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The issues below are all in preparation:

(PRE-ORDER) 62 - Strike of the Heron
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Read Against the Odds

Against the Odds magazine investigates military history from a broad perspective. The economic, political, religious and social aspects of warfare are examined in concert with events on the battlefield.

Each issue of ATO features:

Informative and insightful articles showcasing the history behind events, plus regular columns by noted game designers providing insight on the latest trends and events.

A challenging, fun wargame that drops the players into truly desperate situations but gives them multiple options to alter history.

Professionally printed graphics, complete with large playing map and 200 to 360 die cut playing pieces.

And much more! Look for Against the Odds to cover simulation design issues, order of battle research, rule writing, play testing and graphic techniques as it evolves. Get yourself truly "connected" with games and gaming by reading Against the Odds!

Click here to see our upcoming issues

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(NEW) The Multi-Player Way of War Pack

Three ziplock back issues for a great price!

Throughout history, warfare has always been fought in groups and between groups. Mustering allies and isolating the opposition has always been a key to success. What better way to explore your skills as a leader than to compete head to head against multiple players in these challenging topics? Perfect for clubs or when playing with friends at home.

Welcome to the Multi-Player Way of War, with three totally different looks at "group warfare" across the centuries.



Vercingetorix

As Gallic strife with Rome worsened, a leader elected to try again for tribal unification to survive against the two threats of voracious Rome and ambitious Julius Caesar. The man negotiated, inspired, made alliances, and finally took on the traditional title of "supreme warlord" that his father had died reaching for.

That title was "Vercingetorix," and he bore the title so well that people today think of it as his name (which we do not know). But then, no Gaul ever bore the title again. Maybe you can change that.

In Vercingetorix, a game by designer Richard Berg, challenges players to unify Gaul in and around the 1st Century B.C.E. From 2-4 players compete for power in all three of the main Gallic areas. The Romans and Germans are NOT active players, but introduced with random and temporary control to interfere with active player intentions.

Players draw chits each turn to improve their holdings, begin campaigns, or obtain more tribal allies. Or, they may draw surprising "Opportunity" chits that allow them to interfere with other players' turns and even launch revolts that could suppress Roman activities and elevate player esteem.

Vercingetorix: The Twilight of the Gauls and issue #44 of ATO
Maps - One full color 22"x34" mapsheet
Counters - Over 325 assorted full color die-cut pieces
Rules length - 10 pages
Charts and tables - 1 page
Complexity - Low
Playing time - 3 to 4 hours
How challenging is it solitaire? - Poor

Design - Richard Berg
Development - Lembit Tohver
Graphic Design - Mark Mahaffey

Confederate Rails

Confederate Rails, designed by Richard H. Berg, is a unique type of railroad game. Players operate the historical railways of the Confederate States of America during one of the "hottest wars" of the 19th Century – the American Civil War - which ends up turning it into a kind of an "anti-railroad" game. Not only do players have to deliver goods, supplies and military loads during a difficult time, but they have to adjust to a dwindling rail network.

Yes, paradoxically each player's rolling stock and rail net are at their absolute finest on the first turn. From there on in the players (representing the South's various railroad companies) battle Union military advances, each other, Confederate government decrees (and neglects), the rapidly inflating and worthless money, plus wear and tear on irreplaceable equipment.

Confederate Rails and the 2016 ATO Magazine Annual

Maps - One full color 22" x 34" PtP mapsheet
Counters - 280 full color die-cut counters
Cards - 24 full color cards
Rules length - Around 12 pages
Charts and tables - 2
Complexity - Low
How challenging is it solitaire? - Poor
Playing time - Up to 3 to 4 hours for each game

Designer - Richard Berg
Development - Lembit Tohver
Graphic Design - Mark Mahaffey

Die Atombombe

In late 1941 with senior officials across Germany becoming increasingly aware that Operation Barbarossa would fail somewhere short of Moscow. Many worriedly began looking for an “out.” Some, like Ernst Udet, head of Luftwaffe Development, and Walter Borbet, a leading industrialist, shot themselves over the shock of the failure. Others, like General Fromm, in charge of the Army Weapons Office, turned their attention to an extraordinary proposal by Germany’s leading physicists to unlock the secrets of the atom and provide limitless power, and a possible war-winning explosive device, the atomic bomb.

Die Atombombe is a card game for 2 to 5 players. Each player represents a faction inside German government, industry, or military circles, seeking to engage one of the Reich's prestigious research institutes to start work on a nuclear program.

Acting through the Director of each center, players will need to size matters up, recruit other scientists, acquire scarce resources, (plus spy on their rivals, this is the Third Reich remember) and certainly go all out if they hope to develop atomic weapons...

Die Atombombe and issue #50 of ATO:
Cards - 108 colorful playing cards
Counters - 64 large 5/8" die-cut pieces
Rules length - 10 pages
Charts and tables - 1 page
Complexity - Low
Playing time - Up to 1 to 2 hours
How challenging is it solitaire? - Poor

Design - Steven Cunliffe
Development - S. Rawling
Graphic Design - Mark Mahaffey

Product Prices (includes shipping)
SKU Back Issue Type Price Qty.
MULTWOW-USZ Ziplock USA $85.00
MULTWOW-INZ Ziplock International $120.00
 
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Click here to see more of the game map and counters.

See more Confederate Rails graphics

See more Die Atombombe graphics.