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Campaign Commander Series Vol. IV. White Sea.

Original price was: 60,00 €.Current price is: 45,00 €.

This fourth volume in the Campaign Commander Series takes us to the critically important Mediterranean theater during the decisive decade from 1565 to 1574.

The Ottoman and Habsburg Empires clashed in a series of pivotal land and sea campaigns that ultimately halted the westward expansion of Ottoman power. The epic Siege of Malta, the struggle for Tunis, daring raids, the Battle of Lepanto, and the War of Cyprus all come to life on the game board through this elegant and acclaimed system.

Designed for two players, one takes command of the Ottoman forces, launching annual campaigns to expand the empire at the expense of the Spanish Monarchy, its Italian allies, and the Republic of Venice. The Christian player controls two factions—often uneasy allies: the Spanish and their Italian partners on one side, and the forces of the Serene Republic of Venice on the other, not always willing to cooperate.

Both sides face major challenges. The Ottoman forces, operating at the edge of their logistical capabilities in the central Mediterranean, must seize key bases to ensure success. Initially outmatched, the Spanish must wage a low-intensity war, avoiding the main Ottoman fleet until reinforcements arrive and Venice commits to the Holy League.

Will the Ottomans shatter the Venetian Empire or even invade Italy? Or will the Christian forces repeat history and halt the Ottoman advance?
The outcome is in your hands.

Available on backorder

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This is the fourth volume of this series, and it takes us to the 16th century, focusing on the decisive amphibious campaigns fought between the Ottoman and Habsburg empires in the Central and Eastern Mediterranean.

The game begins in 1565 and covers up to 1574.

It is an operational-scale game, played on a zonal map. It is designed for two players: one controls the Ottoman forces, and the other controls the Christian forces, which include both Spanish forces and their Italian allies, as well as the forces of the Republic of Venice. A game lasts approximately 3-4 hours and uses a system based on two main elements: cards and counters. Players must use their troops and resources to gain Victory Points by controlling the cities on the game map, playing cards, and looting the enemy’s territory. It is not a “card driven game,” as the cards are used to trigger events that influence battles, secure reinforcements, and provide resources to continue the fight.

The OTTOMAN player will be on the offensive from the start of the game, and if they lose the Strategic Initiative, they are very likely to lose the game. Their mission is to expand the empire at the expense of Habsburg and Venetian territories. The CHRISTIAN player begins the game at a severe disadvantage, as they can only use the Habsburg troops and fleets. The Republic of Venice is neutral at the start of the game and will only adopt a belligerent policy when forced to do so, either by Ottoman aggression or by diplomatic pressure that ultimately forces them into the war. At the beginning, the Christian player will focus on playing cards that slow down the Ottoman advance, increase diplomatic pressure on Venice, and bring reinforcements, focusing on a low-intensity war and encouraging rebellions in the Ottoman Balkans.

The game has a unique feature: the tracking of the campaign season each year. Operations on the map will be counted to indicate the passing of good weather—the naval war in the Mediterranean was seasonal, only being safe to conduct during the summer months. Once the good weather ends, armies and fleets may be forced to winter by playing the appropriate cards.

Thus, the OTTOMAN player must carefully plan their offensives, as their fleets will leave Constantinople at the start of each campaign season, and they must choose which strategy to follow: move towards Habsburg-controlled objectives in the central Mediterranean, which are quite distant in logistical terms, or directly attack the Serenissima Republic of Venice, with objectives in both the central and eastern Mediterranean. This will face an increased Christian force once Venice enters the war.

Siege warfare plays a crucial role in this game, as all the cities on the map are fortified cities with their own garrisons that must be besieged to be controlled. These campaigns were amphibious sieges warfare, with continuous raiding incursions, some smaller encounters, and only one major battle: Lepanto.

Like all games in this series, it has very simple rules and is designed to make the games highly interactive, creating an enjoyable and solid experience for those who do not have the time or space for a larger, more extended game.

Components:

  • 1 map (80×60 cm) of the central and eastern Mediterranean of the time.
  • 2 d10 dice
  • 176 counters (2 sheets)
  • 1 rulebook for the “Campaign Commander” series and exclusive “White Sea” rules, plus historical notes and designer notes.
  • 2 player aids
  • 70 cards (divided into two decks + reference and promotional cards)
  • 234 Battle Chit Cards (divided in two decks)
  • 3 plastic bags

The game is COMPLETELY IN ENGLISH, including the rules and cards!

Let me know if you need any further clarifications or adjustments!

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