Description: Powered by Frooition RPGs (Role Playing Games) Board Games & Card Games Wargames Miniatures & Miniatures Games Art, Prints & Books CCGs (Collectible Card Games) Collectible Miniatures Game Comics Computer Games Dice Historical Books Historical Miniatures & Rules Magazines Movies, Toys, & More Novels Reference Books RPG Magazines Supplies Video Games Wargame Magazines Shop Categories RPGs (Role Playing Games) Board Games & Card Games Wargames Miniatures & Miniatures Games Art, Prints & Books CCGs (Collectible Card Games) Collectible Miniatures Game Comics Computer Games Dice Historical Books Historical Miniatures & Rules Magazines Movies, Toys, & More Novels Reference Books RPG Magazines Supplies Video Games Wargame Magazines Helpful Links Add to Favorite Sellers Sign up to Newsletter View Feedback Contact Seller Visit seller's eBay Shop About Seller Page Lace Wars Series #4 - Queens' Gambit - Italy 1742-48 SW (MINT/New) Item Description Red Sash Games War Games Professional Red Sash Games Lace Wars Series #4 - Queens' Gambit - Italy 1742-48 (SW (MINT/New))Manufacturer: Red Sash GamesProduct Line: War Games Professional Red Sash GamesType: Boxed GameCode: RSGLW004Copyright Date: 2007Author: Ian WeirProduct Description:Queens' Gambit (QG) is the fourth volume of Red Sash Games Lace Wars series. Like its predecessors, Sport of Kings, Cockpit of Europe and Charlie's Year, it examines the War of the Austrian Succession at an ''operational'' level. Italy is the stage this time. Physically isolated from the titanic struggles in Germany and the Low Countries, Italy was anything but a backwater: successes and failures here had an important impact on the war as a whole.The war for Italy opened at the beginning of 1742. The Spanish Crown, after lengthy preparations, successfully invaded Italy by sea, bent on acquiring a duchy for the Queen's son, Don Felipe, and on reclaiming Spanish dominance in the region. Distracted by events elsewhere, the Habsburgs and their British allies were unable to prevent this move, but soon rebounded, drawing as a reluctant partner the pre-eminent local power, Piedmont-Sardinia, and its Frederician-like ruler, Charles Emmanuel of the House of Savoy.What followed was six years of seesawing fortune for both sides. Queen Elisabeth of Spain was fixated on her son's duchy, Queen Maria Theresa of the House of Habsburg on conquering the Kingdom of Naples. Woe to any general who stressed military realities over their Most Royal Majesties' whims. At the same time, France and Piedmont-Sardinia, whom some believed should be natural allies, were forced by circumstances into opposite camps.In the end, Elisabeth Farnese would get her way, but at the peace table, and thanks to French prowess in Flanders, not to Spanish arms. France would gain nothing but debt and Spanish mistrust. The British would feel they had preserved the balance of power (Huzzah!). The Habsburgs would lose some territory yet retain their dominant position in Northern Italy for another generation. And Piedmont, mirroring Frederick's Prussia, would gain a solid base from which her kings would later emerge to rule all Italy.QG can accommodate up to four players, though it is easily played with two, and can even be played solitaire. The four sides are Bourbon France, Bourbon Spain, the Habsburg Empire, and Savoy (Piedmont-Sardinia). Also available are the forces of Genoa, Modena, Venice, Naples, and some pesky Royal Marines. Other territories, like the Papal States, wield influence rather than the sword.The Bourbons begins on the offensive, but all sides have goals that can only be accomplished through aggression; Austria and Spain are hampered by mandated offensives that force them (briefly but repeatedly) to pursue objectives that are usually unattainable, as they simultaneously try to arrive at some solid gains. France and Savoy are what used to be termed Auxiliary Powers.The players have a degree of flexibility in what they do with their forces, but they are constrained by the Campaign Plan or plans that they choose. These are fixed for the scenario or campaigning season and dictate what objectives (usually fortresses) must be taken. A successfully completed plan will garner Prestige for a player. At the end of the game, the player with the highest prestige wins. In addition, bonuses can be won for victory in battle, and these may be used to buy rewards that improve a player's chances, or be used as influence.Map scale is 8.5 miles per hex. Most units are brigades. Units are rated for Strength (in battalions), Effectiveness (a combination of morale and training), and Movement.Turns are equivalent to three weeks - 16 turns per year. Each turn is broken down into several phases - supply, operations, admin, etc. There are scenarios for each year of active operations - nine in all - and a Campaign Game.A few key concepts include Initiative and Operational Preparedness, Campaign Plans, Prestige, and Auxiliaries. This game introduces the Third Edition to the rules, which cleans up a number of issues brought out by playtesting, and incorporates certain game-specific rules that have become common to the series.The heart of the game is the Operations Phase, where the players move their formations, lay siege to fortresses and engage in battle. The player with the initiative can dictate the pace of the game, but since initiative is based on operational preparedness, it can pass to another side, perhaps at an inconvenient time. Auxiliary counters represent support troops and irregulars who had a major impact on operations, but cannot be adequately represented as traditional game units. Instead, a player might have a pontooneer auxiliary that he can play onto a stack to help it cross a major river, or a converged grenadier auxiliary that provides a morale bonus in combat.Leaders have an important role to play, as befitting an era where personal command was critical. They are rated for skill or effectiveness, personality, and influence (i.e. the chance they have of retaining command despite their incompetence).The supply system incorporates lines of communication, the strategic placement of depots, foraging, and attrition. River and canal movement has been taken into account and will prove as critical to success as the use of rail lines in games that cover more modern periods.The combat system has a tactical feel - while not a full sub-system with battlefield maps, it addresses the key issues of frontage, reserves, and supports, as well as firepower and morale. Winning a battle will bring you the acclaim of your noble peers, but may not gain you any strategic advantage; losing a battle can be catastrophic.The Components:• Six 12x18-inch full-color maps representing Italy and French Provence, from the Alps to the Bay of Naples, and from Toulon to Venice. They were derived from a mix of modern cartography and period maps dating from 1715 to 1750. As mentioned above, the terrain is thickly studded with fortresses, surrounded by mountains, and cut by a multitude of waterways.• Seven countersheets for the combat forces and special markers, plus three more of SP markers.• A set of charts, tables, and displays, of either 8.5x11-inch or 11x17-inch card/paper.• A series rulebook (called the King's Regulations and Orders, or KR&Os) of about 50pp, a game-exclusive rulebook of somewhat shorter length, including separate scenario booklets and orders of battle, and a 70pp commentary.Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is SW (MINT/New) . Our grading system is listed below for your perusal. Grading System Grading System Payment Shipping About Returns Grading System Our Grading System To ensure a smooth transaction, please review our grading system below as well as the Shipping Information tab before bidding. Be sure to review the exact condition (and any condition notes / incompleteness notes located next to the title and description) before purchase. All pictures are stock photos unless otherwise specified. SW Shrink Wrapped. Still in the original factory shrink wrap, with any condition visible through shrink noted. For example, ?SW (NM)? means shrink wrapped in near-mint condition. MINT Perfect. Brand new. NM Near Mint. Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible. Board & war games in this condition will show very little to no wear, and are considered to be "punched" unless the condition notes "unpunched." EX Excellent. Lightly used, but almost like new. May show very small spine creases or slight corner wear. Absolutely no tears and no marks, a collectible condition. VG Very Good. Used. May have medium-sized creases, corner dings, minor tears or scuff marks, small stains, etc. Complete and very useable. FAIR Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, etc. POOR Extremely well used and has major flaws, which may be too numerous to mention. Item is complete unless noted. More Condition Details Miniatures come unpainted and unassembled, unless specifically noted. Assembly is required for most miniatures and model kits. Boxed Items are listed as "code/code" where the first code represents the box, and the second code describes the contents. When only one condition is listed, then the box and contents are in the same condition. If a book is listed in the same fashion, the first code represents the cover, and the second code the interior. For example a boxed game listed as VG / NM indicates that the outer box is in Very Good Condition, while the contents are in Near Mint Condition. A "+" (plus) sign indicates that an item is close to the next highest condition. Example, EX+ is an item between Excellent and Near Mint condition. A "-" (minus) sign indicates the opposite. Major defects and/or missing components are noted separately. Boardgame Counters are punched, unless noted. Due to the nature of loose counters, if a game is unplayable we will send you the parts or it may be returned for a refund of the purchase price. Dice In most cases, boxed games and box sets do not come with dice. Cardboard Backing of miniature packs is not graded. If excessively worn, they will be marked as "card worn." Flat Trays for SPI games and similar are not graded. If excessively worn, they will be marked as "tray worn." Payment Payment We accept the following forms of payment: PayPal Visa, Mastercard, Discover and American Express credit cards In Store Pickup with payment on-site by cash or credit card Sales Tax For shipments to Wisconsin addresses, we are required by State law to collect a 5.5% Sales Tax. 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Price: 299.95 USD
Location: Madison, Wisconsin
End Time: 2024-11-09T12:45:32.000Z
Shipping Cost: N/A USD
Product Images
Item Specifics
Restocking Fee: No
Return shipping will be paid by: Seller
All returns accepted: Returns Accepted
Item must be returned within: 30 Days
Refund will be given as: Money Back
Brand: Red Sash Games
Game Type: Strategy and war games
Year: 2007
Type: Boxed Game
Min. Number of Players: 2
Recommended Age Range: 12+
MPN: RSGLW004