Promised Land from Ragnar Brothers – Last chance for pre-orders



Promised Land from Ragnar Brothers – Last chance for pre-orders

I received this note from Ragnar Brothers

Just to give you a heads up that all being well we shall be distributing Promised Land from next week-end (we’re trying to blitz 400+ copies out). It’s therefore the last few days for pre-orders and maybe you could just let your readers know. has the full details as you’d expect.

So over to you my friends if you want in on the Promised Land goodness!

Review – Days of Battle: Golan from Victory Point Games

Golan Slipcover (Front) v0-4

Review – Days of Battle: Golan  from Victory Point Games

Design – Frank Chadwick

Art – Tim Allen, Alan Emrich, Barry Pike III

I remember being at Uni at the time of what became known as The October War. I remember that the western nations held their breath as the Israeli’s faced the attack on 2 fronts. As the USA was a strong ally of Israel, we were glued to the news, hoping beyond hope that Israel would survive the onslaught. There are very few games covering the 1973 attacks on Israel so I was very interested to see a treatment of the 1973 Syrian offensive through the Golan Heights covered in their Days of Battle system. And, what’s more, Days of Battle: Golan is designed by the legendary Frank Chadwick.

From the rulebook –

The Syrian Army’s attack against Israel on the Golan Heights, in October of 1973, caught the Israeli Defense Force by surprise. From the afternoon of 6 October through the morning of 10 October, the
issue hung in the balance. Several times it seemed as if nothing could stop the Syrians from sweeping down into the Jordan River valley and placing all of Northern Israel in artillery range again. Then arriving Israeli reservists gained the upper hand and in a powerful counteroffensive broke the Syrian
Army and sent it streaming back across the pre-war ceasefire line. The first several critical days of that struggle are the subject of Days of Battle: Golan Heights.

This is one of those knife-edge historical situations where the survival of a nation was in the balance. A very interesting scenario for a war game.


•    One 12-page, full color Rulebook

•    One exclusive 16-page, full color Campaign Manual by Frank Chadwick (This is a really nice bonus)
•    One 11” x 17” map
•    75 thick, two-sided, multi-shaped game pieces
•    24 Event cards
•    One Player Aid
•    One Turn Record / Reinforcement Track sheet
•    One 6-sided 12mm die
•    One 11” x 17” mounted, jigsaw-cut game map
•    One bright red, 9″ x 11 7/8″ Deluxe cardboard VPG game box
•    One beautiful box cover sleeve
The game map is nicely done and really portrays the difficult terrain in the Golan Heights. Not ideal tank country, yet the Israeli’s needed to rely on their armoured units for survival. The most defensible terrain is at the front with the Israeli bunkers very useful in clogging the movement of the Syrians. If the Syrians break through though, they can flex their muscles a bit more to make things very difficult for Israel. As you might guess, this is not a game of sweeping manoeuvre but a desperate slugfest, with the Syrians trying to weaken and destroy the Israelis early before they can call-up their reserves to stabilise the situation.

Golan map v1-0

The Event cards are a good size and quality. The events are historical and very interesting, bringing a lot a flavour for what went on during the battle and certainly giving you a good idea of the variables that impacted the ebb and flow. Both sides will need to play these cards wisely.


The die-cut coounters are very nicely done. The units are very clear and easily read. There are different sized information counters which are easily identifiable and the suppressed counters have combat photos on them which is a really nice touch.

Golan - Counters (front) v0-3

All in all, Victory Point Games have done an excellent job in their graphic design choices and are setting a high standard which I hope continues. Visual appeal is a factor in enjoying war games and also helps to bring the game to life. Bravo!

A bonus included with the game is a a nicely done and interesting Campaign Manual written by Frank Chadwick.

Top marks to VPG for the standard and quality of the components.

Now onto the gameplay…


Daylight Player Turn
1. Build-Up Phase: The active player draws a card and either plays it at once or holds it for later play. He then declares which of his divisions will conduct operations (be “Operational”) and which will be Resting. The player then receives Reinforcements and Replacements.

The Event cards provide a variety of historical events that occurred or could have occurred and allows for elements that just aren’t predictable once battle is underway which to me adds to the historical feel and replayability of Golan. I also like the idea that you have to declare which units will be conducting operations and which are resting as it feels to me like you are making judgements for the immediate turn and for the future turns as you try and keep refreshing units to sustain the fight. No mean feat.

2. Movement Phase

Zones of control impact movement, combat and lines of communication and I really like the Israeli bunker rules which really give the Syrians problems in getting their offensive started and shows the stalling impact the small units holding the bunkers had on the battle.
3. Combat Phase

The game turn process that Frank Chadwick has come up with is a bit different as his intention is to demonstrate the differences in effects between Light (Paratroopers, Infantry) Mixed (Mechanised) and Heavy (Armor) units and so each has its own combat phase. In addition, defending units may only fire defensively if they are being fired upon which is an interesting twist from the usual in war games.

3A. All non-active player units can conduct a Defensive First Fire

3B. Heavy units of both sides fire.

3C. Mixed units of both sides fire 

3C. Mixed units of both sides fire
3D. Light units of both sides fire

Terrain effects combat which is calculated as a firepower ratio. Also, there are differences in how effective units are in combat in daytime or night. Light units, flourish at night. Very interesting and reflects the historical situation. Very nice. Losses are in steps so units become weaker as they take damage.

4. Advance the Turn marker and conduct

Next Player Turn 

Night Player Turn
1. Build-Up Phase
2. Movement Phase
3. Combat Phase
3A. Light Units of both sides fire
3B. Mixed Units of both sides fire
3C. Heavy units of both sides fire
4. Advance the Turn Marker and conduct next Player Turn

Unlike other games where you can just send in and attack with any old units, you need to think about which units you are using to get the best effect. The weakness of armor and advantage of Infantry at night is interesting.

Administrative Phase

There is a reasonable amount of meat here for seasoned war gamers and yet, the rules are concise and not very complex so less experienced gamers can come to grips relatively easily.

The Syrian player wins if, in the Administrative Phase of any Game Turn, Syrian units occupy any three of the Victory hexes and there is a line of communication stretching from the unit back to a Syrian map edge. This results in an Immediate Victory for the Syrian player. Failing this, victory is determined by the number of Town hexes (not Villages) and/or Victory star hexes controlled by the Syrian player at the end of the last Game Turn.
The Syrian player wins by controlling two or more Towns or star hexes. If the Syrian player Controls one Town or star hex, the game ends in a draw, and if the Syrians Control no Towns or star hexes, the game ends as an Israeli victory.

So victory is about taking objectives, not about destroying units although of course you need to damage the enemy enough to render them ineffective so you can grab the victory objectives.

Overall, it took me a little getting used to but I quickly found the process easy to follow. It worked very well and plays relatively quickly. The combat effects chart works well and after a few battles, will work comfortably.

Did I enjoy Days of Battle: Golan?

I love operational games in the ww2 and post ww2 eras as there is a step up in technology and weaponry and Golan fits the bill for me. It is such an interesting battle and Frank Chadwick has taken an interesting situation in its own right and turned it into an interesting reflection of the historical situation. It is very playable without too much granular depth. Golan gives you a real appreciation of just how close Israel came to disaster as well as how the Syrians could punch their weight although there were doctrinal restrictions which hampered them such as not being able to fight with other units than their own where Israeli military doctrine allowed more flexibility.

There is a real ebb and flow to the battle and victory hangs on a knife edge. the Syrian player need to make things happen early or the inevitable Israeli build up will catch up with them. The Israelis are nimble and tough, even with less units and have to make the Syrians pay for every piece of territory gained until they can bring on strong reinforcements. No guarantees for either side, thats for sure.

This is a tough, nailbiter of a dog fight with breakthroughs, bottlenecks, heroic defence and attacks throwing caution to the winds. The tension and choices are just right. The Event cards add some interesting twists and surprises and can really frustrate or thrill you. Most of all this is a really fun war game and I highly recommend it as one of the best I’ve played in a while.

If you have an interest in the Arab Israeli conflict, I would say that Days of Battle: Golan is a must buy.

My final comment is – Mr. Chadwick, how about a game on the Egyptian assault in the Sinai during the same war?

For more information go to –

Review – Aliens vs. Zombies from Victory Point Games


Review – Aliens vs. Zombies from Victory Point Games

Designer – Chris Taylor

Art – Nick Hayes

Haha, I’ve had an ongoing, lighthearted debate with Paco of G*M*S* Magazine as to which are cooler – Aliens or Zombies, and I’ve continued to champion Aliens for their diversity and intelligence. But what do I know eh?

Aliens vs. Zombies is a two-player game from my friends at Victory Point Games who continue to produce a wide range of games covering a variety of themes and tastes and in my humble opinion, are one of the most valuable game publishers for our hobby for this reason alone.

With Aliens and Zombies, we have a game “about the life and death (mostly death) battle between two natural enemies: Aliens and Zombies”. My first thought was that it looks like a classic cheesey 1950’s SciFi film setting. And suitably silly!


Included in your AvZ package are the following components:
(60) ½” square Zombie counters
(24) ½” rounded Alien counters
(2) 5/8” rounded big Alien counters
(10) ¾” x 1 1/8” rounded event tiles
(1) 8½” x 11” color game board
(6) six-sided dice (boxed edition only)
(1) Rules booklet

The game map is a depiction of a city which is the battleground for the Aliens and Zombies. I’m not quite sure if it works aesthetically for me. I don’t have an answer other than to say that the grey colour of the buildings is functional but leaves me cold.


The counters on the other hand, are functional and also work for me, with the Aliens being suitably 1950’s SciFi silly. The counters are thick and clear as to what the are meant to do. Being colourful, they do standout against the grey buildings so they do work in that way.



Reading through the rules, it is clear that there is Chris Taylor’s sense of humour and isn’t trying to take itself seriously at all. This is a nice refreshing change compared to the oh so serious and way over-produced games coming out of Kickstarter projects which are churning zombies and space themed games out to the point where its now all very boring.

Aliens vs. Zombies is played out over eight turns. Each turn is made up of the following phases, which are conducted in order. 
1. Event
The Zombie player reveals one Event tile. The Zombie player pulls X random Zombies from the grave, where X is the number on the Event tile, and “spawns” these Zombies on any number of locations on the outside edge of the map and/or dirt lots. So there is a continuous conveyor belt of zombies spewing up from the ground to come after the Aliens. The Aliens bring big gnarly Mutants.


Zombie Bite – Some of the Aliens have been affected by the mutated zombies

Alien Laser – The Alien High Command has seeded space with Alien Orbital Laser platforms. They can target many Zombies in the same area, but take time to recharge. 

Zombie Claw – Various body parts and limbs, separated from their bodies, attack the Aliens. 

Zombie Rise – The peaceful dead are peaceful no more!

Alien Mutant: The mutated Zombie DNA strikes a lowly Alien trooper and creates a 30-foot-tall Alien 

Alien BFAR: The massive Alien Battle Faction Armored Robot lands and immediately attacks nearby 
Zombies with SRMs (short-range missiles).

Yes, crazy random stuff happens and it all is silly and right out of a comic book.

2. Alien Landing 

The Alien player rolls one die and adds the result to 1. This is the total combat strength, or less, of small Alien units that will land on the map this turn. The Alien player can choose small units (Trooper, UFO, Tank or Leader) to place on empty locations on the map.

3. Alien Actions
Each Alien on the map can take one action: Move, Attack or Blast ‘Em. 

4. Zombie Actions
Each Zombie on the map can take one action: Move, Attack or Chomp ‘Em. 

The game ends after the 8th turn. To determine the winner, count the number of Zombies in the dead pile.

The game process is very straightforward and simple. Its all about Alien tech versus Zombie numbers so you do the math and see who comes out on top. Very much a beer and pretzels game with a sense of humour. Its very easy to get into and aimed at the audience looking for something that can be picked up and played with little muss or fuss.

Did I enjoy Aliens Vs. Zombies?

The good stuff here include the refreshing approach of not taking itself seriously and having a sense of humour, and this works nicely with the look and feel of a cheesey 1950’s SciFi film, comic setting which is generally very silly. Rather than the usual pretentious stuff, Chris Taylor has opted for words like “Blast em” and Chomp em” which I think stamp the sense of fun here. If you accept this, as I do, you will definitely enjoy this game. Its light and silly and not meant to be anything more than this. At that level, it works. I actually think the audience for this game is kids of say age 10 or a parent/child enjoying silly fun together. I enjoyed playing Aliens vs. Zombies.

Having said that, I’m not sure that there is much staying power. There are no really dramatic moments or events that make you sit back and say, that was cool, other than the sense of humour, which might be enough for me but maybe not others. And at a time when gamers can’t seem to get enough out of zombies or aliens, there is a lot of competition out there for their attention and there might not be enough here to capture much of an audience. There’s nothing wrong with the game as it plays and I enjoyed it, and I applaud a different take on the genre. Unfortunately, it might not have enough of a wow factor which I accept is difficult to achieve.

So overall, a fun game that provides a sense of humour but there are a lot of competing games that probably offer stronger attraction for gamers.

For more information go to –

Review – Hell’s Gate by Victory Point Games


Review – Hell’s Gate by Victory Point Games

Design – Philip Sabin

Art – Tim Allen

If you are a war gamer I think that its pretty safe to assume that you probably have heard of Philip Sabin’s book, Simulating War. Philip Sabin is a Professor of Strategic Studies in the Department of War Studies, King’s College London and has designed a number of games for his classes. Hell’s Gate is one of these games and has been published by Victory Point Games.

Hell’s Gate is a simulation game of the Battle of the Korsun Pocket in Ukraine, during January and February of 1944. Its a small game with low component density and doesn’t take too long to play.


1 11×17” map with Turn Track
● 70 double-sided, laser-cut* game pieces
● 1 six-sided die (boxed edition only)
● 1 Rules booklet with a Reference Sheet on the back cover

The artwork meets the same attractive/functional standard that can be found in VPG’s more recent war games. The map (on die-cut cardboard) has a bleak wintery landscape feel with over-sized hexes. The large playing pieces are very welcome as they are thick and easy to read. A really nice addition to the types of playing pieces that VPG provides are best described as “shaped” pieces such as the arrow-shaped “Retreated” pieces, which I must say, look terrific during a game. Please VPG, more of the same in future games please!




Hell’s Gate has a traditional game turn process found in many war games and I have no problem with that whatsoever. It works like a charm, and is very easy to get into. Just right for introducing new gamers to war games!

Soviet Player Turn
1. Soviet Supply and Reinforcement Phase. The Soviet player checks his units’ supply status and brings on reinforcements as appropriate

2. Soviet Combat Phase – the onus is on the Soviet player to assault the Germans, hoping to encircle and cut them off, thereby making it possible to destroy the German forces. Weather and terrain can effect combat.
3. Soviet Movement Phase – this is a bit of a change from most war games. Usually the movement phase comes before combat but in this case, you can see the sense as the Soviet must plan to create holes in the German lines that can be exploited. Having said that, units generally move 1 space and fast units 2. Weather and terrain also effects movement.
4. Soviet Recovery Phase. The Soviet player removes any Retreated markers on his units

German Player Turn – follows the same process
5. German Supply and Reinforcement Phase
6. German Combat Phase.
7. German Movement Phase
8. German Recovery Phase. The German player removes any Retreated markers on his units


9. Housekeeping Phase. Advance the Game Turn marker one turn and roll for mud or, if the eighth Game
Turn was just completed, determine the winner

There are special rules for each turn with specific effects which reflect the historical situation, presenting the players with specific limitations.

Victory is determined by assessing victory points attained by the players by destroying and damaging enemy units and control of supply sources.

This is a very easy, entry level game with a game process is easy and fast playing. Again, ideal for new war gamers.

Did I enjoy Hell’s Gate?

I am particularly attracted to easy to play war games due the constraints on my time. Hell’s Gate concerned me at first as I thought that perhaps it was a little too small and restricted but playing it was a delight. Small unit density, small map, small amount of rules, yet it all comes together really well and does justice to this battle. Its a game which gives you a look and feel for the situation without burdening you with huge amounts of detail. Quite the opposite.

In a condensed treatment, Philip Sabin and Victory Point Games have given us an interesting and very playable game which is challenging for both players. With limited units and map size, each move and combat counts for something. You won’t be just moving and fighting for no reason. Everything is interlinked and can make the difference between success and failure. This is a tight game and the pressure and time is against both players.

Overall, I would say that all war gamers interested in the Eastern front in WW2 should make this a must buy for their collection for those times when you need a game fix but don’t have a lot of time or for those times when you want to introduce new gamers to war games. This game is also a nice teaching tool for teaching youngsters about military history.

A winner on all fronts!

For more information go to –

Review – Napoleon: The Waterloo Campaign, 1815 from Columbia Games


Review – Napoleon: The Waterloo Campaign , 1815 from Columbia Games

Design and Map art – Tom Dalgliesh

Box Art – Howard David Johnson

The latest publication from Columbia Games, Napoleon: The Waterloo Campaign, 1815 simulates the  Waterloo Campaign of 1815. One player commands the French army; the other commands the Allied (Anglo-Dutch & Prussian) armies. The main objective of the game is to defeat the enemy by
eliminating at least half of their army.

This is the 4th edition of this classic block war game which was featured in an earlier Kickstarter campaign, the goal of which was to raise the funds requires to print a top class edition. Its really interesting to look at the photos on Boardgamegeek and to compare how each edition looks. This new 4th edition is really a work of board game art for sure.

Fyi – Key Differences in the various editions:

  • 1st and 2nd edition had 48 blocks–shorter (60+ min.) play time vs. 3rd edition has 84 blocks–more accurate division level
  • 3rd edition had Blücher, Napoleon, and Wellington leader blocks that give slight combat and movement bonuses
  • Although units have increased nearly two fold, the 3rd edition map remains same size, leading to overcrowding.
  • 4th edition has 56 blocks and a larger map – play time is usually 90 minutes or less.


• Mapboard
• Battle Maps (2)
• Wood Blocks (58 + 12 Terrain)
• Order of Battle Cards (2)
• Dice (4)
• Rules


The game board map is gorgeous I must say. When my friend and I were playing at a recent game day, a few gamers game over an remarked just how striking the map looks with the blocks. My only wish would be that the map was larger actually as the blocks do get crowded even on this enlarged map.  The key geographic features of the area of the campaign really stand out, particularly the water barriers which play a big part in the decision making for both players.


Looking at the above Orders of Battle gives you a pretty good idea just how gorgeous the stickers for the units are in this edition of Napoleon. The unit designations and combat values are clear and easy to say when playing. The quality of the components are of the same high standard that I’ve come to expect from Columbia Games and in fact, this look of this game is up there with the best that I’ve seen.

The Battle boards add a nice touch for the major battles that will take place and the blocks are nice and chunky. It all looks great!


The game turn flow is very similar to other games from Columbia games. The game turn track is interesting and a little puzzling as the Night turns are allocated to a different player for each night turn. I’m just not sure how logical this is but I suspect that there was a design reason for this.

The game is played in alternate Player Turns, beginning with a French Turn, then an Allied turn. Black turns are night turns. The player taking a turn is called the Active player; the opponent that turn is the Enemy player.

Each Player Turn has three phases:
The Active player conducts a quota of Group Moves. The French player can move 2 groups, the Allies can move 1 group for the Wellington’s troops and 1 for Blucher’s Prussians. Each road type limits how many units can move from town to own as does the water obstacles.  Force-marches are resolved after all movement. Something I’ve learned here is that the French player needs to Force march a lot in the earlier turns to stand any chance at all to win. This is risky as force marching means that there is a good chance that you will loses stragglers, thereby weakening your forces.
When battles do occur, as they will at some point, they are created when the Active player moves units into the same town as enemy units. They are resolved on tactical boards. An interesting aspect here is that if one player has 3 or less units or less a skirmish, rather than a battle occurs which is much more limited than the battle process below. Another lesson for me is that the French may not have too many chances to force a battle but must certainly attempt to do so. The allied player will do their best to ensure that the pesky skirmishes get in the way delaying the pitched battle that the French must have to stand a chance of winning.

Battles are fought over an unlimited series of alternating Battle Turns, Active Player first:

• MORALE: Determine morale for engaged units at strength 1. These weakened troops may decide that they’ve had enough and leave the field.
• COMBAT: Units are deployed in the right, center or left of the line or placed as reserves. The blocks are deployed with the unit strengths facing the owning player until battle commences so there is a good gog of war aspect.  Each unit may Move, Fire, or Retreat as desired on the Battle Boards. So their is a tactical feel which involves terrain placement, movement to engage troop formations including squares. You Combat is rolling the requisite dice to achieve hits against the strongest enemy unit each round. Hits cause units to weaken and lose effectiveness.
• REINFORCE: add new units to the Reserve from adjacent towns. You need to consider placement and having units available to reinforce your pitched battle.
The enemy player then takes a Battle Turn. Alternating Battle Turns are repeated until one side retreats or is routed. Battles don’t last to long as the troops have a limited capability of absorbing losses so at some point, the commander taking more losses is bound to try and leave the field with some semblance of forces.

After all battles have been resolved, players resolve Allied supply (French turns only), then check to see if any of the armies have been defeated. Determine victory if relevant.

The game turns play quite fast due to the limited movement of groups and the lack of many pitched battles. This is certainly a game of manoeuvre as a campaign game should be. The rules are easy enough and you will get into the game fast.

Each commander has a different problem to solve. The French have to be the “firstest with the mostest” right from the start. The French forces are much more consolidated and this needs to be brought to bear quickly through forced marches. The movement limits are very restricting and mean that the French player is in a great position to bring battle quickly. Having said that, the water features effect what the French can bring to battle so its not a walk over by any means.

The Allies on the other hand are dispersed and limited to one group movement per army so a double whammy of sorts faces them. They need to consolidate as soon as possible but it will take a while.The big advantage here is that there is a benefit of keeping screening skirmishers out in front while the main body comes together. This can probably prevent the French from delivering an early knock out blow.

The game plays pretty fast and the game process works very well.

Did I enjoy Napoleon: The Waterloo Campaign, 1815?

I really enjoy Napoleon thats because I really want to crack it as the French.

I’ve played Napoleon both face to face and solitaire and so far I have a sense that the French have the tougher task. Even if you break through to reach the Allied supply cities, it is a desperate thing and I think that you will be lucky to hang onto any one of them for long. Having said that, the French player must look for the opportunity to do so. The rules allowing for skirmishes is clever, and really puts the damper on French plans if the Allies use their skirmishing forces well.

This is a stressful game for both players because of the differing problems faced by each and I suspect that over many plays, it it become more and more a classic. One could argue that the game is unbalanced in favour of the Allies. I’m not sure yet as I suspect that there are just thinner margins for error for the French. The Allies problem is a bit more forgiving I think. Time and more plays will tell.

The bottom line for me is, Naploeon keeps calling me to have another go because I want to be tested by it. Its a simple game as war games go. Not entry level, as I think that it requires a degree of war game experience, but the simplicity belies the challenge for 2 evenly matched opponents. It plays fast and this means that time is a real pressure on the players. Before you know it, you are 2/3rds through the game and probably have a sense if you can win by then.

So would I recommend Napoleon? Absolutely. Its gorgeous and plays very well and quickly. But be warned, I think that early in, the French player will have a tough time cracking the best approach and will need real luck to keep a strong enough force through force marching and position it very well to stand any chance. If not, you will suffer defeat after defeat as I have. But I don’t care because I am determined to rise to the challenge again and have another go until my lovely Grognards can beat Boney and the Redcoated Ros Bif.

For more information go to –

Paul Koenig’s Fortress Europe – VPP PRESS RELEASE

PKFE_SlipCover (Front)

Paul Koenig’s Fortress Europe – VPP PRESS RELEASE

June 1944. WWII was in its fifth year, and the German army still controlled most of Western Europe. Field Marshall Erwin Rommel’s Army Group B had erected strong fortifications along the coast of Holland, Belgium, and France, including the French Mediterranean coast, creating The Atlantic Wall. The bunkers and minefields were backed up by some of Germany’s best troops. Allied forces had been gathering in England and the Mediterranean for more than two years, preparing to assault Hitler’s Fortress Europe.  

On D-Day, 6 June 1944, they attacked on what Rommel called “the longest day.” Success of the invasion was far from guaranteed, but the Allied victory on the beaches signaled the beginning of the end for the Germans in Western Europe.
Paul Koenig’s Fortress Europe recreates the war in Western Europe from the D-day invasion to VE-Day, what General Eisenhower dubbed “the mighty endeavor.” As the Allied player, you must choose a landing site and then get ashore with a successful landing. This is followed with a breakout of the beachhead and a drive across France, culminating with a deep penetration into Germany itself. As the German player, you must choose a wise defensive alignment of your forces, including hidden units, and hope that you are strong enough at the point of the actual landing to defeat the Allied invasion. If you fail at the water’s edge, you must conduct an orderly withdrawal across France, constantly delaying the Allies, until you are strong enough to launch a winter counter-attack (historically, the Battle of the Bulge).
Fortress Europe is printed by Victory Point Press for Paul Koenig Games.
Click here for all the details on Paul Koenig’s Fortress Europe.
– Victory Point Games

News – Dreaming Spires on Kickstarter


News – Dreaming Spires on Kickstarter

In a rare breath of fresh air apart from the endless unimaginative bandwagon tripe of Cthulhu, Zombies and Space War retreads on Kickstarter, along comes Dreaming Spires from Secret Games Company. Definitely worth looking at because its different.

Nice to see a British game already ahead of its target and with  fresh and original theme.

Lead an Oxford college from the medieval era through to the modern day. Choose which buildings to build, which scholars to admit and how to act in exciting events which pit the colleges against one another.

The eccentric characters and tumultuous events of Oxford’s history are brought to life in cards, featuring original illustrations, famous quotes and amusing written accounts. Discover a world of cobbled streets, misty quads and dreaming spires!

Have a look at the Kickstarter Campaign.