$10.00
GMT P500 for November 2010
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Welcome to the November 2010 edition of the GMT P500 update list.

Subscribe today: http://www.boardgamegeek.com/thread/419612

The annual fall sale from GMT is on now! Details are at GMT's site. Sale ends November 5th.

In exciting news from GMT, Dominant Species is selling well; so well that GMT forecasts that it will be sold out by Christmas! So if you've been sitting on the fence, you'd best get your copy now.

I'm very excited about BGG.Con 2010 and hope that I'll have the chance to play Labyrinth: The War on Terror, 2001 - ? while I'm there. Hope to see some of you folks there.


Thanks to everyone for their continued kinds words of support of this monthly geeklist and also for your helpful suggestions.

If you do have any comments or suggestions, please do send me a geekmail message or post in the comments section.

New this month: Four new P500 items

Commands & Colors: Napoleonics Expansion #1 – The Spanish Army
Panzer (second edition)
Panzer: Game Expansion Set, Nr 1 – The Shape of Battle on the Eastern Front 1943-45
Panzer: Game Expansion Set, Nr 2 – The Final Forces on the Eastern Front 1941-44


Making the cut: Several items have made the cut this month.

Bloody April, 1917: Air War Over Arras, France
Red Winter: The Soviet Attack at Tolvajärvi, Finland – 8-12 December 1939
Space Empires: 4X
The Battle for Normandy Expansion


Rising Stars
Greatest proportional change
23.10% Urban Sprawl
20.57% Unconditional Surrender! World War 2 in Europe
20.03% Combat Commander: Battle Pack #4 – New Guinea

Greatest volume change
+564 Space Empires: 4X (new item)
+555 The Battle for Normandy Expansion (new item)
+360 Commands & Colors: Napoleonics Expansion #1 – The Spanish Army (new item)

Fallen Star
Blood & Sand has, by mutual agreement between GMT and Richard Berg, been removed from GMT's P500 list, and will now be published by Worthington Games.

Shipping/charging this month
Labyrinth: The War on Terror, 2001 - ? will start shipping November 5th.

(Tentative) Production Outlook:

Late November 2010
Barbarossa: Crimea
Commands & Colors: Napoleonics
The Spanish Civil War 1936-1939

December 2010
Nothing scheduled. Merry Christmas gaming!

January 2011
Fighting Formations: Grossdeutschland Motorized Infantry Division
Sekigahara: The Unification of Japan

February 2011
Case Yellow, 1940: The German Blitzkrieg in the West
Crown of Roses

March 2011
Combat Commander: Battle Pack #4 – New Guinea
No Retreat! The Russian Front

Other comments direct from GMT: See the first entry below about the P500 program and production planning.

This space used to have the other "P500" lists for GMT reprints, MMP, Columbia, etc, but these other lists have become more sporadic of late for a variety of legitimate reasons, so for the moment I'm discontinuing posting/updating them here. I urge those who are interested in those other lists to subscribe to them where available.
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26. Board Game: Case Yellow, 1940: The German Blitzkrieg in the West [Average Rating:7.03 Overall Rank:3368]
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Current Preorders: 698 (+47)

First announced: February 2009

Current Status: Made the cut.

Preorder Price (List Price): $38 ($55)

Comments: Now has a production slot.

Game Link: http://gmtgames.com/p-271-case-yellow.aspx



Game Information: September 1st, 1939: Germany invades Poland, setting off the Second World War. Except for minor attacks, France and Great Britain, the victors of World War One, do nothing. The Allies view the short Polish campaign of 1939 as a case of a newer, larger army winning out over an older, smaller army. Certainly the massed panzers are impressive, and need to be emulated, but the winter months see little positive activity on the Allied side. Missing the more vital lessons of the Polish campaign, the Allies are content to wait. Not only do their armies outnumber the Germans in terms of manpower, tanks and artillery, they have the advantage of operating on the defensive. Meanwhile the Germans feverishly apply the lessons they learned in Poland, and hone their operational techniques. The surprise German conquest of Norway jolts the Allies out of their lethargy. They do not have long to wait for the next blow.

May 10th, 1940: Germany unleashes its Blitzkrieg upon the western Allies. Six weeks later, the war ends in a smashing German victory. Four Allied national armies have vanished. The tiny Dutch and Belgian armies, pulverized in battle, have surrendered. Great Britain rescues most of the soldiers in the BEF, but their heavy weapons and vehicles remain on the beaches of Dunkirk. The island nation begins to re-arm, but for now is out of the fight. The proud French Army, with many regiments tracing an unbroken lineage back to the 1600s, suffers the most catastrophic defeat of modern times before France surrenders.

How did this happen? The Germans, realizing they could not win a repeat of World War One, set about reinventing the offense. Their formula included massed tank formations, an air force dedicated to close tactical support, and most importantly, a command and control system based on the use of radios. Allied tanks and soldiers were often equal or superior to their German counterparts – when given the opportunity to properly deploy and prepare. Unfortunately, such opportunities were few and far between. The Germans had securely positioned themselves inside an Allied decision making process that often took days to execute, rapidly concentrating, overwhelming defenders and then exploiting success. Certainly there were answers to every German innovation, but in six short weeks the Allies did not have the time to find them.

Case Yellow is a simple, but accurate, simulation recreating this monumental campaign. Each game turn is divided into eight action segments. Each player has four action chits. The initiative player selects the first action chit to play. The remaining seven chits are placed in an opaque cup and drawn randomly. In most cases the Germans have the initiative and go first by playing one of their four action chits. Each German chit is marked for movement or combat, and the German player chooses what his army will do (though the German player during the course of a turn must use two chits for movement and two chits for combat). At the end of movement, any panzer or motorized formation adjacent to Allied units has the option to attack. If combat is chosen, all German units adjacent to Allied units may attack if allowed by terrain.

Two Allied chits are marked two for movement and two for combat – not both. The creaky Allied command structure will bedevil the Allied player throughout the game. Need to move? Sorry – you just drew a combat chit. Set up to attack? You drew a move chit, and only the number of motorized formations equaling the roll of a six-sided die can attack.

Zones of control reflect that the infantry of both sides still fight by the rules of World War One. Infantry units must stop when entering an enemy zone of control. Mount a one hex infantry attack against a defender hex, and you attack only the units in the defender hex. Mount a two hex (or greater) infantry attack against a defender hex, and all adjacent enemy hexes must also be attacked (large-scale infantry attacks take time to set up, and the defender has the time to integrate adjacent units into the defense plan).

Motorized units play by different rules, though the Germans with their better-trained, veteran formations do it much better than the Allies. Simply stated, any motorized unit with a Troop Quality (TQ) higher than any adjacent unit may disregard those adjacent units’ zones of control for purposes of movement, combat and retreat. Only a solid line is proof against motorized unit exploitation and envelopment, and only so long as combat does not create gaps. Additionally, motorized units only may attack a defender hex from two hexes without engaging any other adjacent defender units – the speed of motorized concentration allows the attack to go in before a traditional defensive response can be established.

The Luftwaffe is present in overwhelming strength, allowing the German player to negate the toughest defensive positions if necessary. Each Luftwaffe asset marker provides a one column shift on the combat table. Each Allied air asset marker provides the same shift, but there are far fewer Allied markers – not that the Allies had far fewer planes (they had almost as many), but the Allied air-ground coordination was so cumbersome that planes usually did not arrive in time to influence the battles being fought.
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27. Board Game: Crown of Roses [Average Rating:6.77 Overall Rank:3306]
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Current Preorders: 712 (+28)

First announced: June 2008

Current Status: Made the cut.

Preorder Price (List Price): $55 ($79)

Comments: Whew! It's a huge relief to see this one get a big boost up! I'm eager to have this one see some table time.

Game Link: http://gmtgames.com/p-234-crown-of-roses.aspx



Game Information: Crown of Roses is a 3-hour block game set during the turbulent years of the Wars of the Roses in 15th Century England. This 35-year long conflict saw the extinction of a large number of noble houses, and would eventually set the house of Tudor upon the throne.

In Crown of Roses, players take on the roles of the dynastic giants - the House of Lancaster and their Beaufort cousins, and the House of York. The four player game adds in the powerful House of Stafford, and the ever-scheming Richard Neville and his son, Richard of Warwick, the 'Kingmaker'.

Game Design: Stephen A. Cuyler
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28. Board Game: No Retreat! The Russian Front [Average Rating:7.86 Overall Rank:428]
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Current Preorders: 744 (+79)

First announced: March 2010

Current Status: Made the cut.

Preorder Price (List Price): $42 ($60)

Comments: Last month I said that I've become a convert - I see that I'm not the only one!

Game Link: http://gmtgames.com/p-303-no-retreat-the-russian-front-delux...



Game Information:No Retreat: The Russian Front is a new deluxe edition of the two-player Victory Point Games 2008 CSR Award Nominee wargame that retells the story of the titanic struggle between the invading armies of Nazi Germany versus Communist Russia during WW2 at a player-friendly and manageable level of scope and difficulty. This edition combines both the original game and its two extensions (Na Berlin! and No Surrender!) using deluxe components of “Twillight Struggle Deluxe Edition” quality. With only 40 Army/Front sized counters for the Tournament game, and 70 for the whole campaign, and with very low stacking, it’s a quick-playing yet realistic affair that favours the strategic and offensive-minded player.

Designer: Carl Paradis
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29. Board Game: Fighting Formations: Grossdeutschland Motorized Infantry Division [Average Rating:7.66 Overall Rank:721]
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Current Preorders: 785 (+12)

First announced: June 2009

Current Status: Made the cut.

Preorder Price (List Price): $59 ($85)

Comments: There will be a demo of this at BGG.Con 2010.

Game Link: http://gmtgames.com/p-279-fighting-formations-grossdeutschla...



Game Information: ighting Formations is intended to be an ongoing series of wargames covering WWII tactical combined-arms combat at the platoon and squad levels. Each game in the series will feature a distinct combat unit, highlighting battles in which that unit participated as well as its particular order of battle and fighting characteristics. The first title in the series is "Grossdeutschland Infantry Division" (FF:GD). Future titles aren't yet set in stone but could be devoted to other famous divisions (Big Red One), Corps (Afrika Korps), regiments (442nd RCT), Commando troops, Ranger battalions, etc.

GAME FLOW: In each scenario, one player will take command of elements of the featured unit while the other assumes control of the opposing forces. These two players will alternate giving orders, activating their units on the map for various military functions. Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s units and to achieve as many scenario objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific victory conditions—be it the destruction of enemy units, the taking of vital mapboard objectives, or the exiting of friendly units off the opponent’s map edge.

ORDERS & INITIATIVE: Each game turn is divided into ten orders, with each player performing a variable number of these orders. In each turn, the sequence of play is fluid – with orders being given by the active player and reactions being taken by both players – depending upon the relative initiative level at any given moment. Fighting Formations is also not the typical Igo-Yougo fare with a strict sequence of play. Instead, the base game engine is an impulse-type back and forth mechanic whereby the various Orders carry with them a certain cost in Initiative. The game has a “pool” of 40 Initiative that is “spent” to give orders and then to activate units for those orders. At the end of every order the player with the most Initiative is able to give the next order. In response, the opponent can also spend Initiative to conduct both Opportunity Fire (at moving units) or Reactive Fire (at firing units).

ASSETS: The game has Asset cards -- including smoke, artillery, air support, man-portable support weapons and demolitions -- but is not card-driven. Each Asset will either take the place of a standard order or provide the player with some form of reactionary capability during an order.

SPECIAL RULES: FF:GD is a stand-alone game in the Fighting Formations game series. While utilizing the basic rules, FF:GD’s playbook includes specific terrain, fortification and unit special action rules in order to more accurately portray tactical warfare as experienced by the participants in Russia during this time period.

SCALE: The scale of the game is 75 meters per hex with turns representing about 5 minutes of real time.

UNITS: Units represent infantry squads, guns with their inherent crews, and individual vehicles. Platoons are also employed. Leaders are abstractly represented by Command markers, each one coordinating the actions of friendly units within a scenario-defined radius.

COMPONENTS: This first game has the following components:
* four back-printed 22˝ x 34˝ game mapsheets
* five sheets of die-cut counters
* 55 cards
* a 24-page Series Rulebook
* a 48-page Playbook
* one double-sided Track Display
* two double-sided 8.5” x 11” player aid cards
* ten dice (two each of 6-, 8-, 10-, 12-, and 20-sided)
* 10 wood cubes
* one wood pawn

Designer: Chad Jensen
Game Developers: Kai Jensen and John A Foley
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30. Board Game: The Spanish Civil War 1936-1939 [Average Rating:7.47 Overall Rank:2321]
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Current Preorders: 786 (+57)

First announced: March 2008

Current Status: Made the cut.

Preorder Price (List Price): $38 ($55)

Comments: A huge spike in new orders!

Game Link: http://gmtgames.com/p-227-the-spanish-civil-war.aspx



Game Information: In July 1936, part of the Spanish Army rose in rebellion against the government of that young republic. What was expected to be no more than a short and relatively bloodless coup d’etat, degenerated instead into a fratricidal civil war that raged for almost three years. Within weeks of the outbreak of the war both sides began to receive support from abroad, in the form of military advisors, volunteers, weapons and troops from England, the USSR, France, Germany, Italy, the USA, Czechoslovakia, among many others.

After the first few months of fighting, fought out by colonial-war-style militia columns, highly mobile but having scarce firepower, both armies evolved into large armies that fought a war characterized by late World War I tactics and early WW2 weaponry. In fact, the war of 1936-1939 became both a cockpit for the struggle of ideas of the 1930s as well as a test bed for some of the tactics and weapons that would be used in 1939-1945. Many historians consider the Spanish Civil War as the first clash of the coming world war.

The Spanish Civil War is a quick playing, moderately complex operational simulation of this war. Brigade-Divisional level, monthly turns for the first phase of the war and bimonthly turns from November 1936 until the end of the war. 480 1/2" counters and 1 big hex map. One grand campaign and multiple scenarios, including some What-if? scenarios speculating with WW2 beginning in September 1938 or a hypothetical Axis invasion of Spain and Portugal in 1941-42, complete with German Panzers, the Portuguese army, or British and Free French expeditionary forces.
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31. Board Game: Combat Commander: Battle Pack #4 – New Guinea [Average Rating:8.42 Unranked] [Average Rating:8.42 Unranked]
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Current Preorders: 821 (+137)

First announced: September 2010

Current Status: Made the cut!

Preorder Price (List Price): $16 ($25)

Comments: Made the cut in a record 22 hours. Ok, so the rate of growth has slowed by almost 70%, but it's still in triple digits. If this doesn't hit at least 1000 by the end of the year I'll be shocked.

Game Link: http://gmtgames.com/p-314-combat-commander-battle-pack-4-new...



Game Information: Combat Commander: Battle Pack #4 - New Guinea is the fourth themed collection of scenarios for use with the Combat Commander series of games. The theme of this fourth Battle Pack shifts to the actions in New Guinea from January 1942 through July 1944, following the major campaign phases with characteristic actions. CC -New Guinea features fourteen new scenarios printed on cardstock as well as six new maps.

Rules relevant to the characteristic fighting in the coastal jungle versus the highlands are included as needed for each scenario, without the need of an additional rule booklet. A number of unusual, creative special scenario rules cover the unique situations represented, including Air Supply, Barge Landing, Canebreak and Coastal Jungle, Emplaced M3 Tanks, Joint Allied Operations including the Papuan Infantry Battalion, Patrol Dogs, Swamp Holes and Swamp Forest.

The new maps depict specific locations in New Guinea: the beachhead at the base of Mt Vulcan across from Rabaul, the village of Oivi, a high-mountain ridge overlooking Eora Creek, a strongpoint on the Soputa-Sananada Road, the edge of the airstrip at Wau, and one of the crossings of the Driniumor River near the Afua Trail.


The scenarios included in CC–New Guinea are:

* M1 – “Rabaul Rousers” set at the base of Mt Vulcan on Simpson Bay across from the town of Rabaul, with a Japanese barge landing against Australian defenses at night, 23 January 1942;

* M2 – “The Gloomy Forest” set at the village of Oivi, with Australians and Papuans of Maroubra Force facing the rapidly moving Yokohama Advance Party, 26 July 1942;

* M3 – “Rebuked at Rabi”, set at Milne Bay, with an SNLF attack against Australian units, 3 September 1942;

* M4 – “Templeton’s Crossing” set at a heavily-contested crossing of Eora Creek high in the Stanleys, 17 October 1942;

* M5 – “Blind Man’s Bluff” set along one of the high ridges above the treacherous Eora Creek, with intermingled combatants, 28 October 1942;

* M6 – “Breakout” set at Gorari after the fall of Kokoda to the Australians, with a desperate banzai action, 11 November 1942;

* M7 – “The Butcher’s Bill” set on the Soputa-Sananda Road, with US forces entering the conflict in horrific swamp forest, 10 December 1942;

* M8 – “Closing Outer Camp” set at Buna station, with Australian units using M3 tanks to eradicate the defenders, 18 December 1942;

* M9 – “Wau Me Worry” set at the Wau air strip (with active landing operations during the action), with Australian defenders facing a desperate attack, 31 January 1943;

* M10 – “Bulolo River Bridge” set outside the outpost at Wau, with patrols of both sides (including Japanese Patrol Dogs) attempting to use the same bridge at cross-purposes, 30 January 1943;

* M11 – “Shattered Bobdubi” set during the advance upon Salamua, with Australian units driving upon a Japanese base camp set in the kunai-covered heights of the interior, 30 June 1943;

* M12 – “Scarlet Beach” set at the mouth of the Song River near Finschhafen, with a Japanese barge landing at night against combined Australian and US defenders, 17 October 1943;

* M13 – “Bad Dreams” set on the Driniumor River, featuring the heroic stand of an unknown US BAR operator facing a hastily prepared Japanese night charge, 10 July 1944; and

* M14 – “Encirclement of Troop C” set on the Driniumor River, featuring a Troop of US Cavalry trying to stave off being surrounded by Japanese units that had surprised them by walking casually into their positions, 21 July 1944.

NOTE: CC–New Guinea is not a complete game and requires ownership of Combat Commander: Pacific to play.

Designed by John Foley

Developed by Kai Jensen

Additional scenario designs in this fourth Pack are courtesy of John Butterfield, Bryan Collars, Mark Herman, Andrew Maly and Volko Ruhnke.
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32. Board Game: Won by the Sword [Average Rating:5.83 Overall Rank:8439]
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Current Preorders: 878 (+23)

First announced: -

Current Status: Made the cut.

Preorder Price (List Price): $38 ($55)

Comments: I believe this is the game with the most preorders without a production slot in the P500 program.

Game Link: http://gmtgames.com/p-41-great-campaigns-of-the-thirty-years...

Complexity: Not listed
Solitaire Suitability: Not listed

Game Information: Great Campaigns of the Thirty Years War (GCo30YW) is a two-player game of operational warfare in the 17th Century. Armies maneuver on a point to point map of Southern Germany based on the road network available at the time. Each game is centered around a major battle or full campaign season. A Turn is a month divided into a variable number of impulses. Each army has a hand of Campaign Cards that control the amount of activity it may perform, the supplies it must expend, and a special action. Each impulse features one card play per army. Forces are concealed off map so players are faced with limited knowledge of the enemy. The major activities are maneuver, foraging, besieging fortifications, and an occasional battle. GCo30YW is a low-complexity game with emphasis on the players maneuvering their forces, but many decisions await. The low rules complexity allows each player, rather than being encumbered with rules, to focus on choices regarding how to manage his campaign.
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33. Board Game: Barbarossa: Crimea [Average Rating:7.87 Overall Rank:3339]
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Current Preorders: 1231 (+51)

First announced: -

Current Status: Made the cut. Last month on list

Preorder Price (List Price): $55 ($79)

Comments: A valiant effort to catch up to C&C Nappy before production. I'm hoping for session reports and reviews soon!

Game Link: http://gmtgames.com/p-228-barbarossa-crimea.aspx

Complexity: Not listed
Solitaire Suitability: Not listed

Game Information: GMT is proud to present Vance von Borries’ sixth epic game in his award winning series of East Front games, Barbarossa: Crimea. This is a two-player operational level game depicting the battles in the Crimean peninsula of the Soviet Union during 1941 and 1942. Beginning in mid-October 1941 and ending in January 1942, it completes the year 1941 in this series of the German invasion of the Soviet Union. And it includes 1942 scenarios of the continued fighting in Crimea until the historical fall of the great Soviet naval fortress Sevastopol in July 1942.

COMPONENTS
* Two 22 x 34 inch maps (backprinted)
* One 17 x 22 inch map
* 700 counters
* Revised Series rule book in color
* Scenario book in color
* Various player aid cards for charts and tables in color
* Set up cards for each scenario in color
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34. Board Game: Commands & Colors: Napoleonics [Average Rating:7.97 Overall Rank:206]
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Current Preorders: 1297 (+108)

First announced: November 2009

Current Status: Made the cut!

Preorder Price (List Price): $49 ($70)

Comments: The new top dog in the P500 at almost 1300 orders. Fingers crossed to find it under the Christmas tree.

Game Link: http://www.gmtgames.com/p-291-commands-colors-napoleonics.as...



Game Information: The Napoleonic historical period has always been one of our favorites and was actually the second historical game that we developed using the Commands & Colors system. The Wars of Napoleon rules at first glance may seem more complex than other Commands & Colors games, but if you are familiar with the game system, you are only a few short steps away from taking Command. Even if you have never played before, learning the fundamentals of the game system is straightforward and will be an enjoyable endeavor.

For the game group in Orlando, Wars of Napoleon is one of our favorites. There is a wealth of subtle and bold features that set it apart from other historical periods and it truly embraces the tactical doctrines of France and the various nations that fought against Napoleon.

* The Napoleonic period showcases a unique balance between the roles of Infantry, Cavalry and Artillery on the battlefield.
* In combat, a unit's battle strength is directly tied to the number of blocks present in the unit. Therefore, as a unit suffers block loses its combat effectiveness is reduced.
* An Infantry unit, by forming square, can reduce the effectiveness of the most gallant Cavalry charge.
* Artillery in combined arms combat along with an Infantry or Cavalry melee attack can produce the most devastating results.
* As with other Commands & Colors games, the battle dice resolve combat quickly and the Command cards provide a fog of war and will present players with new challenges and opportunities for victory.
* When in Command, the battlefield tactics you will need to execute conform remarkably well to the historical advantages and limitations inherent to each Napoleonic Army. For example, as the French Commander you will want to maneuver your infantry units into a position to take advantage of their melee attack dice bonus. While a British Commander will want his line infantry to take up a defensive position and stand and volley fire with a dice bonus. The other major powers also have similar seemingly simple advantages that can impact a battle and will influence your Command style for that army.

The core Wars of Napoleon game will feature French, British and Portuguese troops, while the expansions will showcase one Coalition army that opposed Napoleon.

Core Game Contents

* 1 Mounted Battlefield Gameboard
* 4 Sheets containing 56 double-sided Terrain Tiles and 2 Infantry in Square tracks
* 70 Command cards
* 8 Battle dice
* French, British and Portuguese Blocks and Label sheets
* 3 National Unit Reference Cards
* 1 Rule Book
* 1 Scenario Booklet containing 15 battle scenarios

As I said before, the Napoleonic historical period is one of my favorites and although it has taken some time to bring it to market, I truly believe, after working with the guys at GMT on Commands & Colors: Ancients, this will be a perfect fit and another outstanding game product.

Richard Borg
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35. Board Game: Labyrinth: The War on Terror, 2001 - ? [Average Rating:7.60 Overall Rank:211]
"L'état, c'est moi."
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Roger's Reviews: check out my reviews page, right here on BGG!
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Caution: May contain wargame like substance
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Current Preorders: 1405 (+276)

First announced: November 2009

Current Status: CHARGING - SHIPPING NOVEMBER 5th Absolutely your last chance to get this at the pre-order price.

Preorder Price (List Price): $38 ($60)

Comments: One of my most anticipated games of 2010.

Game Link: https://gmtgames.com/p-294-labyrinth.aspx



Game Information: Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of event combinations similar to GMT's highly popular Twilight Struggle, Labyrinth portrays not only the US efforts to counter extremists' use of terrorist tactics but the wider ideological struggle--guerrilla warfare, regime change, democratization, and much more.

GAME DESIGN: Volko Ruhnke
GAME DEVELOPMENT: Joel Toppen & Rob Winslow
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