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Twenty Decisive Battles of the World, an expansion of Sir Edward Creasy's most famous work from a hundred years past, updating it into the 20th Century.


Turning Point Simulations (TPS), a division of LPS Inc, examines these 20 battles with a new series of boxed wargames. These games emphasize accessibility and playability, and come with hard-mounted maps and mounted, die-cut counters. Each battle is presented in a design of low complexity, but high challenge, from some of the industry's top designers.


And be sure to check out our sister publication Against the Odds!

While TPS games focus on the decisive battles across time, Against the Odds magazine investigates all of military history from a broad perspective. The economic, political, religious and social aspects of warfare are examined in concert with events on the battlefield. Get yourself truly "connected" with games and gaming by subscribing to Against the Odds! Learn more...

We Are All Mortal

The Cuban Missile Crisis of 1962 seems almost like ‘ancient history’ now, as we approach it being 60 years after the event. Yet, it marks one of the two or three times the world literally stood on the brink of total annihilation. The “lessons learned” made a big difference in future relations between the US and USSR, including the famous “hotline” for live discussions between the powers that did not exist before this event. We watch movies where letters are handed back and forth to diplomats and see people stand by already 40 year-old “teletype” machines, which were the fastest way of communicating between the powers.

But the dramatic side of our history and nature always focuses on the ultimately bad outcome—nuclear devastation on a global scale. When things got hot in Cuba, professional military planners on both sides were preparing for a very different kind of war—an “old fashioned” kind (mostly) with conventional air, land, and naval units struggling for local supremacy. What if that had happened?

We Are All Mortal gives players a chance to work on both aspects of the confrontation.

Full-sized playing cards are used to simulate the diplomatic, intelligence, and pre-invasion deployments of combat forces, and determination of random events once war breaks out (if it does.)

There is a “Pre-war” phase of card play, unit placement, preparation, recon, and diplomacy. It is possible that the game will end without serious shots being exchanged, and players must jockey for position to “win” the game right there.

But, if the “historical result” does not take place, then things shift to a shooting war—but a limited, conventional war.

Card play is limited, unit activation by chit-draw keeps things fluid, and both players work for a tactical victory, keeping one eye on the U.N.—who might step in and manage to stop the fighting before your side wants that to happen—and another eye glancing toward the “Doomsday Clock,” because if a full nuclear war breaks out, both sides lose. Even after the shooting starts, walk a tightrope as they compete for both Military Victory Points and Diplomatic Victory Points, but not wanting to “win TOO much,” because that means losing!

There are special rules for B-52 strikes, tactical nukes, and Fidel Castro, with optional rules for Special Forces units.

We Are All Mortal includes:

Map: Full color, 11” x 17” mounted mapboard
Pieces: Over 250 full color die-cut counters
Rulesbook: 12 pages
Charts and Displays: One player aid card
Skill Level: Medium

Note that this 21st game in the series, We Are All Mortal, is only available (as a free bonus game from us) when you purchase all the other 21 boxed games in the series directly from TPS. Use the order form below to collect all 20 at one low price!

Product Prices (includes shipping)
SKU Games Price Qty.
US All Boxed US Boxed $600.00
INTL All Boxed International Boxed $825.00
 
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We Are All Mortal
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About the Designer: Paul Rohrbaugh lives and works in Youngstown and the Mahoning Valley, Ohio. He has been a teacher for Teacher Corps, taught 7th and 8th grade history, served as a librarian, professor of education at YSU, as well as game designer and author. He’s also served as developer of several games published in Against the Odds Magazine. Paul earned Bachelor and Masters degrees in history, as well as Master degrees in education and library science from YSU and KSU. He’s also been awarded two Charles S. Roberts Awards for games he’s designed or developed for ATO. In 2011 Paul debuted as a game publisher with his line High Flying Dice Games.