{"title":"240 mins","description":null,"products":[{"product_id":"mage-knight-board-game-the-lost-legion","title":"Mage Knight Board Game: The Lost Legion","description":"\u003cp\u003eStories about General Volkare and his Lost Legion are whispered amongst the Atlanteans – some in hope, all with at least a sliver of fear. Now with word of what appears to be Volkare and his Lost Legion reappearing and yet another new \u003cem\u003eMage Knight\u003c\/em\u003e to contend with, the scattered forces across the land are deciding which side is likely to be victorious. Are the \u003cem\u003eMage Knights\u003c\/em\u003e the lesser of evils, or is Volkare the true savior they have been waiting for?\u003c\/p\u003e\n\u003cp\u003eContinuing the saga of the worldwide acclaimed hit \u003cem\u003eMage Knight Board Game\u003c\/em\u003e, designer Vlaada Chvatil and WizKids present \u003cstrong\u003eMage Knight Board Game: The Lost Legion\u003c\/strong\u003e, an expansion that offers players a new \u003cem\u003eMage Knight\u003c\/em\u003e — Wolfhawk — and also adds a new foe for the \u003cem\u003eMage Knights\u003c\/em\u003e: the mysterious and powerful General Volkare! Included in the expansion set are new location tiles, enemy\/ruin tokens, Unit cards, Advanced Action cards, Artifact cards, Spell cards and a rulebook expansion that features new game scenarios and rules to support play for five players.\u003c\/p\u003e\n\u003cp\u003eWhether you and your fellow \u003cem\u003eMage Knights\u003c\/em\u003e decide to work together or at cross purposes, this expansion supports new play styles and tactics and a new foe that can challenge even the most veteran players.\u003c\/p\u003e\n\u003cp\u003eAWARDS \u0026amp; HONORS\u003cbr\u003e2013 Golden Geek Best Board Game Expansion Nominee\u003c\/p\u003e","brand":"Wizkids","offers":[{"title":"Default Title","offer_id":22104627707993,"sku":"WZK70832","price":47.5,"currency_code":"EUR","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0054\/0134\/6137\/products\/Mage_Knight_Lost_Legion.png?v=1566684090"},{"product_id":"gallipoli-1915-churchills-greatest-gamble","title":"Gallipoli, 1915: Churchill's Greatest Gamble","description":"\u003cp\u003e\u003cstrong\u003eGallipoli, 1915: Churchill's Greatest Gamble\u003c\/strong\u003e, realistically covers the first three days of the campaign, a time of wild maneuver, of decisive attacks parried by the timely arrival of reinforcements, and the onset of trench warfare. Speed - but not reckless haste - is the key to success.\u003c\/p\u003e\n\u003cp\u003eOn 25th April 1915, Winston Churchill, First Lord of the Admiralty, launched a hastily assembled force of British, Australian, New Zealand and French troops against the Turkish defenses on the Gallipoli peninsula. Their goal was to capture the forts that guarded the Dardanelles. With that achieved, the British and French Fleets would sail to Constantinople, topple the Ottoman government, and open up a supply line to Russia. However, defending the beaches was an equal number of Turkish divisions, hardened in the recent Balkan Wars, led by well-trained Turkish officers, supported by advisors from the German General Staff.\u003c\/p\u003e\n\u003cp\u003eAn hour before dawn, in complete silence, the Anzacs rowed ashore at Ari Burnu, a place later to be famous as Anzac Cove. The Royal Navy had landed them in the wrong place! Huge dirt cliffs and scrub-choked washouts confronted them, rather than a beach and low dunes. Nevertheless inland they went, overrunning the Turkish pickets, only to become hopelessly confused by the night landing, jigsaw terrain, and inexperience. Several miles inland, a gifted Turkish Officer, Mustafa Kemal, was reviewing his regiment after night maneuvers above Ari Burnu. Kemal's quick and furious counter-attack saved the day for the Ottomans, and set him on the path to become the founder of modern Turkey. Further south, at Cape Helles, the Lancashire Fusiliers won six Victoria Crosses - before breakfast - as they ripped through the barbed wire on the beach. The invaders never reached even their first day's objectives, although the Turks only avoided defeat by a hair's breadth. With a different plan, they might have thrown the invaders back into the sea.\u003c\/p\u003e\n\u003cp\u003eThe map scale is 400 metres per hex and covers the entire peninsula from north of Anzac Cove to Cape Helles, based on the 1922 British Ordnance Survey (i.e. from Anzac to Helles, including all the forts in between). Players can choose to land at the historical beaches, or create their own plans. The game system emphasizes command and control. Players command by Brigade and Regiment. To be successful, a player must plan for the eventual exhaustion of their troops, rotating them out of line to rest and recover stragglers. The result is an accurate modeling of the tempo of these battles.\u003c\/p\u003e\n\u003cp\u003eThe game system emphasizes command and control. Players command by Brigade and Regiment. To be successful, a player must plan for the eventual exhaustion of their troops, rotating them out of line to rest and recover stragglers. The result is an accurate modeling of the tempo of these battles. Infantry combat is ranged rifle and MG fire, culminating in close assault. Artillery is powerful but ultimately limited. Shrapnel from the standard field guns is deadly against troops in the open, but only the rare howitzers firing high-angle HE can deal with trenches. 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