https://www.booyakajuice.com/collections/all.atom booyakajuice 2023-10-04T19:43:34-04:00 booyakajuice https://www.booyakajuice.com/products/6951868071987 2023-10-04T19:43:34-04:00 2023-10-04T19:43:34-04:00 Downfall: Conquest of the Third Reich, 1942-1945 (Mounted Maps) Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 40.95

Based on customer requests for (two) mounted maps for Downfall and also a deeper box to go with the mounted map, we're offering this combo pack for Downfall. Enjoy! ]]>
Arrival-New-Nov-13-19-2023 Arrival-Nov 18 2023 Availability_Out of Stock BGG-Not-Set INV-0-L INV-D Product Type_Board Games Product-International Restock-20231119 Restock-20240526-Long https://www.booyakajuice.com/products/6951868071987 Default Title 40.95 2311BX 2173
https://www.booyakajuice.com/products/6951867678771 2023-10-04T19:41:04-04:00 2023-10-04T19:41:04-04:00 Downfall: Conquest of the Third Reich, 1942-1945 Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 58.95

Designer John H. Butterfield
Chad Jensen
Publisher GMT Games
Players 2
Playtime 360-720 mins
Suggested Age 14 and up

Note: Base Game includes 2" box + Paper Maps

Downfall is a two-player game on the conquest of the Third Reich in World War II. One player controls the Western Allies and the other the Soviet Union in their joint effort to destroy the Axis. Though the two players share the goal of defeating the Reich, each seeks a victory that favors their dominance in post-war Europe. To this end, each player controls two factions:


The Western player commands the Western Allies faction and the OKH faction, that is the German and minor Axis armies battling the Soviet Union in the east (Oberkommando des Heeres).
The Soviet player commands the Soviet faction and the OKW faction, that is the German and Italian armies facing the Western allies in the west (Oberkommando der Wehrmacht).


Gameplay is driven by Downfall’s innovative initiative track. The faction with the initiative chooses an order, pays its initiative cost by advancing their marker along the track, and performs the order. Then, the faction with the initiative (based on the updated positions of the markers) chooses the next order. There is no set sequence of play; initiative expenditures determine who goes next. The progress of faction markers along the track also trigger strategic events, changes in weather, and advancement of game turns.

—description from the publisher

]]>
2-Players-Only Age_12+ Arrival-Apr 6 2024 Arrival-Dec 17 2023 Arrival-Feb 10 2024 Arrival-Feb 2 2024 Arrival-Mar 17 2024 Arrival-Mar 2 2024 Arrival-Mar 29 2024 Arrival-New-Nov-13-19-2023 Arrival-Nov 18 2023 Availability_Out of Stock BGG-Set Category_Wargames INV-0-L INV-D Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20231119 Restock-20240110 Restock-20240414 Restock-20240526-Long Year Published_2020s https://www.booyakajuice.com/products/6951867678771 Default Title 58.95 2311 3098
https://www.booyakajuice.com/products/4442809958451 2022-12-27T10:41:04-05:00 2022-12-27T10:41:04-05:00 Dominant Species: Marine Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 79.95

Designer Chad Jensen
Publisher GMT Games
Players 2-4
Playing Time 90-150 mins
Suggested Age 14 and up
Reimplements Dominant Species


Sixty-Something Millions of Years Ago — A great ice age has ended. With massive warming altering the globe, another titanic struggle for supremacy has unwittingly commenced between the varying animal species.

Dominant Species: Marine is a game that abstractly recreates a small portion of ancient history: the ending of an onerous ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.

Each player will assume the role of one of four major aquatic-based animal classes — dinosaur, fish, cephalopod or crustacean. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed “survival of the fittest.”

Through wily action pawn placement, you will attempt to thrive in as many different habitats as possible in order to claim powerful card effects. You will also want to propagate your individual species in order to earn victory points for your animal. You will be aided in these endeavors via speciation, migration and adaptation actions, among others.

All of this eventually leads to the end game – the final ascent of a vast tropical ocean and its shorelines – where the player having accumulated the most victory points will have their animal crowned the Dominant Species.

But somebody better become dominant quickly, because there’s a large asteroid heading this way....

Game Play

The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of the main ocean on earth as it might have appeared tens of millions of years ago. The smaller Hydrothermal Vent tiles will be placed atop some of the larger tiles throughout play, converting them into Vents in the process.

The action pawns drive the game. Each pawn allows a player to perform the various actions that can be taken—such as speciation, environmental change, migration or evolution. When placed on the action display, a pawn will immediately trigger that particular action for its owning player. Dominant Species: Marine includes new “special” pawns that can be acquired during the course of play. These special pawns have enhanced placement capabilities over the “basic” pawns that each player begins the game with.

Generally, players will be trying to enhance their own animal’s survivability while simultaneously trying to hinder that of their opponents’—hopefully collecting valuable victory points along the way. The various cards will aid in these efforts, giving players useful one-time abilities, ongoing benefits, or an opportunity for recurring VP gains.

Throughout the game species cubes will be added to, moved about on, and removed from the tiles in play (“earth”). Element disks will be added to and removed from both animals and earth.

When the game ends, players will conduct a final scoring of each tile and score their controlled special pawns—after which the player controlling the animal with the highest VP total wins the game.

Dominant Species Veterans

For players of the original Dominant Species, this iteration introduces several key evolutions to the system (pun definitely intended):

  1. Actions are taken immediately whenever a pawn is placed instead of waiting to execute actions after all pawns are on the board. This gives players a bit more flexibility in their strategy, doesn’t increase game time when more pawns are acquired by players, and lessens the brain-burn quite a bit since it alleviates the burden of having to plan out an entire turn in advance.
  2. Domination is no longer on a per-tile basis, and is no longer ‘competitive’ with other players. In this game you check dominance for each element type over the entire earth, and whether or not you dominate an element type is independent of whether one or more opponents also dominate it. Domination of an element is how you acquire – and try to maintain – control of the special pawns.
  3. Animals no longer have default special abilities. Now, players are dealt 3 Trait cards during setup, choosing one to keep and putting the others back in the box. The chosen Trait gives their animal one of eighteen unique abilities spread amongst the Trait cards.
  4. Acquiring special pawns through domination gives a player great flexibility in planning and executing a strategy. Special pawns can ‘bump’ an opponent’s basic pawn in order to take an action that would otherwise be blocked. They can be placed anywhere on the action display (where basic pawns must be placed in top-to-bottom order only). There are powerful action spaces where only a special pawn can be placed. And at the end of the game, each special pawn awards its owner VPs according to its highest achieved dominance value.


—description from the publisher
]]>
Age_12+ Arrival-Apr 25 2023 Arrival-Aug 13 2023 Arrival-Feb 11 2023 Arrival-Feb 3 2023 Arrival-Jan 14 2024 Arrival-Jul 15 2023 Arrival-May 25 2024 Arrival-May 27 2023 Arrival-New-Jan-30-Feb-5-2023 Arrival-Oct 21 2023 Arrival_Jul 12 2024 Arrival_Jul 14 2024 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Strategy Google-True INV-0-L INV-D Players Maximum_4 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_90 Minutes Product Type_Board Games Product-International Restock-20230326 Restock-20230924 Restock-20240428 Restock-20240616 Restock-20240825 Year Published_2020s https://www.booyakajuice.com/products/4442809958451 Default Title 79.95 2009-22 2984
https://www.booyakajuice.com/products/188561933 2021-12-27T09:07:39-05:00 2021-12-27T09:07:39-05:00 Dominant Species Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 85.95

Designer Chad Jensen
Publisher GMT Games
Edition 4th Edition
Players 2-6
Playtime 120-240 mins
Suggested Age 14 and up
Honors
Reimplemented By
Dominant Species: Marine


Game Overview

  • 90,000 B.C. -- A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species. 
  • Dominant Species is a game that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth. 
  • Each player will assume the role of one of six major animal classes -- mammal, reptile, bird, amphibian, arachnid or insect. Each begins the game more or less in a state of natural balance in relation to one another. But that won’t last: It is indeed "survival of the fittest." 
  • Through wily action pawn placement, players will strive to become dominant on as many different terrain tiles as possible in order to claim powerful card effects. Players will also want to propagate their individual species in order to earn victory points for their particular animal. Players will be aided in these endeavors via speciation, migration and adaptation actions, among others. 
  • All of this eventually leads to the end game -- the final ascent of the ice age -- where the player having accumulated the most victory points will have his animal crowned the Dominant Species. 
  • But somebody better become dominant quickly, because it’s getting mighty cold....

Game Play

    • The large hexagonal tiles are used throughout the game to create an ever-expanding interpretation of earth as it might have appeared a thousand centuries ago. The smaller tundra tiles will be placed atop the larger tiles -- converting them into tundra in the process -- as the ice age encroaches.
    • The cylindrical action pawns (or "AP"s) drive the game. Each AP will allow a player to perform the various actions that can be taken, such as speciation, environmental change, migration or glaciation. After being placed on the action display during the Planning Phase, an AP will trigger that particular action for the owning player during the Execution Phase.
    • Generally, players will be trying to enhance their own animals’ survivability while simultaneously trying to hinder that of their opponents’ -- hopefully collecting valuable victory points (or "VP"s) along the way. The various cards will aid in these efforts, giving players useful one-time abilities or an opportunity for recurring VP gains.
    • Throughout the game, species cubes will be added to, moved about in, and removed from the tiles in play (the "earth"). Element disks will be added to and removed from both animals and earth. 
    • When the game ends, players will conduct a final scoring of each tile -- after which the player controlling the animal with the highest VP total wins the game.
Reimplemented by
    ]]>
    Age_12+ Arrival-Jul 14 2022 Arrival-Jul 15 2022 Arrival-Jul 28 2022 Arrival-Mar 10 2024 Arrival-Mar 2 2024 Arrival-Mar-7-13-2022 Arrival-May 25 2024 Arrival-Oct 7 2022 Arrival-Sept 22 2022 Arrival_Aug 25 2024 Availability_In Stock BGG-Set BoardGameGeek Rank_Top 100 BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Strategy Google-True INV-0-L INV-D Non-TCG Players Maximum_6 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220530 Restock-20220717 Restock-20220915 Restock-20240211 Restock-20240421 Restock-20240728 StoreFront-Strategy Year Published_2010s https://www.booyakajuice.com/products/188561933 Default Title 85.95 1011-21 2268
    https://www.booyakajuice.com/products/4426935304243 2020-01-17T05:27:46-05:00 2020-01-17T05:27:46-05:00 Combat Commander: Battle Pack #1 – Paratroopers Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 20.95

    Designer Chad Jensen
    Publisher GMT Games
    Players 2
    Playing Time 120 mins
    Suggested Age 12 and up
    Expansion For Combat Commander: Europe
    Honors 2009 Charles S. Roberts Best Expansion or Supplement for an Existing Game Nominee

    Combat Commander: Battle Pack #1 – Paratroopers is the first of what will be many themed collections of scenarios for use with the Combat Commander: Europe series of games. The theme of this first Battle Pack is focused on the exploits of American, German and even Russian Airborne forces. CC–Paratroopers features eleven new scenarios printed on cardstock, as well as four new maps. Future Battle Packs will be similarly structured and may also include new counters or new cards – with themes such as “Stalingrad”, “Partisans” and “Desert Rats” to name just a few.

    COMPONENTS:
    2 17" x 22" 2-sided color mapsheets
    6 2-sided Scenario Cards

    The scenarios included in CC–Paratroopers are:

    “Fields of Fire” and “Fields of Blood” set at Lanzerath, Germany, 16 December 1944 – both the morning and the afternoon attacks (using a new map #25);
    “Turnbull Turns ‘em” at Neuville-au-Plain, France, 6 June 1944 (using a new map #26);
    “Carentan Causeway” at Carentan, France, 10 June 1944 (using a new map #27);
    “No Ingouf Around” at Carentan, France, 11 June 1944 (using a new map #28);
    “Operation Repulse” at Bastogne, Belgium, 27 December 1944;
    “Red Skies at Night” at Veliki Bukrin Bridgehead, Russia, 25 September 1943;
    “Blizzard Baptism” at Flamierge, Belgium, 4 January 1945;
    “Look Mom, No Tanks!” near Trois Ponts, Belgium, 24 December 1944;
    “We Go!” at St. Mere Eglise, France, 6 June 1944;
    “Encircled at Hill 30” at Caponnet, France, 8 June 1944.




    NOTE: CC–Paratroopers is not a complete game and requires ownership of Combat Commander: Europe to play.

    Scenario designs in this first Pack are courtesy of Will Green, John Holme, Gregory L. Wong, Bryan Collars, Ric Van Dyke, Tray Green and Dan Holte.

    ]]>
    2-Players-Only Age_9+ Arrival-Dec 25 2022 Arrival-Jul 28 2022 Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-C Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120 Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220712 Restock-20221106 Restock-20230220 Restock-20240526-Long Year Published_2000s https://www.booyakajuice.com/products/4426935304243 Default Title 20.95 0710-19 792
    https://www.booyakajuice.com/products/578813329459 2018-04-06T00:58:41-04:00 2018-04-06T00:58:41-04:00 Fighting Formations: Grossdeutschland Division's Battle for Kharkov Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 42.95

    Designer Chad Jensen
    Publisher GMT Games
    Players 2
    Playtime 90-270 mins
    Suggested Age 12 and up

    Attacks and counterattacks were the order of the day, any day...

    In the early winter months of 1943 the Soviets were driving deep into German lines. Their hope was to destroy the southern wing of the German army while it was still reeling from its defeat at Stalingrad. There were large gaps in the German lines and a quick advance here could turn the tide of the war. Time after time the Panzergrenadier Division Grossdeutschland was called upon to reinforce, fill and stabilize weak points, and to close the gaps before the onslaught of Soviet troops could pour through. Oftentimes they were outnumbered and arrived just in the nick of time. As the front stabilized they were called upon again to spearhead the German drives against the Soviet 40th and 69th Armies.

    The Soviets made several coordinated attacks during these months, one including Operation Star (February 2-19). During this offensive the Soviets took Belgorod and Kharkov. On the German side Manstein initiated his "Backhand Blow" on February 20. These battles went on through March 5 and beyond. Kharkov was taken back by the Germans in March during this push. Further German advances set up the upcoming summer’s battle for Kursk.

    The areas around and cities of Belgorod and Kharkov were key points in many of the battles above. Both cities were major transportation hubs and control of the roads between them was critical to both the Soviets and the Germans. Advancing, reinforcements and supply was dependent upon whoever controlled these cities. By the end of February the Soviets were pushing the limits of their endurance and were very near the end of their supply lines. The Germans needed these same cities to stop the enemy advance, form a semblance of a solid line, and prepare for the inevitable counterattacks. Fierce battles raged on and on with many villages and hills along the path changing hands multiple times. Each side's positions for the summer of 1943 campaigns were now at stake.

    In this expansion for Fighting Formations we feature the Grossdeutschland Division as it fought in 1943 and early 1944 around the Ukrainian city of Kharkov. In each scenario, one player will take command of elements of this elite German formation while the other assumes control of the opposing forces of the Soviet Union.

    Fighting Formations: Grossdeutschland Division's Battle for Kharkov expands upon the original Fighting Formations game by taking the Grossdeutschland Division into 1943 and the winter of 1944. This expansion features ten new scenarios, many using new units for the German and Soviet sides, played on ten new maps.

    The new Battle for Kharkov playbook includes the following:

    • 10 new scenarios, including many smaller and shorter engagements
    • Updated order of battle for GD, encompassing units and hardware added in 1943
    • Historical notes covering GD’s fighting in the Ukraine

    In addition to the new playbook, the game includes 3 large and 2 small back-printed game maps (10 maps total), and a half-sized counter sheet containing new pieces for both the German and Soviet arsenals. New units include:

    • The Soviet SU-76M “Suka” open-topped assault gun;
    • SU-85 tank destroyer;
    • T-34C;
    • T-26b light tank;
    • The German Mk VI Tiger I
    • PzIII M;
    • 7.5cm PaK 40 anti-tank gun;
    • Low quality troops representing GD artillerymen forced to fight on the front lines

    The new scenarios included in Battle for Kharkov are:

    • Cut Off—Units of the Grossdeutschland Regiment find themselves surrounded by advancing Soviet forces on the highway leading north to Belgorod on 11 February 1943.

    • Who’s Who—On 4 November 1943 near Krasny Orlik, Major Frantz, the Assault Gun Battalion commander, became quite wary when he heard the sounds of combat to his north. This northern flank was to be held by 9th Panzer. However, nothing could be seen over the high rail line that divided their two sections of the front. Were they still there and holding the line? Major Frantz decided to investigate the situation for himself and crossed the rail line with another assault gun. As he watched German troops and guns stream by in retreat he found himself in the midst of a tall cornfield with Russian T-34s streaming by at a range of 20 yards. They were faster than he was, and were by him in an instant….

    • Duel—General Koniev's 2nd Ukrainian Front launched a major offensive in December of 1943, with the aim to break through the German lines in the Kirovograd area. Multiple attacks were launched and Soviet troops were pouring through. The Panzergrenadier Grossdeutschland Division was brought up to close the gaps and help create a continuous defensive line. There was a critically vulnerable point along the road to the east of the village of Anniska. Here II Battalion, Panzergrenadier Regiment GD was struggling to hold its position. They were reinforced by the anti-aircraft troops of GD's Army FlaK Battalion just in the nick of time.

    • Welcome to Kharkov—21 January 1943: Reports from the Soviet Voronezh Front were that they had broken through the Hungarian army's positions and were advancing into the Novy Oskol area northwest of Kharkov. The Oskol river was being breached and preparations were in progress for further attacks towards Belgorod and Kharkov. General Kazakov's 69th Army was to attack southeast taking Volchansk and then on into Kharkov. Before the city, however, lay Volokonovka, which would provide an opportunity to hit the German's defensive line and test their resolve. Were the German forces finally weakening?

    • Charge—9 March 1943: The 3rd Squadron of “Battle Group Strachwitz,” after taking fire from nearby Alexandrovka, was assigned the job of taking out the Soviet forces there. Rather than wait, they immediately charged down the slopes into the heavy defensive fire coming directly at them.

    • Can We Hold?—March 17 started out quietly, but it was not to stay that way. The II Battalion of the Grenadier Regiment was sent into Borisovka to free up other GD units for attacking elsewhere. The relieved units left mid-morning. In the late afternoon about a dozen Soviet tanks and infantry charged in from the northeast, broke through the outer line, and drove directly into the village.

    • Overrun—18 February 1943: Kharkov had just fallen to the Soviets and a realignment of the German defensive line was formed to its south. The Grossdeutschland Division's Fusilier Regiment was given the assignment of defending a section of road leading to the west out of Kharkov towards Ljubotin. Rybalko's Soviet 3rd Tank Army was trying to break through this new line southwest of the city. One of his attacks took place on the outskirts of the town of Korotich near a collective farm.

    • Just in Time—The Soviet Voronezh Front had three armies poised to attack towards Kharkov in early February ‘43 as part of Operation Star. Their forces had taken the city of Belgorod as this progressed and they were continuing to push southward to achieve their goal. Delaying actions to slow the advance was all the Germans were capable of at this point in time. The Soviet 40th Army was now northeast of Kharkov and was trying to find a seam between SS Reich units and the Grossdeutschland Division defending outside of Veseloye. They were looking for easy openings in the German line that could be taken advantage of and thus move down the Belgorod-Kharkov highway and into Kharkov itself. Grossdeutschland's reinforced Fusilier Regiment was in the direct line of this advance....

    • A Change of Orders—The Soviets 2nd Ukrainian Front launched a major offensive in late December of 1943 in southern Russia. The attacks began in earnest on 5 January 1944 with the goal of breaking through the German lines in the Kirovograd area. These caused multiple gaps in the German lines. On the evening of January 7 Grossdeutschland units were close at hand and were called upon to help remedy the tenuous situation.

    • Tigers—In early March ‘43 the momentum in the area around the city of Kharkov was turning towards the Germans. Manstein's counterattack was pushing the Soviets back and gaining ground on all sides. Gaps were developing between the Soviet 40th and 69th Armies. On March 4 Grossdeutschland Division received its first Tiger tank company. Three days later GD jumped off, attacking towards Bogodukhov to the northwest of Kharkov.

    ]]>
    2-Players-Only Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-F Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_90 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.booyakajuice.com/products/578813329459 Default Title 42.95 7489545830451 1623
    https://www.booyakajuice.com/products/565300035635 2018-03-28T19:30:14-04:00 2018-03-28T19:30:14-04:00 Combat Commander: Battle Pack #2 - Stalingrad Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 34.95

    Designer John Foley
    Chad Jensen
    Publisher GMT Games
    Players 2
    Playtime 120 mins
    Expansion For

    Combat Commander: Battle Pack #2 – Stalingrad is the second themed collection of scenarios for use with the Combat Commander: Europe series of games. The theme of this second Battle Pack shifts to the East Front in late 1942 as German and Soviet forces clash in and around the vaunted city of Stalingrad. CC–Stalingrad features eleven new scenarios printed on cardstock -- one of which is a new style of multi-scenario Campaign Game -- as well as eight new maps and dozens of new counters. Numerous additional rules relevant to the dense urban fighting characteristic of the struggle for Stalingrad are also included:

    Factories;
    Urban Snipers;
    Ongoing Melee;
    Rubble, Debris & Craters;
    Underground Sewer Movement;
    and the Ampulomet Molotov Launcher.

    The scenarios included in CC–Stalingrad are:

    “Spartakovka Salient” set at Spartakovka, 23 August 1942;
    “Sea Devils” set at the Grain Elevator, 18 September 1942;
    “Not One Step Back!” set at Dolgyi Gully, 1 October 1942;
    “Fortresses of Blood and Iron” set near the Volga River, 1 October 1942;
    “Into the Breach” set at the Barrikady's Great Assembly Hall, 17 October 1942;
    “Dom 31” set behind the Barrikady, 27 October 1942;
    “The Commissar's House” as fought on 13 November 1942;
    “Rumanian Defiance” the battle for Obliskaya Airfield, 29 November 1942;
    “Lyudnikov's Island” near the Barrikady Fuel Tank Area, 22 December 1942;
    “Stalingrad of the North” set at Veliki Luki, 14 January 1943;
    and the “Stand and Die” multi-scenario Campaign Game recreating the see-saw battle for Mamayev Kurgan, late September 1942.

    From the cover:

    Please Note: CC: Stalingrad Battle Pack Nr2 is NOT a standalone game. You will need to own both CC: Europe and CC: Mediterranean in order to play every scenario; 7 of 11 in the Pack can be played without owning CC: Mediterranean.

    Additional scenario designs in this second Pack are courtesy of Mark Kalina, Bryan Collars, Kai Jensen and Will Green.

    Expands:

    Combat Commander: Europe and Combat Commander: Mediterranean (both required)




    ]]>
    2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-C Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120 Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220613 Restock-20230112_Full_Restock Restock-20240526-Long StoreFront-2P Year Published_2000s https://www.booyakajuice.com/products/565300035635 Default Title 34.95 0812-19 1321
    https://www.booyakajuice.com/products/35625992218 2017-08-20T23:52:41-04:00 2017-08-20T23:52:41-04:00 Welcome to Centerville Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 54.95

    Designer Chad Jensen
    Publisher GMT Games
    Players 2-4
    Playtime 40-80 mins
    Suggested Age 12 and up

    Centerville is a relatively light board game for 2-4 players. Centerville abstractly models the growth and management of a small city — perhaps not unlike the one you're in right now.

    Players act as entrepreneurs, tycoons, politicians, and other local movers and shakers working to develop a modern urban area. Fortunes will be made and fame will rise. As time goes by, personal milestones will enrich the players even further.

    Throughout the game, players will roll six dice, keeping some and rerolling others, then implementing the various die faces on the game board. This will result in political offices being gained and lost, new vocations learned, new land acquired, or new buildings constructed. The end result is a vibrant community revered near and wide — but only the player who has best balanced their wealth and prestige will emerge the final victor.

    Playing time is 15-20 minutes per player.

    ]]>
    Age_9+ Availability_Out of Stock BGG-Set Category_Family Category_Strategy Google-True INV-M-Z INV-W Players Maximum_4 Players Players Minimum_2 Players Playtime Maximum_90 Minutes Playtime Minimum_45 Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2010s https://www.booyakajuice.com/products/35625992218 Default Title 54.95 297281650714 2077
    https://www.booyakajuice.com/products/9350973453 2017-03-15T15:53:00-04:00 2017-03-15T15:53:00-04:00 Combat Commander: Battle Pack #6 - Sea Lion Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 26.95

    Designer Bryan Collars
    Chad Jensen
    Andrew Laws
    Publisher GMT Games
    Players 2
    Playtime 180 mins
    Suggested Age 12 and up
    Expansion For

    Combat Commander: Battle Pack #6 – Sea Lion is the sixth themed collection of scenarios for use with the Combat Commander series of games. The theme of this Battle Pack carries forward from BP #5 and presents a what if situation of a successful invasion of Great Britain. The early and successful conclusion to the Battle of Britain allows the Luftwaffe to dominate the skies over southern England and the Channel Ports of Southampton and Portsmouth. The actions represented in the battle pack cover the period of late September thru December 1940 and showcase the initial invasion, the Axis advance towards London, its eventual capture, the early entry of the United States into the war, and finally the British counter offensive, Operation Tremor, to drive the hated enemy from its shores. CC-Sea Lion features ten new scenarios printed on card stock and ten new maps.

    Players will find scenario special rules to cover such topics as:

    • Airdrops (both Fallschirmjäger and supplies)
    • Prison Breaks
    • British Fascist uprisings
    • Targeted Sniper Attacks
    • Partisan attacks on German Rear Areas
    • Alternative night rules for Opportunity Fire


    The new maps depict specific locations in southern England, several of which the designer has personally visited. The player will get to fight over critical areas such as Portsmouth, the Medway River, Trafalgar Square and Holloway Prison in London, and the Port of Dover. Can you command the troops at your disposal to crush the British spirit and win the war for Germany or muster the remnants of the forces rescued from Dunkirk and the Home Guard to repel the invader and send him back across the Channel? Operation Sea Lion is active and commences now.

    ]]>
    2-Players-Only Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-C Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220821 Restock-20230112_Full_Restock Restock-20240526-Long StoreFront-2P Year Published_2010s https://www.booyakajuice.com/products/9350973453 Default Title 26.95 1401-19 1019
    https://www.booyakajuice.com/products/1135136769 2015-06-08T19:03:00-04:00 2015-06-08T19:03:00-04:00 Dominant Species: The Card Game Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 26.95

    Designer Chad Jensen
    Publisher GMT Games
    Players 2-6
    Playtime 60 mins
    Suggested Age 13 and up
    Honors
    Reimplemented By
    Dominant Species: Marine

     

    15,000 B.C. – a great ice age is ending. Another titanic struggle for global supremacy has unwittingly commenced between the animal species.

    Dominant Species: The Card Game is a fast-playing game that abstractly recreates a tiny portion of ancient history: the ponderous rescinding of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.

    Players will use six major animal classes – mammal, reptile, bird, amphibian, arachnid or insect – to further their goals in various terrain. Through wily card play, players will strive to become dominant at as many different terrestrial and sea biomes as possible in order to claim valuable victory points: It is survival of the fittest.

    All of this leads to the end game – the final descent of the ice age – where the player who has accumulated the most victory points wins the game.

    But somebody better become dominant quickly because it's getting mighty warm...

    Dominant Species: The Card Game consists of ten rounds of competition, each round occurring on ten of the twelve different Biome cards. The player who starts a competition must choose to either play one Action card or pass.

    Action cards consist of animals played to the table as well as events. Animals contribute their Food Chain values towards gaining valuable victory points at the various Biomes, and use their element icons to fight for control of the six Element resource cards. Animals can also sometimes suppress other animals, turning them from Healthy to Endangered, or Endangered to Extinct. Event cards can be powerful one-time effects or ongoing effects that last throughout the round.

    Play proceeds clockwise around the table in like fashion until every player has passed consecutively or when any one player has passed with an empty hand. At that point Element cards and the current Biome card are scored, with victorious players recording their gains on the Victory Point Track. If the competition is at a Tundra, one or more dominant players will advance one space on the Survival Track.

    The current Biome card as well as all played Action cards are then discarded, and a new Biome card brought into play. Finally, each player draws (and perhaps discards) new Action cards based on his position on the Survival Track, and a new competition round begins. Play proceeds from Biome to Biome in like fashion until the game ends and a winner is determined.

    Reimplements

     

    ]]>
    Age_12+ Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 100 BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Family Category_Strategy Google-True INV-0-L INV-D Players Maximum_6 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.booyakajuice.com/products/1135136769 Default Title 26.95 3479290369 1019
    https://www.booyakajuice.com/products/371384161 2014-10-12T23:06:00-04:00 2014-10-12T23:06:00-04:00 Combat Commander: Mediterranean Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 86.95

    Designer Chad Jensen
    Publisher GMT Games
    Players 2
    Playtime 120 mins
    Suggested Age 12 and up
    Honors
    Expands Combat Commander: Europe
    Expansion Combat Commander: Battle Pack #7 – Leader of Men: Tournament Battle Pack
    Combat Commander: Battle Pack #6 – Sea Lion
    Combat Commander: Battle Pack #2 – Stalingrad
    Combat Commander: Battle Pack #3 – Normandy
    Combat Commander: Battle Pack #5 – Fall of the West


    Combat Commander: Volume II - Mediterranean (or CC:M) is the expansion to Combat Commander: Europe ("CC:E"). CC:M's main theme is the addition of three new "nationalities" to the Combat Commander family:

    • Britain & the Commonwealth
    • France & the Allied Minors
    • Italy & the Axis Minors

     

    This second module in the Combat Commander Series includes units, cards, and scenarios depicting the fighting forces of these nations.

    FATE CARDS: As for Germany, Russia and America in CC:E, each of the new nationalities has its own 72-card Fate Deck highlighting its historical strengths and weaknesses (marksmanship for the British, giving them fewer shots but of higher quality; a higher likelihood of surrender for broken Italian units; quality Orders, Actions and Events for the French but saddled with only a "1" discard capability; etc.).

    CC:M's Playbook will include the following:

    • 12 new historical scenarios, each one including at least one of the three new nationalities.
    • An updated Random Scenario Generator incorporating the new nationalities and the twelve new maps, as well as allowing for the early years of fighting in 1939 and 1940. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations. Re-playability value for Combat Commander gets even better with this new addition to the family.
    • A complete manifest of all 432 Fate Cards included in CC:E and CC:M. Number crunchers rejoice!
    • Assigned Point Values for all units, weapons, radios and fortifications in CC:E and CC:M, allowing players to easily create their own scenarios and Orders of Battle.
    • Additional designer's notes and play hints.
    • And more...

     

    Combat Commander is one of those rare exceptional values in wargaming - one that can be revisited time and time again, each with a new tale to tell.

    NOTE: Combat Commander: Mediterranean is not a stand-alone game. You will need to own Combat Commander: Europe in order to play it.

    Components:

    • 352x large counters (5/8")
    • 140x small counters (1/2")
    • 216x 2.5 x 3.5 cards
    • 6x 2-sided 17 x 22 maps (twelve maps in total)
    • 3x 2-sided player aid cards
    • 1x 32-page Playbook

     

    ]]>
    2-Players-Only Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-C Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120 Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2000s https://www.booyakajuice.com/products/371384161 Default Title 86.95 962813249 3287
    https://www.booyakajuice.com/products/298817785 2014-04-26T23:30:00-04:00 2014-04-26T23:30:00-04:00 Combat Commander: Europe Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 79.95

    Designer Chad Jensen
    Publisher GMT Games
    Players 2
    Playtime 60-180 mins
    Suggested Age 12 and up
    Honors
    Expansions Combat Commander: Mediterranean
    Combat Commander: Battle Pack #7 – Leader of Men: Tournament Battle Pack

    Combat Commander: Battle Pack #6 – Sea Lion
    Combat Commander: Battle Pack #2 – Stalingrad
    Combat Commander: Battle Pack #1 – Paratroopers
    Combat Commander: Battle Pack #3 – Normandy
    Combat Commander: Battle Pack #5 – Fall of the West

    Family Combat Commander: Pacific


    Combat Commander: Europe
     is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate his units on the mapboard for various military functions.

    Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific “Objective” chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.

    A game of Combat Commander is divided into several measures of Game Time. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

    SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time.

    Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios — and individual weapons larger than a pistol, rifle or BAR — are represented by their own counters.

    ]]>
    2-Players-Only Age_9+ Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 100 BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-0-L INV-C Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_60 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2000s https://www.booyakajuice.com/products/298817785 Default Title 79.95 GMT0609-08 3022
    https://www.booyakajuice.com/products/170641130 2013-11-02T23:48:00-04:00 2013-11-02T23:48:00-04:00 Urban Sprawl Board Games GMT Games

    Vendor: GMT Games
    Type: Board Games
    Price: 29.95

    Designer Chad Jensen
    Publisher GMT Games
    Players 2-4
    Playtime 180 mins
    Suggested Age 12 and up
    Honors


    Game Overview
    :

    Urban Sprawl is a game for 2–4 players. Urban Sprawl abstractly models the growth of a town into a teeming metropolis.

    Players assume the roles of entrepreneur, tycoon, and politician—each helping in the development of a hypothetical "Anywhere, USA." Wealth and Prestige will be earned and spent throughout the game. Buildings will rise only to later be demolished for better and larger fare.

    Throughout the game players will gather valuable Permits. These will result in either a wealthy Investment or the foundation of a new building Contract. Players will strive to become dominant in one or more building Zones in order to acquire beneficial political offices.

    All of this eventually leads to the end game—a vibrant metropolis that is revered around the world—when the player with the most Prestige will be crowned the winner.

    Game Play:

    The grid of streets on the board provides the framework for building the small town. The buildings will be placed within the grid and identified with control markers (wooden cubes) to show each player's contribution to the growing urban area. Each building's value is determined by the cumulative Wealth and Prestige values of the block in which is it constructed.

    At the start of a player's turn he may discard one or more Building Permit cards from hand as "Investments," gaining Wealth in doing so. Next that player gets 6 "Action Points" (APs) with which to spend on any of the the following activities:

    • Acquiring new Building Permit cards from those available to choose;
    • Constructing new buildings from those currently available;
    • Acquiring a "Favor"—a Building Contract that only that player can build.

    Each activity carries with it a variable cost in APs, depending on where the chosen card lies on the board.

    Once a player has spent his APs it's time for a quick reset phase in readiness for the next player's turn. It is during this phase that events can occur, elections can be held for the various political offices, and players receive payouts in Wealth and Prestige. Wealth payouts provide funding for new buildings while Prestige payouts provide victory points.

    Generally, players will be trying to build in areas that provide better payouts. Players are also looking to construct more buildings of a particular "zone"—Government, Residential, Industrial, or Commercial—in order to help them win an election, as the politicians each confer a special ability to the player holding the office. Many of the buildings also provide a one-time bonus as they are built, and players can benefit from construction in the right neighborhoods.

    Throughout the game, the values of the buildings will generally increase as the town grows into a city and then a large metropolis. Neighborhoods that were once valuable can become run down and new city centers spring up as the urban areas sprawl out across the grid.

    When the game ends, players will conduct a final scoring of each Prestige row, earn points based on accumulated Wealth, and score bonus points for political offices held—after which the player with the highest Prestige total wins the game.

    ]]>
    3Q-2022-Sale Age_9+ Arrival-Apr 25 2023 Arrival-Apr 6 2022 Arrival-Dec 17 2023 Arrival-Dec 3 2022 Arrival-Feb 2 2024 Arrival-Jul 29 2023 Arrival-Mar 29 2024 Arrival-May 21 2023 Arrival-Sept 22 2022 Arrival_Jul 12 2024 Availability_In Stock BD-2022 BD-2022-ComparePrice BGG-Set Category_Strategy Discount_On Sale Google-True INV-M-Z INV-U Non-TCG Players Maximum_4 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220224 Restock-20220825 Restock-20221020 Restock-20230205 Restock-20230312 Restock-20230430 Restock-20230709 Restock-20231029 Restock-20240110 Restock-20240225 Restock-20240616 Sale Type_Regular Sale-Current-Items Stock_Updates StoreFront-Strategy Year Published_2010s https://www.booyakajuice.com/products/170641130 Default Title 29.95 1116 1132