Decision Games Announces a New Mini-Game Series

Posted: September 26, 2012 in Uncategorized

Decision Games has announced a new mini-game series.  This new series, designed exclusively by Joseph Miranda, includes two separate mini-games each.  Each game includes: 40 counters, 11 x 17 inch map, 18 cards, 1 four page rule booklet and 1 scenario sheet.

Caesar’s Wars: The Conquest of Gaul, 58-52 BC
March with Julius Caesar and his legions in the conquest of Gaul, 58-52 BC. This is a two player game. One commands the Romans, the other the Gauls as well as allied Brittanic and Germanic tribes. The game pieces include: legions, auxiliaries, fleets and tribal war bands. The map stretches from the Roman frontier across the three parts of Gaul to the Rhine, as well as across the Northern Sea into Britannia.

In Caesar’s War each player has a unique deck of Campaign Cards. They generate recruits for the armies, movement abilities, special combat bonuses and historic events. Some of the Roman cards include: Legions on the March, Unrest in the Ranks, and British Campaign. Some of the Gallic cards include: Helvetian Migration, German Invasion, and Uprising of Gallic Tribes.

Combat is resolved using a quasi-tactical procedure. Each side has unique advantages, with Roman discipline pitted against Gallic ferocity. There are special rules for camps, sieges, morale, and great leaders such as Vercingetorix and Caesar himself. Having the right commander at the right battle can mean the difference between laurels and disaster.

Belisarius’s War: The Roman Reconquest of Africa, AD 533-534
In AD 533, Eastern Roman Emperor Justinian began the attempted reconquest of the territories of the fallen Western Empire from the barbarians who overran it the prior century. Leading the first of those campaigns was the great general, Flavius Belisarius. Belisarius’s War is a two-player game of the Vandal War, in which the Eastern Romans reconquered North Africa. One player commands the Romans, the other the Vandals. Both players maneuver units representing elite regulars, tribal warbands, fleets and militia. The point-to-point map covers North Africa as well as the islands of the Western Mediterranean.

In Belisarius’s War each player has a unique deck of Campaign Cards. They generate recruits, movement abilities, special bonuses for combat, and historical events. Some of the cards include: Naval-Land Campaigns, Organize the Exarchate, Ambush, and Procopius.

Combat is resolved via a quasi-tactical procedure. Each side has unique advantages, with fierce Vandals pitted against disciplined Roman heavy cavalry. There are special rules for Huns, rebellions, morale and leaders such as Belisarius. Having the right commander at the right battle can mean the difference between victory and disaster.

Khyber Rifles: Britannia in Afghanistan
In 1842 Afghan rebels destroyed a British army as it tried to fight its way from Kabul to the safety of the Khyber Pass. The British launched an expedition to avenge that defeat, and that led to another campaign in Central Asia’s Great Game. Khyber Rifles is a two-player game of that fateful year in Afghanistan.

One player commands British forces, including the regiments and battalions forming the armies of Gens. Nott, Pollock and Elphinstone. The other player controls various Afghan tribal contingents, led by Akbar Khan. The point-to-point map covers eastern Afghanistan and India’s Northwest Frontier area, including the famous Khyber Pass.

Khyber Rifles is part of the Hand of Destiny mini-game series. Each player has a unique deck of Campaign Cards. They generate movement abilities, combat bonuses and historical events. Accessing the right card at the right time lets the player concentrate forces to win that great victory against all odds—or perhaps go down to inglorious defeat. Some of the cards include: Ambush, Jirga Loya, Mad Dash and Relief Force.

Combat is resolved via a quasi-tactical procedure. There are special rules for: elite British units, fanatic Afghan Ghazis, camp followers, Shah Shujah’s army, and irregular units such as Broadfoot’s Pioneers.

Custer’s Final Campaign: 7th Cavalry at Little Bighorn
In 1876 the US Army engaged the Indians of the northern Great Plains in a campaign that culminated in the destruction of Gen. George Armstrong Custer and most of his command at the Battle of the Little Bighorn. This two-player game covers that entire campaign.

One player commands Army forces, including the regiments and battalions forming the three commands that participated in the original campaign: Crook’s, Gibbon’s and Terry’s. The other player controls various Indian tribes, each rated for its fighting strength in warriors. The point-to-point map stretches from Fort Abraham Lincoln in the Dakotas to Helena, Montana. In between are famous historic battle sites such as Powder River, the Rosebud, and the Little Bighorn.

Custer’s Final Campaign is part of the Hand of Destiny mini-game series. Each player has a unique deck of Campaign Cards. They generate movement abilities, combat bonuses and historical events. Accessing the right card at the right time lets the player concentrate forces to win that great victory against all odds—or perhaps go down to inglorious defeat. Some of the cards include: Tribal Raiding, Indians Leave Reservation, and Gary Owen.

Combat is resolved via a quasi-tactical procedure. There are special rules for: Gatling guns, “dog soldiers,” Army riverboats, and leaders such as Crazy Horse, Nelson Miles, Sitting Bull and Custer himself.

Eagle Day: The Battle of Britain
The sky over Britain in 1940 was the scene of one of the decisive battles of World War II, when the Royal Air Force defeated the Luftwaffe’s bid to gain air superiority and open the way for Operation Sealion. Eagle Day is a two- player wargame covering the most critical period of the Battle of Britain. The Luftwaffe player must move bombers and their escorts to attack targets in Britain, while the RAF player must utilize interceptors to stop them.

Each player moves units representing historic wings and groups. All the famous aircraft are here, including Spitfires, Hurricanes, Me-109s, Ju-88s, He-111s and many more. Each unit is rated for air superiority, bombing and speed. The game uses a new and unique system that facilitates aerial operations, dispensing with record keeping.

Eagle Day is part of the Air Wars mini-game series. Each player has a deck of Campaign Cards. They generate a range of events, including Fuehrer Directives, the Empire Rallies, and critical morale checks. Certain cards can be played in combination to gain operational advantage, leading to tense decision making. There are special rules for radar, fog of war, and the infamous Stukas.

Cactus Air Force: Air War Over the Solomons
The island of Guadalcanal in the South Pacific was the base for American aircraft squadrons that engaged Japanese Navy and Army air forces over the Solomons. Those squadrons became known as the “Cactus Air Force” (from the codename given to the island itself). Cactus Air Force is a two- player wargame covering the air campaign over the Solomon Islands during critical period late in 1942. Both the American and Japanese players move their bombers to attack critical targets while using fighters to struggle for air superiority.

Each player controls units representing air groups. All of the famous aircraft are here: Japanese Zeroes, Bettys and Oscars, and Allied F4F Wildcats, P-40s, and B-17s. Each unit is rated for air superiority, bombing and speed. The game uses a new and unique system that facilitates aerial operations, dispensing with the usual record keeping. The map covers the entire Solomon Island chain centered on Guadalcanal.

Cactus Air Force is part of the Air Wars mini-game series. Each player has a deck of Campaign Cards. They generate a range of events, including major naval battles such as Eastern Solomons, to which players can commit their air units. Certain cards can be played in combination to gain operational advantage, leading to tense decision making. There are special rules for Henderson Field, fighter-bombers, and the Tokyo Express.

Congo Merc: The Congo, 1964
During the 1960s the newly independent Congo was the scene of constant warfare. Congo Merc is a solitaire game that puts you in the middle of that fighting with a task force of elite commandos. You conduct breakneck advances into the heart of enemy territory, seize critical objectives and, just as important, return to home base.

The game includes two decks of cards. The Mission Cards provide scenario objectives and the resources with which task forces are assembled. Missions include everything from hostage rescue to tracking down Cuban cadre. You recruit from a variety of unit types, including jeep-mounted commandos, light armor, sappers, air support, paratroopers and many others.

Congo Merc is part of the Commando mini-game Series. Once a task force is organized, you maneuver it into the Congo. The map covers the entire country, and when a force enters certain points an Event Card is picked. Events can include anything from UN intervention to ambushes by enemy fighters. There’s a range of foes, from Simba rebels to Cubans dispatched by Fidel Castro. Combat is resolved via a quasi-tactical procedure in which both tactical superiority and firepower play their parts. There are special rules for CIA reinforcements, air transport and leaders.

Border War: Angola Raiders
During the Cold War a ruthless conflict was waged on the Angolan border between the South African Defense Force and communist insurgents. Border War is a solitaire game that puts you in the middle of that fighting as commander of a South African battlegroup based on the frontier. You conduct raids into Angolan territory, seize enemy base camps and, just as important, return to home base.

The game includes two decks of cards. The Mission Cards provide scenario objectives and the resources with which battlegroups are assembled. The missions are drawn from historic cross-border raids, such as Operations Protea and Modular. You recruit from a variety of unit types, including recon, commandos, mechanized infantry, paratroopers, G-5 long-range artillery, and air support.

Border War is part of the Commando mini-game series. Once a battlegroup is organized, you move it across the border. When a force enters certain points an Event Card is picked. Events can include anything from special intelligence information to the appearance of major enemy forces. There’s a range of foes, from SWAPO insurgents and Angolan government regulars to powerful Cuban armored formations. Combat is resolved via a quasi-tactical procedure in which both tactical superiority and firepower play their parts. There are special rules for helicopter reaction forces, PSYOP, and leaders.

See pictures of each game, along with descriptions, here.

from GameSalute.com http://www.GameSalute.com/decision-games-announces-a-new-mini-game-series/

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