GMT P500 Reprint List - June 2014 Edition
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Happy D-Day month, everybody! This is a pretty mundane list, as no GMT update has arrived in the last month and no titles are tearing up the list.
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1. Board Game Publisher: GMT Games
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GMT hasn't had an update since May 2, so there isn't any news on the reprint front. No new games have been added, none have left, and there haven't been any enormous swings on the list itself.

EDIT: Scratch that, just hours after the list went up, GMT sneakily added Cuba Libre to the reprint roster without an announcement or anything! I've updated the list to include it.

Upcoming reprints according to GMT's current schedule:

-The Great Battles of Alexander for July
-C&C Ancients Expansions 2 and 3 double pack for August
-The Hunters for August
-Fields of Fire 2nd Edition for 4th Quarter 2014
-2-5 CDG reprints for 4th Quarter 2014
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2. Board Game: Cuba Libre [Average Rating:7.76 Overall Rank:487]
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Date Added: June 2014

Status: Not There Yet

Last Month: New!

This Month: 0

Change: +0

Following up on GMT Games’ Andean Abyss, the COIN Series next volume, Cuba Libre, takes 1 to 4 players into the Cuban Revolution. Castro’s Marxist “26 July Movement” must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile, anti-communist student groups, urban guerrillas, and ex-patriots try to de-stabilize the Batista regime from inside and out, while trying not to pave the way for a new dictatorship under Castro. Batista’s Government must maintain steam to counter the twin insurgency, while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil, Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive.

New twists match the COIN system to the situation in 1950s Cuba:

• It’s the insurgents who build lasting capabilities, while the Government is limited to fleeting bursts of momentum.
• The Syndicate’s bases are Casinos—expensive to build, but so important to Cuba no army will destroy them.
• Syndicate special activities include calling in the “muscle” of Government troops and police to protect mob assets.
• Stacks of Syndicate cash awaiting launder can fall in anyone’s hands—even the corrupt Government’s.
• The Government has its own terror tactic—reprisals—and can skim a portion of Syndicate profits.
• The eroding US Alliance with Batista overshadows all Government actions, not just through aid levels but also through the day-to-day ability of troops and police to operate.
• Even if Batista flees, the struggle may not end—the counterrevolutionary government may even become stronger!

Cuba Libre provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games, players can represent alliances of factions, or the game system can control non-player factions . Or a single player as the Cuban Revolutionaries can attempt to topple Batista and seize power for themselves. The non-player sides will fight one another as well as the players, but too much power in the hands of any one of them will mean player defeat.

Comments: Cuba Libre quickly follows A Distant Plain onto the list. We'll see if it can rise at a similar pace.
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3. Board Game: Commands & Colors: Napoleonics Expansion #1 – The Spanish Army [Average Rating:8.16 Unranked] [Average Rating:8.16 Unranked]
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Date Added: April 2014

Status: Not There Yet

Last Month: 10

This Month: 12

Change: +2

At the time of the Napoleonic Wars, Spain was only a shadow of its former power. Spanish troops and leaders, as many Napoleonic historians point out, performed badly on a large number of occasions. Yet there are a number of battles, Bailen, Tamames, Alcaniz and San Marcial where the Spaniards fought valiantly and gained victory. Ironically, the point most historians overlook is the fact that the Spanish armies constituted a threat that the French simply could not ignore. As good as Wellington’s Anglo-Portuguese field army was, that army faced multiple French armies. They could only defeat one French army at a time. The Spanish Armies and the accompanying guerrilla warfare against French troops tied down the remainder, allowing the Anglo-Portuguese army to ultimately emerge victorious.

In this expansion you will find 18 historical scenarios that focus on Peninsular battles fought by the Spanish army from 1808 to 1813, plus all the new units you’ll need to field for these engagements.

Scenarios Included:

Bailén - July 19 1808
Zornoza - October 31, 1808
Gamonel - November 7, 1808
Espinosa - November 11, 1808
Somosierra - November 30, 1808
Medellin - March 28, 1809
Alcaniz - May 23, 1809
Maria - June 6, 1809
Talavera (Spanish Flank) - July 28, 1809
Tamames - October 13, 1809
Ocano (Cavalry Action) - November 18, 1809
Ocano - November 19, 1809
Alba de Tormes - November 28, 1809
Barrosa (French Attack) - March 5, 1811
Albuera - May 16, 1811
Vitoria (Hill's Attack) - June 21, 1813
San Marcial - August 31, 1813
Ordal Cross - September 13. 1813

Comments: C&CN' first expansion is slow to get rolling on the reprint charts. I've always been far less interested in the Peninsular War compared to the other areas of the Napoleonic Wars, but I don't know how widespread that sentiment it or if it's in play here.
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4. Board Game: Combat Commander: Pacific [Average Rating:8.08 Overall Rank:434]
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Date Added: April 2014

Status: Not There Yet

Last Month: 16

This Month: 19

Change: +3

Combat Commander: Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC: P's main theme is the addition of three new factions to the Combat Commander family:
Imperial Japan
the Pacific US - with a strong emphasis on the US Marine Corps
the Pacific Commonwealth - focusing on Indian and ANZAC forces

CC: P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC: P includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:

Banzai attacks;
BARs and Thompson SMGs;
Beach landings & river crossings;
Hidden movement;
Caves;
Scouts;
Aircraft;
Bayonets;
Mortar spotting;
Treetop snipers;
Reconnoitering

CC: P's playbook includes twelve scenarios, a Pacific version of the Random Scenario Generator utilizing the new maps and nationalities, and a section detailing the differences between CC: P and Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading.


Comments: A very weak month for the other CC game, though I doubt it will matter that much with CC's habit of getting fast-tracked. Does anybody who frequents CSW or the testing circuit know whether another module or box expansion is planned for this in the next couple of years?
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5. Board Game: The Napoleonic Wars (Second Edition) [Average Rating:7.46 Overall Rank:1261]
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Date Added: April 2014

Status: Not There Yet

Last Month: 13

This Month: 20

Change: +7

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.

Set in 1805 Europe, you must weigh the strategic dilemmas facing the two alliances in mortal conflict. Napoleon's France enjoys a superb army, central position, superior leadership, and a useful, if not powerful, ally in Spain. However, she faces three foes.

Napoleon must beware of Britain's seapower and wealth, Austria's threatening position, and Russia's reinforcing hordes. In the wings, Prussia, Turkey, and Sweden teeter on the brink of war, begging inducements to join either side. Even lowly Denmark's fleet can upset the balance of power.

When fleets or armies collide, battle-related cards may be played and then dice are rolled to resolve the battle and inflict casualties. Even the most brilliant maneuver faces the chance of floundering. So play The Napoleonic Wars now, and put the strategist in you to the test. Your options are only limited by your vision, a meddlesome enemy's cards, and the hand of fate.

Comments: No quick movement for the old multiplayer standby. A mounted map announcement might help.
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Date Added: April 2014

Status: Not There Yet

Last Month: 11

This Month: 22

Change: +12

Red Winter is a two player historical game which simulates the unusual battle at Tolvajärvi at a rarely gamed scale: company sized combat units and 90 minute game turns. Players assume the roles of the Russian and Finnish commanders, controlling the actions of Finnish ski infantry, Russian heavy machine gun companies, mortars, tanks, anti-tank guns, and other combat units. A desperate battle for territory and survival is about to be waged across a bleak and snowy landscape of forests, swamps, and frozen lakes.

The game utilizes many tried-and-true "classic" wargame mechanics in combination with novel and well-integrated systems for ranged attacks, unit recovery, Finnish night raids, attrition losses from sub-zero weather conditions, and more. The design focuses foremost on playability, with low counter density, concise rules, and sleek, simple mechanics that combine to allow each player the luxury of completing his turn in about five minutes. This means the full 40 turn campaign game is playable in a single afternoon. The large 5/8 inch counters and oversized hexes further increase playability. And the illustrated examples make it easy to jump right into the action.

TIME SCALE: 90 Minute Game Turns
MAP SCALE: 425 yards per hex
UNIT SCALE: mostly companies; some sections and platoons
PLAYERS: 1-2
COMPLEXITY: Moderate
Playing Time: 20 minutes to 12 hours, depending on scenario

A game employing a similar scale, Operation Dauntless, is on the regular P500.

Comments: Red Winter gets a nice doubling in May. Not much else to say.
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7. Board Game: Infidel [Average Rating:7.43 Overall Rank:2741]
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Date Added: April 2014

Status: Not There Yet

Last Month: 19

This Month: 26

Change: +7

The second volume in the Men of Iron series, Infidel, focuses on the major battles of the early Crusades era between Christians and the Muslims. This is a period that saw cavalry reign supreme and pitted the European mounted, armored men-at-arms - which relied on furious and direct charges with sword and lance - against the Eastern European/Turkish light cavalry tactics - focusing on the efficiency of its mounted archers.

Infidel is designed for quick learning and easy play. Game rules are short, there are no “turns” - play is Continual, with ample opportunities to steal play from your opponent - and combat resolution is a single dieroll.Playing time is about 1-2 hours, per battle.

Infidel is also GMT’s gift to the gamer who enjoys playing solitaire. The system is designed for both individual and face-to-face play without any loss in insight or Fun. Each game is a "paper time machine" that allows players to see what happened in these famous battles and why.

The battles include:

Dorylaeum (1097): The Crusader line of march, including the people’s Crusade and Peter the hermit, as well as all the great 1st Crusade Leaders, are “ambushed” by Kilij Arslan and his crack Seljuk cavalry.
Antioch (1098): The exhausted, starving and depleted Crusaders – they had few horses left – have just taken Antioch and are now faced with a large Turkish army, under Kerbogha, sent to retake the city.
Ascalon (1099): The Crusaders, having seized Jerusalem, turn south to fend off the suddenly active large army of The Fatimids, with their crack Mamluk heavy cavalry.
Harran (1104): Baldwin II of Edessa seeks to maintain control of his little kingdom in northern Syria, something Soqman, atabeg of Damascus, is not happy to allow. One of the first major Crusader defeats.
Montgisard (1177): Saladin attempts to destroy a small army from the Kingdom of Jerusalem with an army more than five times its size. Though there are only 400 knights, the Crusaders are led by the remarkable Baldwin IV, The Leper King. The outcome - one of the greatest Crusader victories.
Arsuf (1191):The classic battle between Richard I Lionheart and the Ayyubid Army of Saladin highlighting the major facets of each army in an unusual moving battle.

Comments: Another game, another okay month in the high single digits.
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8. Board Game: Commands & Colors: Ancients Expansion Pack #6 – The Spartan Army [Average Rating:8.37 Unranked] [Average Rating:8.37 Unranked]
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Date Added: April 2014

Status: Not There Yet

Last Month: 18

This Month: 27

Change: +9

The Spartan Army expansion features over 20 scenarios, which focus on the flourishing of Spartan hoplite warfare from 669 BC to 338 BC. Battles include Thermopylae, Plataea, Mantinea, Leuctra, and more.

The Spartan Army expansion provides all the blocks and stickers needed to field a Spartan Army and its allies to oppose the armies from Commands & Colors: Ancients - Expansion #1 - Greek vs Eastern Kingdoms. Also included is one sheet of 15 new double sided Terrain Tiles.

Rules-wise, if you are familiar with Commands & Colors: Ancients, you'll have no trouble at all learning the special rules for Hoplite infantry, for the basic game mechanics remain unchanged. Battle dice still 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.

Contents:

* Rule/Scenario Booklet that features 26 historical scenarios
* 1 Reference Card
* 228 Blocks
* Block Label sheets
* 2 Terrain Tile Sheets: each contains 15 double-sided Terrain Tiles

Note: You need the base game of C&C:A and you need C&C Ancients Expansion Number 1 (Greece and Eastern Kingdoms).

Comments: Another okay month for an expansion that will probably be fast-tracked in a year or two anyway.
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9. Board Game: Commands & Colors: Ancients Expansion Pack #4 – Imperial Rome [Average Rating:8.30 Unranked] [Average Rating:8.30 Unranked]
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Date Added: April 2014

Status: Not There Yet

Last Month: 25

This Month: 34

Change: +9

Imperial Rome is the fourth expansion for Commands & Colors: Ancients, a game system that allows players to effectively portray stylized ancient historical battles that play to a conclusion in less than an hour.

In this expansion are many battles from the apex and decline years of the Roman Empire. The Romans fight in Britain at Medway 43AD, against Boudica at Watling Street 61 AD, and later at Mons Graupius 84AD. Antony and Octavian of the Second Triumvirate battle it out twice with Cassius and Brutus at Philippi 42BC. But the main focus of this expansion is Rome's conflicts against the Parthian Empire, Teutonic Barbarians and internal turmoil of civil wars until Constantine becomes the undisputed Roman Emperor around 325AD.

Imperial Rome is packed full of unique and interesting play concepts and new units: cataphracted cavalry, wagon laager forts, massed units of horse archers, light infantry tossing caltrops and more. Each of these concepts operates within the confines of the original system rules, with only slight modifications to reflect historical abilities and importance. So, rules-wise, if you own Commands & Colors: Ancients, you'll have no trouble learning the few new special rules.

Components:

* 293 blocks and FOUR sticker sheets
* 1 sheet of new terrain tiles
* two wooden card holders
* scenario booklet (with 24 scenarios)
* 2 reference cards

Important: In order to play the scenarios in the Imperial Rome expansion, you will need a copy of the basic Commands & Colors: Ancients game and copies of Expansion Nr. 1 Greek vs The Eastern Kingdoms and Expansion Nr. 2 Rome vs The Barbarians. You can substitute "other" armies for some of the scenarios, but others have specific force requirements (like lots of horse archers) which may make that hard to do.

Comments: Thus far, the strongest of the 3 new C&C editions, which isn't surprising as it's been OOP the longest.
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10. Board Game: The Spanish Civil War 1936-1939 [Average Rating:7.38 Overall Rank:3287]
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Date Added: May 2013

Status: Not There Yet

Last Month: 43

This Month: 42

Change: -1

TSCW is a 2-player, medium complexity game simulating the struggle between Republican and Nationalist forces in Spain. The players take on the role of one of the two combatants in the conflict marshaling their forces towards victory. Initially, the game progresses in monthly turns from July of 1936 and changes to bi-monthly turns in November of 1936 through the end of the war in April of 1939. Victory is primarily determined by the Morale Scale, by which Nationalist players attempt to crush the Republican will to fight before time runs out.

The game is a traditional hex and counter title (unlike the new CDG Crusade and Revolution), and includes an alternate history scenario featuring a German invasion of Spain!

Comments: Oof, moving backwards is never good, especially with less than 50 orders in a year. And now all the new additions are poised to move past it within a few months, if they haven't already.
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11. Board Game: The Battle for Normandy [Average Rating:7.86 Overall Rank:2294]
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Date Added: April 2014

Status: Not There Yet

Last Month: 37

This Month: 46

Change: +9

The Battle for Normandy is a game that represents the climactic campaign in Normandy from D-Day, 6 June 1944 to the first week of August 1944 at primarily battalion level. Numerous scenarios are included to play out various smaller battles in Normandy. It is intended for two players or player teams.

The game uses a unique sequence of play and a system of fire combat throughout the airdrop and beach assault phases with company-level breakdown units, then a more traditional odds-type combat approach throughout the rest of the game. Initial beach defense deployments at start and daily air support and defense allocations, hidden to the opposing player; create a level of uncertainty that makes for a tense, challenging duel.

The game combines a detailed, extensively researched order of battle with relatively fast-playing game mechanics to make it not only the largest representation of the Normandy campaign available to date, but a manageable one that is meant to be played, not shelved. Scenarios include ‘Bloody Omaha’, ‘Operation Epsom’, ‘Cobra’, ‘The Fight for Cherbourg’ and more.

An expansion, fittingly titled The Battle for Normandy Expansion, extends the play area south, to include the Mortain and Falaise scenarios, and extends the campaign to late August and the 3rd Army breakout.

Comments: While it was overtaken by A Distant Plain as the strongest of the new additions, this monster is keeping a respectable pace up.
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12. Board Game: 1914: Twilight in the East [Average Rating:7.95 Overall Rank:3281]
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Date Added: May 2013

Status: Not There Yet

Last Month: 57

This Month: 60

Change: +3

Marching Orders:

1914, Twilight in the East models the battles that took place in Prussia, Poland and Galicia during the first year of World War One. Beginning with the Russian invasions of Prussia and Galicia in August and ending after the Battle of Lodz in December, it recreates the ebb and flow of the huge forces sent marching across the Eastern Front in 1914.

Designed by Michael Resch, and developed by Dick Vohlers, the game has been comprehensively researched using a great array of resources, including the military archives in Vienna, Austria. The game's Order of Battle has been thoroughly researched and is by far the best used by any game on the subject. Mike has written streamlined rules so that not only is it playable, but it's focused on those aspects of warfare that made the opening stages of WWI so unique.

Comment: Slight growth for the big monster.
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13. Board Game: A Distant Plain [Average Rating:7.98 Overall Rank:664]
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Date Added: April 2014

Status: Not There Yet

Last Month: 33

This Month: 64

Change: +31

The third volume in Volko Ruhnke's COIN Series takes 1 to 4 players into the Afghan conflict of today’s headlines.

A Distant Plain features the same accessible game system as GMT's recent Andean Abyss and Cuba Libre but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency.

A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for GMT COIN Series players to learn, A Distant Plain will transport them to a different place and time. New features include:

Coalition-Government joint operations.
Volatile Pakistani posture toward the conflict.
Evolution of both COIN and insurgent tactics and technology.
Government graft and desertion.
Coalition casualties.
Returning Afghan refugees.
Pashtun ethnic terrain.
Multiple scenarios.
A deck of 72 fresh events.
... and more.

Comments: *whistle*

A great month for the COIN hit, all the more impressive given that it released less than a year ago. The topicality of this title, combined by its Euro-friendly design elements, really seems to have resonated more than most wargames with the broader public. I've met more than one non-wargamer out here in DC who is a fan of this one. The Washington Post profile probably didn't hurt either.
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14. Board Game: Panzer (second edition) [Average Rating:7.88 Overall Rank:2041]
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Date Added: May 2013

Status: Not There Yet

Last Month: 67

This Month: 68

Change: +1

Achtung! Panzer!

Panzer Major Points

Game system designed for small unit actions from platoon to battalion-sized formations
Vehicles, towed guns and aircraft are scaled at 1:1 with each 7/8” double-sided counter representing a single unit
The 5/8” double-sided leg unit counters are scaled at squads, half-squads and sections, including their attached weapons
Ground scale is 100 meters per hex
Comprehensive yet quick to play
Basic set includes a 22” x 34” mapboard
Expansion sets include multiple double-sided geomorphic mapboards
Modular rules system with Basic, Advanced and Optional rules section. Players may keep it simple or as complex as desired.
All of the unit data is included on the full-color data cards.
The streamlined chit-based command system moves the action along at a brisk pace.

Comments: A really great pair of months is followed by a really terrible one. Go figure.
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15. Board Game: Phalanx: Great Battles of Alexander Module [Average Rating:7.43 Unranked] [Average Rating:7.43 Unranked]
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Status: Not there yet.

Orders last month: 83

Orders to date: 82

Change: -1

The Line:

Phalanx covers two of the major battles in the waning days of the Successor Wars, in which the Greek city-states and leagues and the descendants of the original Diadochoi were still fighting for Hellenic supremacy, and in which the phalanx -- the massive, heavy infantry formation brought to peak efficiency by Alexander -- was still in its heyday. The armies in these battles are very Macedonian in style, with a lot of mixing of unit types and capabilities, with the exception that, because of the terrain, reliance on cavalry is almost non-existent. The phalanx itself was still the army's anchor, although it was only a generation away from its initial comeuppance at the hands of a Roman army at Cynoscephalae.

Note: Not a stand alone game, but an expansion for the Great Battles of Alexander edition of the GBoH game series.

Comments: The gradual die-off continues as the Alexander reprint approaches and more people decide to get on board with the full package.
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16. Board Game: Washington's War [Average Rating:7.66 Overall Rank:428]
Blake Neff
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Date Added: January 2014

Status: Not there yet

Last month: 103

This month: 122

Change: +19

Washington’s War is the long awaited re-design of the original card driven game, We the People. Washington's War, like it's predecessor, pits the forces of a world power (England) against its rebellious American colonists as they fight for their independence.
Washington's War is a true re-design that maintains the deep strategy of We the People while creating a game with a very short playing time (approximately 90 minutes). Unlike most wargames, Washington's War allows you and your opponent to play twice while switching sides in one sitting. This feature allows for rapid tournament play either face-to-face or on the Internet. Washington's War is the perfect antidote for a time conscious crowd whose only option up to now have been Eurogames.

Comments: Another strong month of Mark Herman's reboot of the game that started it all for CDG's. All that remains to be seen is if this quick growth is enough to win a spot in the fall CDG reprint GMT is planning.
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17. Board Game: Ardennes '44 [Average Rating:7.94 Overall Rank:1430]
Blake Neff
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Date Added: May 2013

Status: Not There Yet

Last Month: 120

This Month: 130

Change: +10

Info:

Ardennes '44 explores the Bulge campaign with a detailed order of battle and an extremely accurate Ardennes game map which covers the area from the Our River to the Meuse. Ardennes '44 covers the period from December 16th to the 26th. Two shorter one-map scenarios are included which cover the initial stages of the German attack. The Ardennes '44 game system is designed by Mark Simonitch, winner of the CSR James F. Dunnigan Award for Design Elegance and Best WWII Board Game of 2000 for Ukraine '43.

The result is Ardennes '44, a game that both the "Bulge enthusiast" and the casual player will enjoy.

Comments: Another double-digit month follows the big boost all of Simonitch's games got last month. Impressive, given this reprinted very recently.
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18. Board Game: SPQR (Deluxe Edition) [Average Rating:7.92 Overall Rank:1294]
Blake Neff
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Date Added: May 2013

Status: Not There Yet

Last Month: 140

This Month: 151

Change +11

SPQR (Deluxe Edition) is a re-working of the classic GMT game of warfare in the age of the Roman Republic. The deluxe edition contains the five scenarios, maps and counters from the original SPQR, plus nine additional scenarios (and the requisite maps and counters) taken from various expansion modules. This major revision makes available again a key part of the brilliant Great Battles of History Series.

Battles: (and the modules they appeared in originally)
Heraclea - 280 BC (Pyrrhic Victory)
Ausculum - 279 BC (Pyrrhic Victory)
Beneventum - 275 BC (SPQR)
Bagradas Plains - 255 BC (SPQR)
Trebbia - 218 BC (Consul for Rome)
Cannae - 216 BC (SPQR)
Baecula - 208 BC (Africanus)
The Metaurus - 207 BC (Consul for Rome)
Ilipa - 206 BC (Africanus)
The Great Plains - 204 BC (C3i No.4)
Zama - 202 BC (SPQR)
Cynoscephalae - 197 BC (SPQR)
Magnesia - 190 BC (War Elephant)
The Muthul River - 109 BC (Jugurtha)

Comments: The don of GBoH continues its healthy growth, clearing 150 orders for its first year.
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19. Board Game: No Retreat! The Russian Front [Average Rating:7.85 Overall Rank:654]
Blake Neff
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Date Added: May 2013

Status: Not There Yet

Last Month: 157

This Month: 171

Change +14

Deluxe info:

No Retreat: The Russian Front is 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 50 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.

The game comes with 6 scenarios and a tournament game along with the full campaign game. There are also dedicated solo rules.

This is currently listed as a simple reprint, but designer Carl Paradis has said he will try to add some new features, including the separately-published solitaire module, some mini-games, and a new design style for the event cards.

Comments: Steady growth continues, though with so many planned reprints coming it could still end up waiting a while. More details on Car Paradis's planned changes might spurt some additional orders, though I imagine he's busy prepping NR4 for release this fall anyway and hardly needs this one battering at the gates as well.
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20. Board Game: Conquest of Paradise [Average Rating:6.87 Overall Rank:1488]
Blake Neff
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Date Added: May 2013

Last Month: 183

This Month: 188

Change: +5

Aloha information:

NOTE: The reprint edition of Conquest of Paradise will include a MOUNTED MAPBOARD.

The Time: Circa 500 A.D.
The Place: The first islands of a new culture, later to be known as Polynesia.
The Situation: You lead a tribe looking to expand its influence throughout the South Pacific.
Conquest of Paradise is a game of empire building in the "Polynesian Triangle" of the central Pacific Ocean for two, three, or four players. Players explore the unknown ocean around them, hoping to discover the most lucrative island groups, and colonize them.

Conquest of Paradise is a well-tested, fast-playing design geared to appeal to players who enjoy games like New World, Civilization, and Conquistador. You can learn the game in 10-15 minutes and finish a complete game in 60-90 minutes.

Mounted map can be pre-ordered separately:

http://www.gmtgames.com/p-449-conquest-of-paradise-mounted-m...

Fixes:

1. Make changes to Rules and Designer Notes from the Living Rules. Also, make changes generated by items 7 and 8 below.
2. Change "Open Ocean" markers to match ocean hex color (not ocean box color).
3. Change background color for tan, yellow, and green pieces for better contrast with other colors.
4. Provide better contrast for symbols on backs of tan, yellow, and white pieces.
5. Fix three misspellings on map: Kiritimati, Rarotonga, and Kermadec.

Improvements:

6. Provide mounted map.
7. Provide full-color rules and Player Charts
8. Provide 10mm wood cubes for villages (50 of them!).
9. Provide 27 Random Event cards
10. Provide one additional Arts & Culture "apita Pottery" card to fill out full 55-card deck.
11. Change fourteen 1/2"counters from Villages (no longer needed) to special markers to go with the Random Event markers.
12. Change twenty 1/2" counters from Villages to Control markers. New artwork needed.
13. Fourteen remaining Village counters to have Improved Agriculture on both sides (not just the back, as now).

Comments: Orders for this game seem to fluctuate strongly from month to month, but it's still the pacesetter for the set of May additions from last year thanks to the man promised improvements. It should clear 200 within a couple months.
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21. Board Game: Successors (third edition) [Average Rating:7.52 Overall Rank:903]
Blake Neff
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Date Added: February 2012

Status: Not there yet.

Orders last month: 187

Orders to date: 194

Change: +7

Info:

Successors is a four-player game based on the wars of the Diadochi, the successors to Alexander following his early death without a strong heir.

Successors was first published in 1995 by Avalon Hill. Some years later a second edition rulebook was published that gave more options for the Tyche cards. This updated Successors third edition builds on the foundation of the Successor 2nd edition rules set plus expansion cards that appeared in the Boardgamer. Minor refinements have been made to make the game easier to play and increase enjoyment. The map will be very similar to the original (it's a mounted map!) with some minor changes around Macedonia. Counters will have the same excellent artwork for the generals and new GMT artwork for the combat units and control markers. The Tyche cards have recieved the most changes—nearly every card has had some minor modifications and a few new cards have been added.

In addition to the changes, the rules have been cleaned up and improved.

Comment: A pretty decent month for the slowest-growing CDG on the list, as it closes in on 200.
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22. Board Game: Normandy '44 [Average Rating:7.86 Overall Rank:1204]
Blake Neff
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Date Added: February 2012

Staus: Not there yet.

Orders last month: 249

Orders to date: 254

Change: +5

The 411:

Normandy '44 is a 2, 3, or 4-player, regimental level game of the D-Day landings on June 6th and the battles that raged in Normandy for the next 21 days.

Each turn represents 1 day. Each hex represents 3.8 kilometers (or 2.3 miles). Most units are regiments or brigades though most of the armor units are represented as battalions.

The game uses a simplified Ardennes '44 system: Move, Fight and Reserve Movement. The game includes a 22 turn Campaign game, a 7-turn Tournament Scenario that focuses on the Allies linking up the beaches, and a scenario covering the battle in the peninsula and the capture of Cherbourg. In addition, there are rules for allowing 3 or even 4 players to play the game.

Comment: Back to earth for the other Normandy game on this list after it benefited from the Simonitch spring mini-boom.
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23. Board Game: Brandywine [Average Rating:7.27 Overall Rank:3486]
Blake Neff
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Status: Not there yet.

Orders last month: 270

Orders to date: 275

Change: +5

The Declaration:

The second game of the Battles of the American Revolution.

Game Features
Four scenarios: Knyphausen's Feint, Howe's Flank Attack, The Battle of Brandywine Creek, and a special Tournament Scenario
Playing time 2-1/2 to 5 hours.
Marginal, substantial, and decisive levels of victory.
Random player order assures variability of play.
Army Morale Track measures tenacity and will to fight of opposing forces.
50 or more cannon per side.
8 tactics chits with use restrictions to gain close combat modifiers.
Combat results which include pinned, capture, and step reduction.
10 rifle armed units, including Ferguson's breech loaders and the German Jaegers, both with special capabilities.
British 2nd and 3rd Brigade variable entry options.
American Intelligence Gathering
Leaders -- Washington, Greene, Sullivan, (Lord) Stirling, Wayne, Maxwell, LaFayette, Pulaski, Howe, Cornwallis, Grey, Grant, Knyphausen, Stirn.
Basic and Advanced rules.

Comments: Five orders isn't much, but it's actually a great month for this game, which has stagnated in the middle of this list for years. It's only gained 50 orders in the last two years, and nearly 20 of those were in the past 3 months. Let's see if this can pick up some steam.
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24. Board Game: This Accursed Civil War [Average Rating:7.52 Overall Rank:2699]
Blake Neff
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Status: Not there yet.

Orders last month: 300

Orders to date: 307

Change: +7

Ye Olde Info:

This Accursed Civil War is a tactical battle game featuring five battles from the First English Civil War: 1642-1646. It is the first in the GMT Musket & Pike Battle System covering warfare in the 17th Century. The system emphasizes Command and Control and the unique style of combat in that era. Armies are divided into three of four wings. Each wing has an order that limits the types of actions that units of that wing may perform. Wings may change their order, but it is not an easy task to accomplish. Victory goes to the commander who can coordinate the actions of these wings in the heat of battle.

The battles included in this game are:

Edgehill, 23 October 1642
First Newbury, 20 September 1643
Marston Moor, 2 July 1644
Second Newbury, 27 October 1644
Naseby, 14 June 1645

Comments: The Musket and Pike debut continues to push along at a healthy pace. About 50 more orders and it will be in territory where hopes for a printing announcement would be very reasonable.
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25. Board Game: Diadochoi: Great Battles of Alexander Module [Average Rating:7.83 Unranked] [Average Rating:7.83 Unranked]
Blake Neff
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Status: Not there yet.

Orders last month: 319

Orders to date: 316

Change: -3

The info:

Diadochoi covers the four major battles that took place during the early Diadochoi wars at the end of the 4th Century BC as Alexander the Great's marshals jostled and fought for position and control of his vast empire. Each of the diadochoi, the so-called "successors", sought to expand upon and improve the Macedonian system of warfare so brilliantly used by Alexander. Ultimately, all they succeeded in doing was to rigidly formalize its elements, adding only hordes of elephants, the ultimate expression of which was the massive battle of Ipsus, the largest known elephant battle in history.

Comment: The bleed continues. Looks like a lot of people just can't resist the full package as it gets closer.
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