCorp\u003c\/em\u003e solitaire game with an enhanced HQ against the competition AI.\u003c\/p\u003e\n\u003cp\u003eContents:\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003e14 double-sided HQ Boards\u003c\/li\u003e\n\u003cli\u003e27 cards\u003c\/li\u003e\n\u003cli\u003eOne contract disc\u003c\/li\u003e\n\u003cli\u003eOne updated solitaire player aid\u003c\/li\u003e\n\u003cli\u003eOne rulebook\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003e\u003cem\u003e-description from publisher's website\u003c\/em\u003e\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eAllied Transit: Specializes in spaceports and transportation networks.\u003c\/li\u003e\n\u003cli\u003eHumanistics: Movement opposed to genetic adaptation, populating space with “pure” humans.\u003c\/li\u003e\n\u003cli\u003eInfraMaxx: More deep space infrastructure for all, if you need it, we have it.\u003c\/li\u003e\n\u003cli\u003eNext Generation: Rapidly adapting humanity for living in the stars.\u003c\/li\u003e\n\u003cli\u003eNova Capital: Investing and speculating on others’ space ventures.\u003c\/li\u003e\n\u003cli\u003ePolaris GCI: Enhanced multi-use base-building capabilities.\u003c\/li\u003e\n\u003cli\u003eStellar Security: Keeping you safe in the stars, for a price.\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"GMT Games","offers":[{"title":"Default Title","offer_id":39910623182950,"sku":"GMT2107","price":46.0,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/2779\/3574\/products\/gmt-games-board-card-games-spacecorp-ventures-29300470546534.jpg?v=1666048825"},{"product_id":"triumph-tragedy-european-balance-of-power-1936-1945","title":"Triumph \u0026 Tragedy - European Balance of Power 1936-1945","description":"\u003cp\u003e\u003cem\u003e\u003cstrong\u003eTriumph \u0026amp; Tragedy\u003c\/strong\u003e\u003c\/em\u003e is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily.\u003c\/p\u003e\n\u003cp\u003eThe 22 x 34 area map covers Eurasia to India and the Urals, plus the Americas. Military units are 5\/8\" blocks, of 7 types (Infantry\/Tank\/Fortress\/AirForce\/Carrier\/Fleet\/Submarine), in 7 different colors (Germany\/Italy\/Russia\/Britain\/France\/USA\/Neutral).\u003c\/p\u003e\n\u003cp\u003eThe mix of over 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 110 markers of various types.\u003c\/p\u003e\n\u003cp\u003eThe game starts in 1936, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless\/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace).\u003c\/p\u003e\n\u003cp\u003eYou can win peacefully by:\u003cbr\u003e\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eEconomic Hegemony (total of Production + secret Peace Dividend values + Atomic Research is the greatest in 1945, or reaches 25 at any time) OR\u003c\/li\u003e\n\u003cli\u003eTechnological Supremacy (build the A-bomb which takes 4 stages and be able to deliver it to a Main Capital).\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003eIf there is war, you can still win by either of the above methods (with extra Economic Hegemony victory points available), or by:\u003cbr\u003e\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eMilitary Victory (capture TWO enemy capitals out of nine: each player controls three).\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003eEconomic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards), except that Resources can be ignored if at Peace.\u003c\/p\u003e\n\u003cp\u003ePowers can spend their current economic Production on either:\u003cbr\u003e\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eMilitary units (new 1-step units or additional steps on existing units), OR\u003c\/li\u003e\n\u003cli\u003eAction cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR\u003c\/li\u003e\n\u003cli\u003eInvestment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels).\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003eBuilding a unit step or buying a card costs 1 Production. Simple. You can’t inspect cards bought until after you have spent all Production.\u003c\/p\u003e\n\u003cp\u003eInitially, the Axis economy is Population\/Resource limited, but ahead in [war] Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling\/limiting rival economies by denial of Population\/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control of minor nations and their Population\/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval\/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces.\u003c\/p\u003e\n\u003cp\u003eThe early phase of the game tends to revolve around:\u003cbr\u003e\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eDiplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources, and\u003c\/li\u003e\n\u003cli\u003eIndustrial buildup (via Investment cards), with\u003c\/li\u003e\n\u003cli\u003eMilitary buildups (with the nature of forces being built being unknown to opponents),\u003c\/li\u003e\n\u003cli\u003eTechnology advancement (also via Investment cards), and some\u003c\/li\u003e\n\u003cli\u003eMilitary operations (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population\/Resources when Diplomacy fails.\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003eIf the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way.\u003c\/p\u003e\n\u003cp\u003eAt some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not.\u003c\/p\u003e\n\u003cp\u003eUnit movement is by Command card, which specifies a Command Priority letter that determines order of movement\/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring\/Summer\/Fall), so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security.\u003c\/p\u003e\n\u003cp\u003eCombat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Ground units without a Supply line lose 1 step per Season and cannot build(except Fortress units which are immune to both effects but cannot move).\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003eTriumph \u0026amp; Tragedy\u003c\/em\u003e is a true three-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each other), and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and co-operation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours.\u003c\/p\u003e","brand":"GMT Games","offers":[{"title":"Default Title","offer_id":39910623248486,"sku":"GMT150121","price":170.0,"currency_code":"AUD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/2779\/3574\/products\/gmt-games-board-card-games-triumph-tragedy-european-balance-of-power-1936-1945-29300470841446.jpg?v=1666048828"}],"url":"https:\/\/www.gumnut.com.au\/collections\/wargames\/maximum-players_4-players.oembed?page=2","provider":"Gumnut","version":"1.0","type":"link"}