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Hottest Titles from Michael Raymond
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Newest Titles in This Section
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Title |
Publisher |
Price |
 Ripple Fire is a set of rules to be used in conjunction with the existing rules of any board game depicting ground battle with unit size of Squads or Platoons. The intent of the rules is to replace the standard 'you go – I go' method of play. In truth, you would still keep that general style, but one player would not have to sit idle watching his opponent move and fire all of his forces.
The rules... [click here for more] |
Michael Raymond |
$7.00
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Universal solitaire suggestions for use in any military board game. These concepts can be applied to land, sea, or air games of any era and any scale. Not rules, as such, these are concepts to provide fog of war to your gaming. Orders are not always received, delayed, understood, and refused. Troop quality will also determine the results. ... [click here for more] |
Michael Raymond |
$6.00 $1.00
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 This is the Print and Play Version for our Canadian gamers who don't want to pay the US$ exchange rate for the boxed version. (Still available.)
This is a game of modern naval combat; the focus is mainly on Convoy operations. Additional scenarios introduce rules for battle in the Baltic Sea and the Mediterranean. Ground battle is abstracted, although air and missile strikes against... [click here for more] |
Michael Raymond |
$25.00
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 Companion Rule Variants is a compilation of optional variant rules for the submarine games 'The Hunters', 'The Hunted', and 'Silent Victory' - all authored by Greg Smith.
The rules add extra challenges and situations for the players to encounter while on a submarine patrol. It is necessary to own one or more of the named games to make use of the additional variant rule sets.
There are 23 individual... [click here for more] |
Michael Raymond |
$10.00
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 Take command of American submarine operations in the Pacific during World War 2. Simple rules are inspired by the Silent Victory board game (Greg Smith). That game is a single sub patrol, but these rules expand the concepts.
These rules give the player most boats that sailed during the war. The objective is to get promoted from Commander, commanding a Subron of 6 subs, to Rear Admiral, ComSubPac,... [click here for more] |
Michael Raymond |
$20.00 $15.00
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 These variant rules provide additional play options for not only FC, but for all and any Age of Sail board games. For small action games, like Close Action, historical context is added from other Operational and Strategic games. The players have a better understanding of the world they are 'living' in and the possibility of Random Events from that outside world to make life interesting. ... [click here for more] |
Michael Raymond |
$8.00
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 These rules can be applied to any era, as they deal with the Command structure, logistics, and add an element of role-play to your gaming. You can create a war game using these rules alone, or apply the concepts to existing games in your collection. The intent is to allow you to let each of your games have a meaning in a large Master Game. The outcomes of your battles will have meaning, and give you... [click here for more] |
Michael Raymond |
$15.00
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 Players take on the roles of Politicians and have two agendas each. They are hoping to win the next election/coup and become Leader. They can do that by winning as much Political Clout (think points) as possible during the game. In addition, they are hoping to run the country successfully during the 12 monthly game turns.
Political Clout is used like money to buy cooperation from other players when... [click here for more] |
Michael Raymond |
$2.00
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 The original game depicted WW3 during the 1980s. These Expansion Rules bring the conflict to the current century and make it a two player game. Solitaire rules are also included, and can be used to play either side. Warsaw Pact reference is now Russian. The map Thrust Lines are extended Eastward to the new Russian borders of 2022 and Westward to the Baltic States, Sweden, Norway, Poland, Italy,... [click here for more] |
Michael Raymond |
$10.00
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 These rules are for those who do not own a commercial naval war game, but want to take part in one. Play by email is the expected mode for use, and the rules have been written to simplify that method. ... [click here for more] |
Michael Raymond |
$8.00
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 Sub Deck is an easy, yet complex WW2 game of submarines vs convoys in the Atlantic. Any deck of playing cards can be used. Cards will represent subs, merchant ships, destroyers, aircraft, torpedoes, and depth charges.
The game can represent single sub attacks, end-around follow-on attacks, wolf-pack attacks, day or night actions, surfaced night attacks, RDF radio detection of submarine calls to Headquarters... [click here for more] |
Michael Raymond |
$3.00
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 So, using Google and Google Maps, this is a game allowing you to travel back in time. Written for one, but certainly could be a group game.
I give you the concept and allow you to write your story in notes about what you encounter. For instance, if you search Google for 'Events in the year 1865'. a list of events will display. You travel on to the same day and time in that year. You also arrive in... [click here for more] |
Michael Raymond |
$1.00
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 ARE WE READY ?
Dozens of cities worldwide are destroyed by nuclear bombs. Economies crumble and governments are scrambling. A group calling themselves 'The People' demand that all militaries disband and disarm.
Cliff Tanner, CIA, is in a race against time to find the group responsible because governments have started to comply. Instead of terrorists, he uncovers a covert plot by aliens to prepare... [click here for more] |
Michael Raymond |
$5.00
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