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This two-player card game recreates the drama of the day Allied soldiers went ashore in occupied France, 6 June 1944. Each of the historic landing beaches - Gold, Juno, Sword, Omaha and Utah - is represented by its own card, as are the defending German divisions and attacking Allied units. The Allied player must marshal his resources to gain and secure control of every beach by day's end: one run-through of the beautifully illustrated 110-card deck.
The tension in the game increases with each card thrown, like the build up in a close baseball game. At first it seems the Allies have resources to meet every crisis across the beachheads, but if a key airborne division gets scattered across the countryside, allowing a counterattacking panzer division to slip through the perimeter, everything can change instantly. And an Allied unit committed to one beach, where you might find the defense isn't as strong as you thought, can't be called back in time to rush to the true danger zone. Both players must constantly be thinking ahead, looking for ways to best utilize their cards several throws down the line.
Though it's certainly a card game, and one designed by a master of the genre, Dan Verssen, the whip snake action of Lightning: Midway is unlike any other card game you've ever played. Two players step into the roles of opposing fleet commanders in this history based recreation of the famous World War II battle between US and Japanese forces. At stake is control of Midway Atoll in the Central Pacific. The US player must risk his navy's three carriers to try to keep it; the Japanese player must risk his four carriers to try to take it.
The atoll and the aircraft carriers are each represented by their own card. Players throw reconnaissance cards to find and fix the enemy's location, then play other cards representing attacking squadrons. Some find their targets, others don't. Sometimes the enemy shows up over your fleet without warning. Everything often hinges - literally and figuratively - on the timely throw of one card.
The game contains 110 beautifully illustrated cards and one double-sided page of rules. You'll learn to play quickly, and can finish a game easily in 30 minutes. Be warned, though, one run-through will never be enough.
War on Terror:
This is the third game in the Lightning series. Fight the war on terror with America's cutting edge weapon systems! You have been charged with hunting down terrorists aiding regions around the world and toppling their corrupt governments. To accomplish this, you have been given command of the latest weapons and best personnel America has to offer. You get to command elements of the Air Force, Army, Navy, Marines, Special Forces and Propaganda Warfare.
War on Terror is an ultra-low complexity card game for all ages. The focus is on fast card play, strategy, and fun interactive game play for 2-4 players. Includes 110 full color playing cards and one sheet of rules.
Covering the great battles of Erwin Rommel from 1941 to 1943, as he fought his way back and forth across the deserts of North Africa. LNA uses cards to represent the military units, supply convoys and objectives of the historic campaign. To win, you must consider your unitsí combat power and maneuver options as well as their supply situation. The game features: the Afrika Korps, Tobruk, the Desert Rats, Malta, anti-tank guns, resupply from Europe, minefields and more. LNA is based around a new combat system that makes maneuver and planning as important as brute force. That approach is faithful to the historic events, in which smaller forces were often able to defeat and rout larger ones by using better tactics and planning. In LNA, battles can be won not only by overwhelming the enemy with firepower, but also by out-thinking and bluffing him. The dynamic game system puts you in charge of one of the most famous theaters of WWII.
Includes one rules sheet and 110 cards.
This game depicts the German blitzkrieg campaign against Poland in September, 1939. Historically, it was a stunning victory but the blitzkrieg strategy was untested and the potential was present for Poland to hold on long enough for other countries to intervene against Germany.
In the game, the German side needs to force the Polish surrender quickly. This occurs by capturing the Polish capital, Warsaw, and other Polish rallying points. The Polish side needs to delay the German advance long enough to garner international intervention. This occurs when the Polish win three delaying actions.
Contents: 110 cards, rules sheet