Our
Projects
This business is a side-show to everything else we do in life. More than 10 games have been released over the years. We never push a half-baked product to you just to maximize profits. Games are tested thoroughly. Always. Take release dates with at least one pinch of salt. Just as with baking - when it is ready, it is ready. Thanks for your patience.
Iskra (WWIIB-series):

Now available for pre-booking!
After numerous attacks on the German bottleneck at Ladoga, desperatly trying to close the gap between the Volkhov Front and the Leningrad Front, Soviet muster for a new assault.
Confident after the great victories at Stalingrad and Velikye-Luki, Soviet, once and for all, try to close the gap and relief Leningrad after being besieged for over 900 days.
The game is starts January 12th 1943 and is 10 turns long, 1 turn being on day.
Even if out numbering the Germans, it is not a cake walk for the Soviet player. And the German player may not sit quiet in the boat. To many fires to put out and Comrades in arms to save.
With the usual rules system of WWII Battle Series, its Special rules, Winning conditions and Events we try to depict this moment in time.
This is Game no 6.
• One A1 map
• 286 15mm counters and markers
• 16 page rulebook
• Two Player Aid Cards (PAC) A4 containing most of the Charts and Tables.
Planned for release during 2023.
Mud & Blood (CoE-series):
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After the disastrous defeat at Tannenberg in August 1914, Russia redeemed itself by defeating the Austrians in Galicia as well as the Germans in the Ivangorod-Warsaw campaign. Now having proved being able to fight and defeat the Germans, the Emperor Tsar Nikolai, still honoring the agreement with France, wanted to take the battlefield back in to Germany again. This time aiming directly to the heartland of Germany. Silesia. Hindenburg, the German commander of the Eastern Front had other plans. Through timely and accurate intelligence, Hindenburg knew exactly what was in the making, and a plan took form to repeat his crushing victory at the Battle of Tannenberg, by hitting the Russian flank as it moved into Silesia. By yet another masterpiece in logistical planning and execution, the Germans managed to move the reinforced Ninth Army under the command of the later legendary General August von Makensen by 80 trains per day in less than 10 days to a position outside Thorn in order to attack the advancing Russian steamrollers’ right flank.
The Battle of Lodz was to become one of the largest and most complex battles of the maneuver-period of World War 1. Deep operations, flank maneuvers and encirclements under harsh winter conditions made command and control chaotic.
The Game Mud & Blood recreate this setting making it a perfect re-encounter battle where both players need to carefully plan their moves in order not to create a disaster.
-Rules and mechanics
Rules are developed from the “Tannenberg 1914” game released in 2010 now forming the Standard Rule System Collision of Empires with chit-pull mechanics.
-Game components
• One A1 map
• 143 15mm counters and markers
• 16 page rulebook
• Two Player Aid Cards (PAC) A4 containing most of the Charts and Tables.
Polar Storm (WWIIB-series):
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The Stavka decided to move against the German forces in the Arctic in late 1944. The operation was to be undertaken jointly by the Karelian Front and the Northern Fleet. The main operations were to be conducted by the 14th Army, which had been in the Arctic since the beginning of the war. Meretskov was provided with several units specially configured to meet the requirements for operations in the far north. The 126th and 127th Rifle Corps consisted of light infantry with a number of ski troops and naval infantry. The Soviets also had 30 engineer battalions, numerous horse- and reindeer-equipped transportation companies, and two battalions equipped with US-supplied amphibious vehicles for river crossings. In addition, the Soviets massed thousands of mortars and artillery pieces, 750 aircraft, and 110 tanks (while the Germans lacked any armour), making Soviet forces far superior to the Germans.
Polar Storm™ is a game recreating the Kirkenes-Petsamo Campaign,1944.
• One A1 map
• 143 15mm counters and markers
• 16 page rulebook
• Two Player Aid Cards (PAC) A4 containing most of the Charts and Tables.
Dance Of War (WWIIB-series):
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With the fall of Mersa Matruh only days earlier, the game starts on July 1st 1942 with the leading elements of Panzerarmee Afrika catching up with the retreating forces of the British 8th Army near the rail station at El Alamein. Rommel believed one more successful attack would see the 8th Army broken and fleeing for the Nile Delta.
Dance Of War™ is a game recreating the first Battle of El-Alamein,1942.
• One A1 map
• 286 15mm counters and markers
• 16 page rulebook
• Two Player Aid Cards (PAC) A4 containing most of the Charts and Tables.
Stalin´s Lost Chance (WWIIB-series):
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On November 30, 1939 Stalin attacks Finland. While the majority of the battle is fought on the Carelian Istmus, this game explores the battles taking place on the northern shores of Ladoga. The Russian odds were overwhelming here. Had they pushed harder we might have seen another outcome in the Winter War.
• One A1 map
• 286 15mm counters and markers
• 16 page rulebook
• Two Player Aid Cards (PAC) A4 containing most of the Charts and Tables.
North To Jerusalem (CoE-series):
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British Prime Minister, David Lloyd George told Allenby, "he wanted Jerusalem as a Christmas present for the British nation." Lloyd Gorge made clear that this victory was needed in order "to strengthen the staying power and morale of this country."
The decision to launch a major offensive in Palestine, in the autumn of 1917, was also based on "very sound strategic reasons." The Russian Empire collapsed in the spring due to the Russian Revolution, freeing many Ottoman Empire forces. Allenby's goal from the outset had been the annihilation of the Ottoman army in southern Palestine.
North To Jerusalem™ is a game recreating the South Palestinian Campaign from 30th October - 9th December,1917.
• One A1 map
• 143 15mm counters and markers
• 16 page rulebook
• Two Player Aid Cards (PAC) A4 containing most of the Charts and Tables.
More to come...

Walking through the desert of game design...