As these units’ commander you will move and fight over three geomorphic game boards as you try to best your opponent in one of eight, nail-biting historical scenarios. The game is card-driven, using a system similar to Flying Pig’s Night of Man, which adds a sense of delicious uncertainty to the play. “Can I advance my sappers or does the enemy have a fire card he's just waiting to play?" Furthermore, the cards simplify the game, containing much of the data needed to play. You won’t spend the afternoon with your head in a rule book when you play ’65. This is a game created by gamers for gamers to play.

So how does it play? The game turn is divided into a variable number of player impulses. At the start of each of their impulses, the players load their their hand with four cards. You may play a card, sometimes more, in each impulse.

The cards are used to activate units to move, fire, assault, and accomplish special tasks, such as fire 40mm grenades, rally a squad, lay smoke, throw a satchel charge (watch out for those VC and NVA Sappers!). Special cards, such as Panic or Sustained Fire, can also enhance a unit's attacks.

For example, you can play a Move action on an American Rifle squad to move it to the limit of its movement allowance, or use a Fire action to fire the same squad at an VC team of Sappers. It's not, however, all about you. Your opponent will often have a chance to react to your actions, or at least mitigate their effects. Of course the game includes Opportunity Fire (if the unit is eligible and the player has a Fire card), and you can disrupt the enemies' best laid plans with a Light Wounds card that saves your Hero from elimination.

Each turn continues until three end turn cards have been drawn. Players then choose one card from their hand to keep, the administrative markers are removed from the board, and a new hand is dealt to each player. The players use that new hand, or the card kept from the previous turn, to bid for initiative in the new turn, and it all starts again.

The game ships with not only eight historical scenario, but also a skirmish game/scenario generator in which each side selects a force based on the costs of units. It's a quick way to get in a couple of games or get in some tournament matches.

What Makes '65 Different?

We believe '65 is a unique game. The art is immersive. Certainly that isn't unique today, but we feel '65 is one heck of a good-looking game. The card mechanic is also unique, adding a subtle layer of strategy to the tactical decisions gamers face in any squad-level game. We love the "Power" system. Action cards that state "Power" can be used to activate special capabilities on many units. We use this to provide smoke-laying, portray a squad with 40mm grenades or the NVA's ability to ambush their enemy. Additionally, The simple anti-armor mechanic is different for this type of game. Count the distance in hexes, adjust for the firing weapon's accuracy modifier, and draw a card. If the To Hit number is greater than the range, you hit. No fuss, little muss, We think these mechanics, coupled with Mark's empathy for tactical Vietnam games, make '65 a title that war gamers will want in their collection.

Each Hefty Game Includes:

3 richly illustrated, 11” x 17” geomorphic game boards.

Five sheets of HUGE (1” and 1.375”) die-cut counters. Bigger is better!

1 deck of 54 action cards that drive the action.

Full color rules and scenario booklet.

Full color player aids.

Age: 14+

Players: 2-3

Playing Time: 1-3 hours.

Stretch Goals!

Whoop! We've all been waiting for this. Here are the stretch goals. Let's hit them all.





First stretch goal: $18,500. If we can reach 18,500 dollars, we will throw in a full sheet (approximately 8.5” x 11”) of United States Marines, and scenarios featuring them. The most potent squads in the game, the Marines bring devastating firepower, and heroes with iron discipline to the gaming table.

Second stretch goal: $21,000 (Just $21K!). Solitaire expansion. At $21,000 you’ll get to play with yourself. Based on the solitaire version of Night of Man, backers will get their own solitaire version of ’65 replete with counters, cards, and scenarios. A HUGE stretch goal.





Third Stretch Goal. $27,000. It will be an ANZAC Attack! That’s right; the forces from Australia and New Zealand played a significant role in Vietnam. We’ll let you recreate that role with a sheet of ANZACs and scenarios featuring their contributions. Centurion tanks, FN-FAL rifles, snipers, and heroes with unique special abilities will all make muster on your gaming table, and provide unique insight into their fight in Vietnam as well as a bucket of tactical-gaming fun.

Fourth Stretch Goal: $35,000. At $35,000 you’ll get a HUGE 22 x 34” board full of city terrain. Not all of Vietnam’s battles were fought in the jungle. Can you say “Hue?” Of course you can (Yeah, we know that was '68, but...). You’ll not only be able to say it, but play it as well with this massive, mounted map board. Includes scenarios.



