Avalon Hill Game Index  Last updated: Wednesday, 09 January 2013


 

 

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1 November 2011

 

NEW: Lords of Creation: Role Playing Game includes Book of Foes.

NEW: Source of the Nile: Exploration Game.

 

 

NEW: This is a new publication to enter the lists.

UPDATE: The publication has been updated for completeness and or accuracy.

ADDITION: The publication has received additional content over and above the complete set.

 


 

Publication Index Pages

 

Personal Access (How to Order)

 


 

Avalon Hill Games

 

COVER / TITLE

NOTES

ORDER

1776

Realistic Simulation of the War for Independence 1776; Six games in one: a Basic Game that gets you quickly and easily into the routine of simulation gaming; an Advanced Game with scenarios that provides additional complexity and realism; and a Campaign Simulation Game that encompasses the entire war and balances successes in one region against failures in another.

Rated Tournament Level on Avalon Hill's Simulation-complexity scale.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Includes 3rd Edition Rules (updated from Feb 2009)

Bonus: Battle for Monmouth.

PLUS: Over 300Mb of additional material and articles from Avalon Hill: The General Magazine.

.

1914

World War I on the Western Front. 1968.

This game covers the opening rounds of World War I on the Western Front
It was Jim Dunnigan's second game for Avalon Hill.
 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
PLUS: Additional material and articles from Avalon Hill: The General Magazine.

Afrika Korps

Easy and fun historical game of Rommel’s battles with the English in North Africa during WW2. One of the early Avalon Hill beginner war games. Ever since men began making weapons they have used them to create legends: From April 1941 through the climatic battle at El Alamein in later 1942. Afrika Korps simulates the mobile conflict between Rommel's Panzerarmee Afrika and the British Eighth Army defending Egypt and the Suez Canal. During each monthly game-turn, the initiative may switch from the Germany to the Allied player as both come to understand why Rommel called North Africa "A tactician's paradise; a logistical officer's nightmare." Avalon Hill Complexity rating: 2 out of 10


Includes the following:
High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Over 200Mb of additional material and articles from Avalon Hill: The General Magazine.

Alexander the Great

Ancient warfare at the time of Alexander the Great. 1974. Macedonians vs. Persians in the climactic battle at Gaugamela. ALEXANDER the GREAT is a medium complexity wargame recreating an ancient battle on the plain of Gaugamela in 331 B.C. Players take on the roles of Alexander the Great and King Darius III as the Macedonian army clashes with the Persian Host.

Movement is hex based. Unit types include basic infantry, phalanxes, cavalry, chariots and elephants. The turn sequence is movement, defensive fire and melee. Combat is a dice roll cross-referenced on a probability table. A sliding morale track determines which table will be used for combat resolution.
Avalon Hill Complexity rating: 5 out of 10

Includes the following:
High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Over 160Mb of additional material and articles from Avalon Hill: The General Magazine.

Attack Sub

Attack Sub is a card based wargame of modern submarine warfare; US/Nato vs. Soviet/Warsaw Pact, with an additional Falklands War scenario. Each player has one or more submarines and/or surface ships. Each ship is represented on an individual large card with counters showing current contact status and damage.

Each player plays cards to increase their "contact level" relative to their opponent. Contact level abstractly represents relative position and sonar readings. It is possible for one ship to have a better contact on his enemy than the enemy has on him. When high enough contact level is reached, torpedoes can be fired.
Avalon Hill Complexity rating - Low.


Includes the following:
- Rulebook in English and German and Scenario booklet
High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
PLUS: Additional material and articles from Avalon Hill The General Magazine.

B-17 Queen of the Skies

B-17: Queen of the Skies" is a strategy game which re-creates the early bombing missions and aerial combat of the B-17 (F Model) bombers of the US Eighth Air Force over Europe between October 1942 and May 1943. Movement to targets is through zones. Die rolls and game tables determine appearance, type, and position of enemy fighters. Charts are used to determine if hits are made, where the damage is located, and how serious the damage is. Game tables and die rolls also determine everything from the bomber's target and formation position to weather, flak, and German fighter opposition as the B-17 makes its way over land and sea to its target.

B-17 is designed to be primarily a solitaire game. The player controls a B-17F Flying Fortress bomber, trying to survive German fighter attacks and drop its load of bombs on the selected target, then return home safely. Optionally, a second player can control the German fighters (to some degree; their appearance is determined randomly, but successive attacks are under the control of the German player). If each player has their own copy of B-17, then they can fly their bomber while playing the German fighters in their partner's game.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs, Lancaster and B-24 Variants.

PLUS: Additional material and articles from Avalon Hill: The General Magazine.

Bismarck

Hunt down and sink the Bismarck. Three levels of play. In the advanced game, you use miniatures rules for the combat. Hidden movement by the use of separate search boards. The original Bismarck game from AH was remarkable for one reason: The ONLY playing piece that the German player had was the Bismarck!

A straight forward move-and-search naval game. If the British player finds the Bismarck, a battle ensues.
The game is played for points. The player with the most points at the end of the game wins. The game ends when: 1) the Bismarck is sunk, 2) the Bismarck enters Bergen, St. Nazaire, or Ferrol after patrolling, 3) the German gains so many points it is impossible for the British player to win, or 4) time runs out.
Avalon Hill Complexity ratings: Basic Game - 4, Intermediate Game - 6, Advanced Game - 7

 

Includes the following:

High resolution: Rule books (1962 and modern versions), Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill: The General Magazine.

Blitzkrieg

Blitzkrieg is one of Avalon Hill's earliest releases. The game is a fictional representation of the breakout of World War II. Five minor countries become engulfed in a tremendous conflict for territory waged by Great Blue and Big Red, the major countries. The 1975 revision authored by Dave Roberts made great improvements to both the mechanics of play and the clarity of the rules themselves. Only the rulebook and Attrition Combat Results Table were changed.  Avalon Hill Complexity ratings: Basic Game: 6 out of 10, Advanced Game: 7 out of 10

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Over 390Mb of additional material and articles from Avalon Hill: The General Magazine.

Breakout Normandy

Breakout: Normandy is a complex two-player wargame on the Allied invasion of France in World War 2. The game concentrates on the initial landings and the subsequent breakout attempts. The German player tries to prevent the a successful Allied landing, and if that fails, to contain the beachhead. The Allied player wins by establishing a beachhead, or (better) by successfully breaking out of the landing area.

The mapboard depicts the Normandy area where the initial landings took place. Units are regiments and brigades, representing infantry, airborne, armour artillery, anti-tank and anti-aircraft units.

The game uses the area-impulse system used in Storm over Arnhem, Thunder at Cassino and Turning Point: Stalingrad. 1992

Bull Run

Tactical combat game of the first battle of the American Civil War. 1983.

Bull Run is a re-creation of the First Battle of Bull Run.
The map shows the area where both armies deployed, west to Sudley Mountain and east to Union Mills.
The pieces include all of the regiments, battalions and batteries in the opposing armies, organised into brigades and divisions as they were on the day of battle.


Includes the following:
High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Caesar at Alesia

CAESAR AT ALESIA simulates an epic battle in 52 BC where Julius Caesar surrounded the battered forces of the Gauls led by Vercingetorix. Knowing the Gauls had a relief force coming (of over 250,000 men), Caesar built an defensive perimeter facing outward to match his perimeter facing inward to beseige Vercingetorix.

The large mapboard 33"x28" portrays the town of Alesia and all of the works built by Caesar. The Gauls have a small force trapped in the town including Vercingetorix as well as a large force which sets up in off board areas. The Gallic player must reveal which off board zones he occupies with at least 1 unit, but does NOT have to reveal any further information. The goal of the game is for the Gauls to create an escape route for Vercingetorix and exit him off the board. The Romans must prevent this over the 20 game turns (which represents 2 days).

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
- Variant counters
PLUS: Additional material and articles from Avalon Hill The General Magazine.

Caesar's Legions

The Roman campaigns in Germany at the operational level.

CAESAR'S LEGIONS is a medium complexity wargame simulating the Roman campaigns in Germany at the operational level. Players choose from 5 scenarios ranging from Caesar's own Germanic campaigns to the Batavian revolt of 70 AD. Movement is hex based. Tactical cards effect combat resolution which is dice based and cross-referenced on a probability table. Roman units are divided into cohorts. German units are divided into tribes and enjoy hidden movement when in forest terrain.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
- Variant counters
PLUS: Additional material and articles from Avalon Hill The General Magazine.

Chancellorsville

American Civil War battles around the town of Chancellorsville. 1961-74.

Chancellorsville was the third "Tournament" wargame from Avalon Hill. It marked the introduction of hex based maps to the hobby (contemporaneously with D-Day and Gettysburg).

 

Includes the following:

Original 1961 Rules of Play

2nd Edition Rules of Play 1979.

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Counter Sheets, Tales and Two Full colour maps (Original 1961 and updated 1979 versions).

 

 

Circus Maximus

Details the chariot races that occurred in ancient Rome. Avalon Hill, Published 1980.

From Battleline, the original publisher: "The grandeur and decadence of ancient Rome in your living room! Thrill to the dust of chariot races, or the skillful bloodshed of gladiatorial combat. Circus Maximus is really TWO games in one. In the Chariot Race game you pick your team of horses, driver, and chariot car, each of which have special characteristics... In Gladiator, you pick up your weapons and step onto the bloodstained sands, simultaneously maneuvering, striking, and waiting for that fatal step that puts you inside your opponent's guard." Battleline's Circus Maximus would later be developed by Don Greenwood and published in 1980 by Avalon Hill as two separate titles: Circus Maximus and Gladiator.

Violent and bloody, Circus Maximus details the chariot races that occurred in ancient Rome. Eight teams race around the track three times to determine victory. Players prepare for the race by selecting the composition of their team of horses, their rider's skills, and the type of chariot that will be driven. Once the race begins the players are free to do as they wish to hamper the other racers including whipping the rider, ramming chariots with scythed wheels, smashing into horses, and running over crashed opponents. A campaign game of multiple races, in which players have to manage their teams and can increase their income by betting on races, is also possible.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Civilization & Advanced Civilization

CIVILIZATION is a game of skill for 2 to 7 players. It covers the development of ancient civilizations from the invention of agriculture c. 8000 B.C. to the emergence of Rome around the middle of the third century B.C. Each player leads a nation of peoples over a map-board of the Eastern Mediterranean and Near East as they attempt to carve a niche for themselves and their culture.

Although battles and territorial strategy are important, the game cannot be won by battle or conquest alone. Instead, the object of play is to gain a level of overall advancement involving cultural, economic, and political factors so that such conflicts that do arise are a result of rivalry and land shortages rather than a desire to eliminate other players. Nomad and farmer, warrior and merchant, artisan and citizen all have an essential part to play in the development of their civilization. It is the player who most effectively changes emphasis between these various outlooks who will achieve the best balance - and win.

ADVANCED CIVILIZATION is an expansion for Civilization. Included are more civilization advancements (both quantity and type), which give new options for advancement, as well as restructured commodity trading, with new resources and disasters to trade. The most significant aspect of this expansion is a restructure of the advancement and victory conditions, which remove the limit on advancement cards.

Includes the following:

High resolution: Rule books for both versions Civilization and Advanced Civilization, Parts, Counter Sheets, Map, Variant map and cards. This is a massive 1Gb+ set of publications.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

D-Day

World War II. Incorporates Strategic Movement, Air Interdiction, and Tactical Airpower.

Revised Edition 1977.

D-DAY was completely revised in 1977 to incorporate the latest simulation design innovations including Strategic Movement, Air Interdiction, and Tactical Airpower. It is an Intermediate 1 level game on the Avalon Hill Complexity Scale for 2 players aged 12 & up with a varying playing time of 1-4 hours. D-DAY belongs to the Avalon Hill family of classic games suitable for play-by-mail in much the same fashion as chess.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Dark Emperor

Fantasy wargame. 1985.

Two-player boardgame of warfare and quest in a fantasy universe. One player is a Dark Lord invading the world from another dimension; the other must rally the kingdoms of the world to fight the invaders.

There is a race-for-time aspect to the game as the Dark Emperor becomes steadily stronger whilst the opposing player scrambles to put together an alliance. The map is remarkable in that this world has obviously suffered extensive meteoric bombardment.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Dinosaurs of the Lost World

One of Avalon Hill's family games that appeals to gamers as well. Players control different expeditions which they equip to explore the Lost World. Victory is achieved through finding various species of dinosaurs and collecting specimens. The game comes with a modular board to ensure that no two games are alike, and lots of dinosaur stand-up pieces. One of the most entertaining parts of the game occurs when a dinosaur chases an expedition back to base camp!

This Avalon Hill game is worth many replays from serious board game players for several reasons. First, the board is modular; the location of all the dinosaur sites and required items is completely random every game. This sort of feature, unusual before the German games of the 90's, puts Dinosaurs of the Lost World years ahead of its time. 1987

Dragon Pass

Fantasy wargame. A re-release of White Bear - Red Moon. 1980.

Remake of Chaosium's White Bear & Red Moon.
The role-playing World of Glorantha was created as a semi-public-domain project by Greg Stafford around 1966 as a mental exercise. Eventually, Greg published a wargame based on his world called White Bear and Red Moon. In fact, Chaosium was founded to allow Stafford to publish this boardgame! This game later became the excellent Dragon Pass game. White Bear and Red Moon was enough of a hit to spawn a second war game, Nomad Gods, and, more importantly, inspired some D&D fans to write a gaming system that would allow role-playing in Glorantha and thus was RuneQuest born.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Dune

Frank Herbert's Dune. Struggle for power between space civilisations. 1979

Set thousands of years in the future, Dune the boardgame is based on the Frank Herberts novels about an arid planet at the heart of the human space empire's political machinations.

 

Players each take the role of one of the factions attempting to control Dune. Each faction has special powers that overlook certain rules in the game. Each turn players move about the map attempting to pick up valuable spice while dealing with giant sandworms, deadly storms, and other players' military forces. A delicate political balance is formed amongst the factions to prevent any one side from becoming too strong. When a challenge is made in a territory, combat takes the form of hidden bids with additional treachery cards to further the uncertainty. The game concludes when one faction (or two allied factions) is able to control a certain number of strongholds on the planet.

Avalon Hill Complexity rating - 3

Includes the following:
High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
PLUS: Additional material and articles from Avalon Hill The General Magazine.

Fire Power

Man to Man Modern Warfare, Squad Tactics. 1984.

Firepower is a detailed look at the organization, weapons and equipment, and tactics of many of the world's nations since 1965. Firepower gives players the opportunity to command squad units in recent or current wars. The destructive capabilities are massive, and the problems of command and control in devising effective tactics are a real challenge for any gamer. Unit scale is individual soldiers, vehicles and equipment.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Flat Top

Flat Top is a board game of high complexity that covers the battles of the Solomon Seas between the United States and Japan in 1942. It is very well researched and covers all aspects of naval and air combat as it existed in 1942. The system depicts weather, air searches, air combat, surface combat, carrier operations, submarines, air bases, supplies, and much more. The game requires intense planning and searching since movement is covert and the map is pretty huge. The units are individual ships and submarines with each air point representing three aircraft. Hexes are twenty miles, and each turn represents one-hour.
The game includes thirteen hundred counters, a huge map board, four Allied/Japanese operations cards, three player aid cards, and two log sheets.
 

Includes the following:
High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
PLUS: Additional material and articles from Avalon Hill The General Magazine.

Flight Leader

Modern Air Combat. 1986

Flight Leader is a turn based, hex and counter tactical game of "modern" air combat (Korean War to 1986). Each turn is 30 seconds, each hex is 1 km, and each counter is a single aircraft. It was known as Check Six when first used by the Military for training pilots as part of Project "WARRIOR". Avalon Hill Complexity Rating: 2 - 6

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

France 1940

The German blitzkrieg in the west, World War Two. 1972

France 1940 is an operational level simulation of the German invasion of France in 1940. Units are corps and divisions, with important regiments and brigades represented. The map covers the German-Franco border, from the parts of the Maginot Line to the English Channel. The game consists of standard rules, advanced rules incorporating more complexity and realism and an Idiot's Rule, simulating the initial inflexibility of the Allied command. Six German and eleven Allied orders of battle allow players to experiment with game balance as well as explore various "What ifs". The game comes with detailed designer's notes, giving insight into both game design and the actual campaign. The first incarnation of the game appeared as an insert in Strategy & Tactics magazine #27(1971), and was subsequently republished by Avalon Hill in 1972.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Freedom in the Galaxy

The Star Rebellions of 5764AD. 1981

Freedom In The Galaxy is a medium complexity strategic and tactical game of galactic conquest.

The map board schematically represents over 30 solar systems. Unit types include armed forces, spaceships, imperial characters and individual rebels. The rebel play must start insurrections on various planets hoping to cause a domino effect and topple the empire's power base. The Imperial player must garrison planets, quash rebellion and conduct diplomatic missions to maintain a high loyalty factor. There are three levels of complexity to the game system. Combat is dice based and cross-referenced on a probability table.

Includes the following:
High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
PLUS: Additional material and articles from Avalon Hill The General Magazine.

Gladiator

Man-to-man gladiatorial combat in Ancient Rome. Avalon Hill, Published 1981.

The savage splendor and pageantry of ancient Rome lives again in this game of man-to-man gladiatorial combat. Each player assumes the role of one of a matched pair of gladiators pitted in a contest of arms to the death. Superbly trained and equipped for the sole purpose of entertaining the citizenry with their life and death struggles, each man must fight with all the skill he can muster for his very survival. There is no question of bravery in the arena. It is kill or be killed and each man must muster all the skills and cunning he can summon in this most desperate of battles for survival. There can be only one victor in the arena and no second chance for the loser. For missus can be granted the fallen only at the whim of the emperor. And all too often mercy takes the form of a quick end on an opponent's blade. Let the games begin!

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Hitler's War

The game examines the war in Europe at several levels. Operation Barbarossa concentrates on the great ground struggle waged for four long years between Stalingrad and Berlin. The Fall of Germany begins at the eve of the great amphibious invasion of France and expands the war into the West. The War for Europe completes the picture with an examination of the entire 6 years of war in all of its ramifications. Great fleets of bombers may be launched towards enemy targets; swift Axis raiders joined by their deadly brethren, the U-Boat, can attempt to break the British supply line with America; mighty armadas may sail to challenge, in combat, for control of the seas, and much more.

But Hitler's War does not limit one to just the kind of tactical or strategic decisions normally expected from a wargame. The great choices that faced each government must also be solved. Questions relating to war direction, production priorities, and research allotments become as important to ultimate victory as when to invade Russia or how much force will be needed to overrun France. Should the Allies attempt victory through airpower ? How much should the Axis invest in large mechanized armies versus the construction of U-boats ? And who could build the atomic bomb first ?

Playing time : 1.5-5 hours. Complexity medium

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

 

Hundred Days Battles

 

Hundred Days Battles is Avalon Hill's new strategy game for two or three players which recreates the climax of the Hundred Days Campaign. The division sized units of both sides are represented on the map by leaders who command their corps and army formations. Leaders march, force march, and influence combat according to their individual abilities. Combat is resolved by rolling a die on the Combat Results Table. To win, the French must exit units off the map towards Brussels, or destroy the Allied armies. The Allies win by preventing French victory. 1983

IDF

Israeli Defence Force. Modern warfare.

IDF is the sister game to MBT.

IDF is a tactical combat game of the 1967 and 1973 wars. It uses the same system found in Avalon Hill's game MBT. IDF uses the same system as "88" (WWII Africa's Western Desert), Armor (WWII Europe), Panzer (WWII Eastern Front), and MBT (Modern Tank Warfare).

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Jutland

James Dunnigan's first game for Avalon Hill. Re-fight the great WWI battle with up to 72 individual ships. Revised 1974

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

King Maker

Based on the War of the Roses in 15th Century English history. Avalon Hill, Published 1976.

Kingmaker is based on the War of the Roses in English history, a time of civil war when two royal houses competed for the rightful throne. Players control factions using their military and political power to control and influence the royal heirs, supporting the heir in their control as king while trying to take down all of the other heirs. Avalon Hill Complexity rating - 7

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Kremlin

A game of political intrigue set in the Soviet Politburo. Players secretly influence politicians, using them to exile other players politicians to Siberia, promote their own or wheel and deal. The player who successfully gets their controlled Party Chief to wave 3 times at the May Day parade wins the game. Otherwise the senior surviving politician in the event of a blood-bath occurring or the last turn being reached, gives victory to its owner. Nice balance of chrome and playability and the theme fits tightly. Expanded by: Kremlin: Revolution. 1986

 

Lords of Creation

Role-Playing Adventure Game of Travel Through Time & Space

Includes: The Book of Foes.

It is a kitchen sink game that encourages, the players to battle giant robot aliens in mythic Greece and in Midgard, while wielding magic swords, laser pistols, and chainsaws. With Low power PC's it is rollicking good fun (if a bit over-the-top) as long as logic and verisimilitude are not required. But as characters advance the special powers they acquire make them nigh invincible, and render most foes a minor annoyance. But you can get a lot of play in before that happens. The reason the PCs become more powerful is because they are becoming gods, a.k.a. Lords of Creation. It does ALLOW for encountering aliens and giant killer robots in ancient Greece, but, as in most games, such choices of play-style vary from gaming group to gaming group. The system assumes that such strangeness has an in-story reason, otherwise.  This game was perhaps one of the earliest attempts to explain "levels" in-game by portraying them as markers for PCs moving closer to divinity, at which point, those "Lords of Creation" were expected to create their own worlds and GM for a new batch of PCs or even just create logical "adventures" for their fellow gods.

Lords of Creation Expansion: The Horn of Roland

Role-Playing Adventure Expansion for the Lords of Creation


"The Horn of Roland is a Lords of Creation adventure module for newly-created player characters. The adventure begins at a present-day gaming convention. The characters are faced with a series of bizarre events, including a murder mystery. During the course of their investigation, the characters chance upon stranger and stranger settings, until they eventually confront their ultimate adversary. The Horn of Roland contains a 48-page adventure and 5 special player aids, including maps of the area and a diagram of the murder scene."

Luftwaffe

"The Game of Aerial Combat over Germany 1943-45"
A turn based hex and counter wargame covering the strategic air war over Germany in WWII. Turns are roughly 1 1/2 months. Hex size is unspecified but the board covers the Western Front from Belgium to Poland/Hungary.
 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
- Variant counters
PLUS: Additional material and articles from Avalon Hill The General Magazine.

Avalon Hill Complexity rating - 5

Machiavelli

Power struggles in renaissance Italy 1454-1529.

1980 and 1995 Editions.

Machiavelli recreates the historical situation of the fast developing and ever shifting balance of power struggle in Renaissance Italy. There are five major powers: The Republics of Florence and Venice, the Duchy of Milan, the Kingdom of Naples and the Papacy (which was a secular power in this era) along with 3 major foreign powers: Valois France, Hapsburg Austria and the Ottoman Turks. All of these states singly or in combination compete for control of the peninsula.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Magic Realm

Game of fantasy adventuring. 2nd & (unofficial) 3rd Edition rules.


MAGIC REALM is a complex game designed to recapture the suspense and desperate struggles of fantasy literature. The game creates a small but complete fantasy world, where each game is a new adventure with a new map where everything lies hidden at new locations. The game includes many more playing pieces than are actually used in a single playing. The additional pieces are set up and can appear, depending on the directions in which the characters explore, but many of the treasure troves, treasures, and spells will still be set up, unfound, when the game ends, and many of the monsters and natives might never be met. The result is an extremely unpredictable game full of surprises, a game that plays very differently each time it is played. The complete game system includes hiking, hiding and searching, fatigue, wounds, rest, trade, hiring natives, and combat between characters, monsters, and natives using a variety of weapons on horseback and afoot, as well as many magical effects. Between exploring a new land where the mountains, caves, valleys, and woods change every game, and not knowing what you will find in each place, you will find each game a new and unpredictable adventure, filled with surprises. You will find this like no other board game you have ever played. Avalon Hill Complexity rating: 9 out of 10.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map tiles and variants, Logs.

New Tile sets and extras.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

MBT

Main Battle Tank. Game of modern armoured warfare in World War Three Europe.

"MBT is a detailed look at the organization, equipment and capabilities of some of today's most powerful and advanced military forces. Included are the latest American, West German and Soviet vehicles, their accompanying infantry and attached weapons, and the supporting artillery, air and helicopter elements that compose modern "combined arms" forces. It's all here, and YOU are in command!"

MBT is a turn based, hex and counter tactical game of "modern" tank warfare. Each turn is 1-5 minutes, each hex 100 meters. Unit counters are single vehicles or infantry squads/teams.
MBT uses the same system as "88" (WWII Africa's Western Desert), Armor (WWII Europe), Panzer (WWII Eastern Front), and IDF (Middle East).

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Merchant of Venus

 

This classic science fiction title from Avalon Hill uses many elements which come together to form a very interesting game. Players take on the roles of space traders who move their ships through interconnected systems discovering new alien worlds to trade with. As players start to make money delivering commodities in a very unique supply and demand system, their earnings can be used to purchase better ships and equipment (shields, lasers, engines, etc...) and construct their own spaceports (which speed up trading) and factories (which create better commodities). Variations included in the rule book allow for inter-player combat. The player who is the first to acquire enough total value ($1000, $2000, $3000, $4000) in cash and port/factory deeds takes the day. 1988.

 

Outdoor Survival

Avalon Hill, Published 1972.

Game of survival in the Wilderness.

Lost and alone, you must survive and escape the woods. There are 5 different scenarios from inexperienced hikers lost in the woods to a rescue party trying to find a lost person. You will have to deal with animals, finding food and water, mother nature and sickness without dying to win.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Panzer Blitz

Avalon Hill, Published 1971. (Revised Edition). Game of Armoured Warfare on the Eastern Front 1941-45.

First in the Panzer Blitz Series.

A groundbreaking board game of armoured warfare on the Eastern Front in World War II.
The game is tactical scale (company/platoon sized units) with geomorphic map boards.

The counters are 1/2' and 5/8' and were very striking for their time. A stand-alone follow up game, Panzer Leader, was set on the Western Front. Although it introduced a revised rules system, Panzer Leader used geomorphic map boards that were compatible with those used in Panzer Blitz. The third direct descendant of Panzer Blitz was 'Arab-Israeli Wars', which involved modern armoured combat in the Middle East.
Avalon Hill Complexity Rating for Panzer Blitz: 6 out of 10.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Panzer Leader

Avalon Hill, Published 1974.

Game of Tactical Warfare on the Western Front 1944-45. Second in the Panzer Blitz Series.

"Panzer Leader lets you re-create all of the fast, furious action of tactical armoured combat on the western front during World War II. Rules of play consider aspects of tactical armoured warfare such as gun ranges, target elevation, indirect artillery fire, fortifications, roadblocks, minefields, close air support, naval support fire, engineer demolition, and opportunity fire." Avalon Hill Complexity Rating - 7

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Includes numerous expansions along with Panzer Leader 1940.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

 

Panzer Leader 1940

Contains unit composition of the French and British in 1940. New Counters, 10 scenarios for the 1940 campaign in France and "The invasion of England". Historical comparison of the units included in the module. Panzer Leader is required to play this addition.

Richthofen's War

Individual aerial combat during WWI.

Over 32 different aircraft types to choose from. Colour Map, Counters, Charts & Logs, Rules. 1972.

The Red Baron flies again - now you can actually fly the same airplanes that blazed a path of glory over the skies of France during WWI. You can be Baron von Richthofen running up a score of 80 victories or Cpt. Roy Brown flying the same Sopwith Camel that shot him down in the game where planes perform exactly as pilots of Flying Circus Aerodrome say they did in real life. Each player, in complete control of one airplane, attempts to out manoeuvre his opponent and mark up a victory on the way to becoming an Ace. Players pick the type of situation that they want to re-flight from one of seven different scenarios, or they can create their own situations from the wealth of information available in the Instructions and Briefing Manual. Each aircraft is unique in its own combination of: operational ceiling, rate-of-climb, diving speed, firepower, and armament. With over 32 different aircraft types to choose from, there are over 1200 possible combinations of opposing aircraft.

Simple rules allow one to start immediately after reading the Basic Instructions. Almost anyone can play the Basic Game, and little time is required to advance to the Tournament and Optional Games.

Avalon Hill Complexity Rating: 5 out of 10.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Rise and Decline of the Third Reich 3rd Edition

Rise and Decline of the Third Reich is a classic "grand strategy" wargame covering the European theatre of WWII. The game is huge in scope. Players take on the roles of all of the major national powers and can simulate the entire war effort from 1939 until the end (often isn't until 1946). This game is a favourite of many because of an excellent balance between politics and military might, and it gives players a chance to try things that did not happen historically to see if they might have worked better (e.g. Germany invading Spain). This game is definitely not for the novice gamer. The rules are intricate, and there are many factors for players to deal with: resources, unit production, negotiation, and, of course, strategic warfare.
Avalon Hill Complexity rating - 10

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

 

Source of the Nile

Designed to be an educational and challenging game in which players compete primarily with Nature and with each other, luck tends to be an element in the game, but can be overcome by careful play. Because the situation is forever changing, there is no single best strategy; however, players must weigh risks against gains with every decision they make and good judgment will pay off.

 

The rules to the AH version have a serious glitch in sections 12.61 - 12.63 where the die roll modifiers for guides and proceeding cautiously are reversed.

 

PLUS: Additional material and articles from Avalon Hill The General and The Dragon Magazines.

 

 

Squad Leader 4th Edition

Squad Leader is a game of WWII tactical combat in Europe. You direct the fire of your squad, select your plan of attack, or set your defences against massed Russian human wave or armoured assaults. Squad Leader utilizes programmed instructions to guide you through different scenarios of increasing realism and complexity. Avalon Hill Complexity rating: 8 out of 10.

 

Includes the following:

Includes the expansions: Cross of Iron, Crescendo of Doom and GI.

The original and re-edited and rationalised rules.

Re-mastered Maps and Counter Sheets.

World Wide Wargamers Scenarios 81-90.

Squad Leader Expansion Scenarios: 100-222 +

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

 

 

Stalingrad

The original edition came out in 1963; in a large oversized box nearly twice the size a normal AH flat box is normally. Later the box returned to the normal 1.5 inch thick size. A second edition with some revamped rules / clarifications was issued in 1974. Both editions share the same box - the rules are the only difference.

As far as AH games go, this one is fairly simple. Not too many units, and the strategies are not overly complicated. A good game to use to introduce players to hex-based wargames.

Avalon Hill Complexity rating - 2.

Storm Over Arnhem

This is the first of the Area-Impulse games done by Avalon Hill which later included Thunder at Cassino, Turning Point: Stalingrad and Breakout Normandy. The game simulates the ferocious battle for the Arnhem Bridge on September 18-21, 1944. The game begins with the British holding the area around the bridge, surrounded by the Germans. They try to hold out for as long as they can.

Each full turn covers 8 hours and includes many mini-turns (or impulses). The player can move or fire a small number units on each impulse. Once moved or fired, the units are "spent" and cannot move again until the next turn. Combat is handled by calculating attack and defence values with each side rolling two dice. The difference (if the attacker has the higher total) in final point values is the number of casualty points the defender must lose as destroyed units. The games is of relatively low complexity and rates a 3 (out of 10) on AH's difficulty scale.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

 

Starship Troopers

Scenarios are set in the Terran/Arachnid war which form the background of Robert Heinlein's novel.
One player takes the Terran side and deploys his MI (Mobile Infantry) units directly on the board, the Arachnid player uses an Alien Control Pad sheet to record the placement of his underground central Hive cell complex and the attached tunnels radiating outward. Tunnels are used to move the Warrior units, along with Worker units mixed in as expendable decoys, to locations where they can pop up to the surface through a breach hole and attack the Terran units. Completely unseen, and only paper recorded, Engineer units are used to create the breaches and, later, to extend the tunnels. The 'third side' of the war are the "Skinnys", who in earlier scenarios fight on the side of the Arachnids. In later scenarios, they switch over to the Terran side.  The game is set up in a "Programmed Instruction" system of scenarios to slowly introduce the game concepts. Scenarios range from a basic MI raid on a Skinny city to The Battle of Klendathu: the final Terran assault on the Arachnid Homeworld.
 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Variant Counters.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Submarine

Submarine Warfare during World War Two. 1978

Submarine is a tactical game of World War II submarine warfare. One player assumes the role of a submarine captain while others are escort and/or convoy captains. The submarine location is kept secret and the submarine player uses plotted movement and firing (torpedoes). The escort/convoy players move their ships on the board. The game includes rules for different nationalities, various anti-submarine warfare systems, historical scenarios, night-fighting, and Design Your Own scenarios.

Avalon Hill complexity rating - 8
 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Variant counters.
PLUS: Additional material and articles from Avalon Hill The General Magazine.

Tac Air

"The Game of Modern Air-Land Battles in Germany"

Tactical Air to Ground combat in a World War Three Environment.

Tac-Air is a turn based, hex and counter simulation of a "modern" NATO vs Warsaw Pact land and air war in Germany. Each turn represents 3 hours, each hex 1 nautical mile. Counters represent battalions, anti-air batteries, and flights of aircraft.

Map Scale: one nautical mile per hex. Time Scale: one game Turn = 3 hours.
Unit Scale: battalions, batteries & aircraft flights (over 500 counters).

"Designed by USAF Major Gary C. Morgan to depict modern air-land battle, complete with integrated air defence systems, detailed air mission planning, and Airspace Control considerations" - from the Designer Profile. Includes a user-friendly four-page Basic Rules folder (i.e. "quick start rules"), but the meat of the game is in the 26 page Advanced & Optional Rules book. Advanced rules introduce supply, command, engineering, "Wild Weasels", and a very detailed turn sequence. Optional Rules are modular, adding weather, electronic combat, mines, replacements, NBC rules, etc.

Includes 12 scenarios ranging in size from a Cav regiment "covering force" to the entire VII Corps vs. the Pact Central Group of Forces.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

The Arab Israeli Wars

Tank battles in the Middle East, 1956-1973

Avalon Hill, Published 1977. Third in the Panzer Blitz series.

"Now you can re-fight the battles that determined the fate of nations. Victories that strike like lightning, if you can win them-like the victories of Israeli arms in 1956 and 1967. Battles that were mammoth struggles for crossroads and passes and battles that were pinprick raids. The military forces of Egypt, Israel, Jordan, and Syria are yours to command. Can you lead them to victory in the battles that shaped the Middle East today?"

Twenty-four different game situations, tactical-level tank warfare, and a customizable map make up the flavor of the game. The map is in four pieces, double-sided, allowing you to create over 100 potential map areas (the Suez Canal and the West Bank are represented, along with other landmarks). Rules include (but are not limited to) roadblocks, minefields, electronic warfare, bore-sighting, and firing while moving. Avalon Hill Complexity rating: 8 out of 10.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

The Longest Day

D-Day World War II Monster Game. 1979. The Longest Day is tactical level Monster game depicting the assault, build-up, and breakout of the Normandy Invasion. The game includes over 1500 counters representing Battalion sized units and command units up to Corp level of the American and German armies in northern France. Seven map boards depict the invasion beaches and areas as far east as Cabourg, as far west as Coutances, and as far south as Avranches/Argentan. The counters are in the style of German WW2 military symbols representing armour, infantry, artillery, assault guns, bicycle units, etc. Five separate scenarios are presented using the programmed instruction approach learning only what's needed to play a scenario before moving on to the next scenario.  Once all the rules have been learned then the campaign game is played which can take up to several months to finish. Avalon Hill complexity rating: 8 out of 10.
 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

1st and 2nd Edition Rule Books, 11 Counter Sheets, Variant counters.
All charts, Player Notes, 4x Scenarios. 7x high resolution maps to create a huge theatre of operations.
Bonus Extras - too much to describe here.
PLUS: Additional material and articles from Avalon Hill The General Magazine.

The Mystic Wood

 

Players are knights seeking to perform a particular quest (varies with each knight) in order to win the game.

Exploration and adventure are created by the game board being made up of randomly placed tiles which are uncovered as the knights reach them.

Tiles can be fixed locations or glades where a randomly chosen role card can reveal a spell or a denizen. Denizens act in different ways, depending upon its nature or the throw of a die. Some help the knights, others hinder. Players compete against each other, but can also work together to defeat a denizen. The first knight to complete his or her quest and exit the Mystic Wood wins the game. 1980.
 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
 

The Siege of Jerusalem

THE SIEGE OF JERUSALEM is an epic battle simulation with all the trappings and majesty of a Cecil B. DeMille film spectacular. Facing the greatest army of antiquity, the Judeans must rely on the stoutness of their walls to halt the unbeatable Roman legions and therein lies the fascination: the immovable object vs the unstoppable force.

Vastly revised from its initial printing of the 70's, Siege of Jerusalem now boasts two-sided counters, a continuous combat system, a strategic interphase for conducting the entire siege, and the morale / panic rules so important in portraying ancient warfare. An Introductory Scenario depicting the abortive assault of Gallus with the XII Legion three years previous allows players to learn how to handle a legion in a single day's play while training for eventual participation in the conduct of the epic siege.
 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.
- Variant counters
PLUS: Additional material and articles from Avalon Hill The General Magazine.

Titan

Fantasy Wargame 1978. This classic game of the Fantasy Monster Slug-a-thon is a standby from the Avalon Hill of yore. The game still has a very devoted following, which is a tribute to the depth of the various strategies and approaches. The game is divided into two realms, the master-board and the battle-boards. On the master-board, legions of mythical creatures roam about trying to recruit bigger and badder monsters and kill opposing legions in the process. When a combat occurs, the action moves to the corresponding battle-board type corresponding to the area the fight is taking place in. After lots of dice are tossed, the army that remains standing is returned to the master-board with the spoils of war: points.

The points are used to recruit Angels and Archangels and to augment the leader character of the player's army: The Titan. As the points increase, the Titans become ever more powerful; at game end, the titan is able to kill most other character with a single blow. But be careful: If the Titan dies, the player is out of the game. The last Titan standing is the ruler of all, and winner of the game.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

Trireme

Tactical Game of Ancient Naval Warfare 494BC-570AD 

Board wargame covering ancient naval combat between 494 B.C. to 370 A.D.
Players control fleets of one or more ships and try to destroy their opponents fleet using ancient ramming tactics.
There are 225 different ships counters in the game, divided between 24 different classes of ships. There are also many game marker counters. There is one Game Tables Card, one 40 page rules booklet, two different Log Sheet Pads and eight 8 1/2"x10 1/2" mapboards depicting blue water with an hexagonal overlay.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Turning Point: Stalingrad

Turning Point: Stalingrad is mid-complexity wargame on the battle of Stalingrad during World War 2. Attackers from the German 6th Army must dislodge the Russian 62nd Army and take the city of Stalingrad before the commencement of Operation Uranus. If the city could be taken, German troops could then be re-deployed to reinforce the Italian and Rumanian formations holding the flanks of along the Volga. The fiasco at Stalingrad can then be prevented.

The game is an operational level treatment of the actual streetfighting. Each turn is a day comprising of a variable number of daylight and night impulses. Units are battalions and armoured units representing AFVs in platoon and company strength. The map is on a scale of 1 inch to 500 metres, depicting the city of Stalingrad and its western approaches, divided into 74 areas divided according to terrain features, and rated for defensive suitability. Victory is determined by the number of objectives captured by the German player each week. If it exceeds the requirements for the week, he wins. If not the Russian player wins. If it is equal to the victory requirement, the game is extended by another week, with a different(higher) victory objective requirement.

Game comprises two 22" by 16" mounted mapboards, counters, rules and charts.
The game uses the area-impulse system used in Storm over Arnhem, Thunder at Cassino and Breakout: Normandy. Not to be confused with SPI's Turning Point: Battle of Stalingrad. Expanded by: Turning Point: Stalingrad Expansion Kit. 1989

 

Victory in the Pacific

World War Two Naval Combat in the Pacific. Avalon Hill 1977

Victory in the Pacific is a simple strategic wargame covering the Pacific Theatre of WW2. It is a successor to the system developed in War at Sea which covers the Battle of the Atlantic.
The game divides the Pacific into 13 sea areas. Each turn the players move their ships, land based air and marines from the ports and bases (which are located on the borders of sea areas) to one of the areas.
Ships can either be patrollers (the only ships that will take control of area after battle, but they must commit their move first) or raiders. After all ships have been moved, the players dice off determine whether a day battle (where air power is decisive) or night battle (when ship board gunnery rules) is fought. After a number of rounds, until one side or the other retreats or loses all of his ships, the player with patrolling ships left takes control of the area and a scores a number of "Points of Control".
The Japanese will almost always take a large lead that will be inevitably turned back by the Americans as they get large numbers of carriers as the game goes on. Avalon Hill Complexity Rating - 2

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Includes the expansion: Victory at Sea.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

War at Sea

World War Two Naval Combat in the Atlantic. Avalon Hill 1976

War at Sea is a simple strategic wargame covering the Battle of the Atlantic and naval warfare of the Mediterranean in WW2. The game divides the Atlantic into 6 sea areas. Each turn the players move their ships from port countries to one of the areas.

After all ships have been moved, a battle occurs. After a number of rounds, until one side or the other retreats or loses all of his ships, the player with ships left takes control of the area and a scores a number of "Points of Control". (Exception: German U-boats only have to survive one round anti-submarine combat and may stay in the area, even if the area has Allied ships. The Allies cannot score if a U-Boat occupies the area.) Additional points are also earned for convoys successfully crossing the Atlantic to England or Russia (for a BIG three POC). Avalon Hill Complexity rating - 1
 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

Includes the expansion: War at Sea 2.

Includes the expansion: Victory at Sea.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

 

War at Sea 2: Adds more ships, a larger map, and modified rules.
The WAR AT SEA 2 components include:
New 22" x 24" maps, which replace the original maps.
1x new counter sheet, which adds more ships to the original counter mix.
3x additional Player aid cards
2x Allied Orders of Battle
1x Axis Orders of Battle
1x Revised and updated Rulebook, which replaces the original rulebook.

Wizards

This is Avalon Hill's game of Fantasy Adventure.
The game board of this game uses a variation of the hexagonal modular map sections used in Avalon Hill's Magic Realm and Mayfair's The Settlers of Catan, providing a different board layout for each game.
Map tile-sections are placed on a blank mapboard to make up the arrangement of the Enchanted Islands for that game. Most of the game consists of performing various mini-quests by moving around the 18 islands to pick up marker counters for the specific quest. Each quest adds to the 10 quest per fortnight (14 days) requirement. Failure to reach this total of quests among all players causes one of the 18 islands to be flipped over and taken out of the game. In this way the players are competing mainly versus the game system. Endgame consists of players racing against each other to be first to collect 6 Gem Fragments and take them to the High Druid. 1982.

 

Wooden Ships & Iron Men

Naval Combat in the age of Sail. Avalon Hill 1975.

Fighting ships in the age of sail! This classic Avalon Hill title details military engagements in the golden age of sail with a plethora of historical scenarios. Players take their groups of ships and form their ship lines and then go at it. The game comes with a large generic ocean map overlaid with a hex grid. The ship counters occupy two hexes and include special rules for moving and firing with this design. Players can begin with the smaller scenarios and work up to whole fleets engaged in pitched battle. Avalon Hill Complexity Rating: 6 out of 10.

 

Includes the following:

High resolution: Rule book, Parts, Counter Sheets, Map, Logs.

PLUS: Additional material and articles from Avalon Hill The General Magazine.

 

 

Avalon Hill Guides

 

COVER / TITLE

NOTES

ORDER

Gamers Guide to Diplomacy

Gamers Guide to Diplomacy.

 

.

Gamers Guide to Midway

Gamers Guide to Midway.

 

.

Gamers Guide to Panzer Blitz

Gamers Guide to Panzer Blitz.

 

.

Gamers Guide to Third Reich

Gamers Guide to Third Reich.

 

.

 

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