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| Chipco-Chipco Chess Adds wargame-style combat rules to chess Chipco Chess is played using a standard board with either chess pieces or wargame bases. Variants are included that tailor the game to certain periods: Ancient/Fantasy; Crusades/Medieval; Samurai; and American Civil War. 127kb PDF | ![]() | |||
| $2.95 USD | Add to Cart | ||||
| Four-Color-GoalSystem Fantasy Fantasy Skirmish Goalsystem Fantasy (GSF) is a complete fantasy skirmish system designed for 28mm miniatures play. It features the basics of combat, movement, and character creation. The game also includes rules for magic and scenarios. GSF is powered by the Goalsystem, the same rules that run SuperSystem and Chaos In Cairo. If you have never tried a Goalsystem game, this is a great way to do it. All you need are 3-5 figures per side, and a handful of six-sided dice. 16 pages inc. color cover 6.3mb PDF | ![]() | |||
| $2.95 USD | Add to Cart | ||||
| Chipco-Age of Gunpowder Expanded Army Lists Army lists included are: 30 YW Catholic 1600-1650, 30 YW Protestant 1600-1650, Aztecs 1500-1550, Colonial 1500-1600, Condottieri 1500-1550, Danish 1600-1650, Dutch 1550-1650, English 1500-1550, English 1550-1600, English Parliamentarian 1600-1650, English Royalist 1600-1650, English 1650-1700, French 1500-1550, French 1550-1600, French 1600-1650, French 1650-1700, German 1550-1600, Huguenot 1550-1600, Hungarian 1500-1550, Imperial 1500-1550, Imperial 1550-1600, Incas 1500-1600, Irish 1550-1600, Irish 1650-1700, Mameluk 1500-1550, Maya 1500-1600, New World Spanish 1500-1550, Ottoman 1500-1700, Slavic 1600-1650, Spanish 1500-1550, Spanish 1550-1600, Spanish 1600-1650, Swedish 1600-1650, Swiss 1500-1550, Turkoman 1500-1550, Venetian 1550-1600. 36kb PDF | ![]() | |||
| $3.95 USD | Add to Cart | ||||
| Ganesha-Song of Blades and Heroes Fast-play, skirmish fantasy miniature system for 2+ players. Revolutionary d6 based rules that you can learn in just one game; no counting inches or centimeters. No book-keeping. A game lasts 30-45 minutes. Only 5-10 models needed; play with any single-based miniature, in any scale; playable on hexgrids or tabletops. Stats for 180+ creatures included, and you can create your own. Mechanics work well in solo play; Campaign rules let your warband grow more powerful after every battle. Six basic scenarios included. Nominee for Best Miniature Rules at Origins 2008. Easy: simple and easy-to-understand rules that you learn in just one game Easy Measuring: no counting inches or centimeters; SBH uses three measuring sticks to measure all distances and ranges Fast: a game lasts 30-45 minutes; play a mini-campaign in a single evening Inexpensive: 5-10 models per player are needed Convenient: the game needs little space - a 60x60cm play area is enough Multi-scale: play with any individually-based fantasy miniature, in any scale Hex-Friendly: play on hexgrids if you prefer Standard Dice: SBH uses standard six-sided dice only Ready-to-Play: stats for 180+ monsters and heroes are included, and you can create your own! No Book-keeping: SBH is an action-point system that requires no book-keeping and always keeps players on their toes High Solo Playability: the SBH mechanics work well in solo play Campaign: with campaign rules, your warband grows more powerful after every battle Download Free Preview 34 pages 4.15mb PDF | ![]() | |||
| $4.00 USD | Add to Cart | ||||
| RM-Lawyers Guns and Money A Supplement for the Ambush Alley ruleset The scenarios in Lawyers, Guns & Money focus on a VIP protection detail performed by the fictional Private Military Contractor (PMC), Aegis Group. Lawyers, Guns & Money contains an exclusive mini-campaign written by the Ambush Alley Team! Note: These modern scenarios are designed for use with the Ambush Alley ruleset. 10 pages 304kb PDF | ![]() | |||
| $4.95 USD | Add to Cart | ||||
| RM-Operation Darkstar A Supplement for the Ambush Alley ruleset This mini-campaign consists of three interlocking scenarios revolving around a Task Force Black mission that begins as a simple hostage rescue and culminates in a desperate battle to prevent the release of a biological agent in Baghdad's Green Zone. Note: These modern scenarios are designed for use with the Ambush Alley ruleset. 10 pages 1.47mb PDF | ![]() | |||
| $4.95 USD | Add to Cart | ||||
| Antimatter-ShadowSea - Campaign Chronicles Campaign Chronicles is designed for ShadowSea but can be also be used for any fantasy miniatures game or RPG. The Campaign Chronicles are a compilation of the expedition logs of Pilny the Aged, complete with maps for the different battle scenarios, tips on how to run the battles and victory conditions. The PDF is full color, with new artwork throughout.
36 pages 9.77mb PDF | ![]() | |||
| $4.99 USD | Add to Cart | ||||
| DANES-Plague City A supplement for Pike & Shot & Zombies Plague City is the first game supplement for Pike & Shot & Zombies, the post-apocalyptic Renaissance survival game! Included in this booklet are thirteen scenarios set in the hideous and dangerous confines of the plague city. Once a mighty fortress and great city, perched on the banks of a broad and swift flowing river, beset from all sides by armies and looters and vagabonds. This great city succumbed to its final assault. Armies it could humiliate, besiegers it could resist, but against the cold fury of the dead it could not hold out. Thirty thousand inhabitants stared into the faces of the dead and knew that the end had come. Few escaped the slaughter... Now the living, the survivors, shun this place. Death awaits those that return to the city, death or worse! Smoke and the stench of decay arise from this accursed place. Grey and ragged figures make their shambling progression through ruined streets in an endless quest for living flesh, their blood-caked mouths, dry, shuddering, craving. And yet some survivors look on this forbidding city as a potential source of great wealth. What use to the dead have for the riches of the church, the fine merchant houses and sumptuous palaces? Surely an expedition into this damned city would be worth it. Risky, yes - but rewarding - surely! And for players valiant enough to risk the Plague City, a host of new event-cards await to trip up and challenge these survivors brave enough to enter. 19 pages 2.86mb PDF (A4) | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| DANES-Lost Valley Survivors A supplement for Pike & Shot & Zombies The Lost Valley Survivors is the second gaming supplement for the Pike & Shot & Zombie rules and contains six new linked missions, new event cards, new armour and weapons - and lots of new zombie types to try them out on! The Lost Valley is set in a post-apocalyptic Renaissance world where rational thought and burgeoning scientific practice is being dragged back to a darker world of fear and suspicion and of course the terrifying undead plague. Since the coming of the plague, the survivors yearn for peace and time spent away from the constant threat of der Auferstandene. The greatest menace comes from the “plague city”, that deadweight of evil that burdens the living struggling to survive. Many believe that if they could only escape this land and its malevolent influence they could find peace. Constant patrols are sent out into the wider countryside, always in the hope of finding a land untainted. Dangerous and gruelling though this work is, it must be continued. A recent patrol has returned with news of a secluded valley. Quiet, unoccupied and ready for settlement, this could provide a new home for those wishing to escape. Within a few short weeks, a powerful expeditionary force has been mobilized and sets out to find this land, a land that promises peace and freedom and hope. Could this hidden valley provide shelter and a measure of protection from the harsh realities of the outside world. If this place has managed so far to escape this deadly plague, could it not hold out still further if properly organized and defended? Only brave and dedicated survivors need apply for this mission, the risks are sure to be great but surely the rewards will be even greater! 21 pages 2.77mb PDF (A4) | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| DANES-Famous Zombies from the Past A supplement for Pike & Shot & Zombies Famous Zombies from the Past is the third gaming supplement for the Pike & Shot & Zombies rules and contains eight new scenarios, new event cards and new zombie types including the new and detailed profile of the “famous” zombies - the latest deadly threat to human survival in the post-apocalyptic Renaissance world! Will the survivors be able to cope with Zombie Cromwell, Gustavus Undead Adolphus, Festering Father Tilly, Count Putrid von Pappenheim or a host of other horrible “heroes”? As if life wasn’t tough enough in the grueling carnage of zombie warfare - the undead have just upped their game. Can the survivors rise to meet the challenge? 20 pages 2.37mb PDF (A4) | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| DANES-Rotting Renaissance Regiments A supplement for Pike & Shot & Zombies Rotting Renaissance Regiments: a gaming supplement for the Pike & Shot & Zombies rules - contains new scenarios, new event cards and a whole bunch of new zombie types to try out. There is also a section on converting your Renaissance figures into menacing, mouldy musketeers as seen on the front cover! Now please don’t be alarmed by the sight of gun-toting zombies on the front of this supplement. We are not suggesting that these undead beasts have the wit to use these weapons properly. We are not messing with the time-honoured notion of mindless flesh-eating zombies. So rest assured, these zombies are still mindless and still flesh eating. Its just that some of them are still clinging to the weapons that they once used in life. If these guns are fired, they are most likely to miss, or hit another zombie and in any case the gun is probably being held the wrong way round! And as for the chances of reloading - you can forget it! Rotting Regiments describes the final descent of once proud and powerful regiments as the terrible undead plague finally takes hold. As the last shreds of humanity ebb away a residue of former prowess remains. Will these accursed warriors manage one final flourish of military excellence before the all consuming hunger for human flesh takes hold? All that the survivors can bank on is that the battle for survival remains desperate and unremitting - and is not made any easier by the arrival of Rotting Renaissance Regiments. 20 pages 3.84mb PDF (A4) | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| DANES-Die Zombie-Jägers A supplement for Pike & Shot & Zombies Die Zombie-Jägers is another gaming supplement for the Pike & Shot & Zombie rules - the post post-apocalyptic Renaissance zombie survival game. The setting is a quiet rural area as yet untouched by the undead plague. Here life can still be hard - but in the good years an adequate living can be made. If the crops are blighted however, or the livestock fall ill, shortages are keenly felt - and cattle are beginning to die, disfigured by signs of putrefaction - even before death. None in the village can remember seeing anything working with such ghastly haste on these precious animals. Now fear begins its work. Not just fear of another winter without food but fear that perhaps the first signs of the pestilence is beginning to show. First it is the animals that suffer - what next? The people? As piles of infected carcasses burn and stinking black smoke rises into the air, many begin to wonder - what has brought on this misfortune? Who is responsible for this outbreak of corruption - and who is going to stop it? Included in this booklet are three new scenarios, two new characters, lots of new events and new zombies to try (well they’re actually pretty old and mouldy now!). First of these characters is the Verdorben - corrupted individuals, obsessed by the undead menace and convinced that they can draw power from the same well-spring of evil that maintains the undead. Although these individuals may look like any other survivor, they can bring the taint of the undead and the risk of infection into any community. This insidious threat means that none can truly be trusted. Second of these new characters are the hunters of evil and corruption - the Jägers. So fanatical are these finders of evil that the Verdorben truly fear them. Unfortunately the fanaticism of these hunters also leads to the persecution of the innocent and many have perished at the hands of the over-zealous. Exemplary behaviour and outward displays of faith are not always sufficient to withstand the questioning gaze of the Jäger. The finger of suspicion pointed by a jealous neighbour can quickly lead to denouncement, imprisonment and the terrible process of “investigation”. So these new threats are lethal indeed, be it from the hidden menace of the Verdorben or the ruthless and deadly accusations of the Jägers. Survivors may long for the days when the threat was more obvious. All that a survivor used to need was a stout leather jacket, a trusty halberd and a dozen zombies would fall decapitated before their slicing blade. Now the threat is more sinister, a whispered accusation in the wrong ear, some malicious gossip or perhaps a settling of old scores - one wrong word and the once heroic survivor can be brought low. So don your armour, buckle up your sword, shove a big heavy pistol in your belt and get ready for battle. Trust no one, especially your friends and if any Zombie-Jägers ask for help with their inquiries - think very, very carefully before answering. 20 pages 2.76mb PDF (A4) | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| DANES-Mercenary Scum Escalade: Skirmish Scenarios for the Seventeenth Century Mercenary Scum is a wargame supplement designed to be used with Escalade, the skirmish rules for the seventeenth century. Six scenarios are included in this supplement. Scenario One: Contributions, a scenario of slash and burn tactics involving a collection of devious and untrustworthy characters - and the enemy aren’t too nice either! Scenario Two: The Peasants are Revolting, a desperate battle to survive between fleeing soldiers and murderous bands of peasants. Can heroics save the day or will it be better to run, run, RUN! Scenario Three: Rescue Rupert, a game of suspicious guards, tough mercenaries and rebel fanatics and a daring attempt to free Prince Rupert from the dastardly clutches of the Emperor. Scenario Four: Assault on Bastion 13, an intense and bloody assault on a well-entrenched enemy. Choose your weapons: mortars, grenades, snipers? Can you be the first hero to breach the enemies defences? Scenario Five: Escalade, a frantic attempt to break out from the stranglehold of the enemies siege-lines. Will our heroes manage to escape before the enemy (industriously slaughtering civilians) can assemble to foil their escape? Scenario Six: Bandit Country, valuable supplies must get through to beleaguered troops, even if this means moving the wagons through this dark and ominously silent wood. But wait a moment, what’s that blocking the path up ahead, a fallen tree? Did that tree just fall down, is that the glint of a gun-barrel poking through the trees? The horses are getting nervous! Are the enemy about to attack... 18 pages 3.2mb PDF (A4) | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| DANES-Werber-Bamberg-Lech Thirty Years War Scenario Supplement for Father Tilly This supplement, designed for the Father Tilly rules, covers the end of the conflict between King Gustavus of Sweden and his bitter opponent Count Jean Tserclaus, Baron of Tilly, commander of the Catholic forces in Germany. Three scenarios are described: the first (the skirmish at Werben) is a small encounter game that does not require huge numbers of figures and can easily be handled by two players. The next (Bamberg) is a larger affair that requires a more substantial commitment in time and figures. This game can be played with up to two or three players per side. And, finally, the last scenario covers the Battle of Lech. This is a large battle requiring around two hundred and fifty figures per side, three to four players per side plus a good five or six hours gaming. The Lech scenario is based around a river crossing under heavy enemy fire and contains special rules for boats, bridges and other details that allow such actions. Players will need a copy of The Swedish War gaming supplement for the details of Swedish generals, troops and tactics, to properly use these scenarios. The Battle on the Lech was Tilly’s final battle. Defending a river crossing to prevent the Swedish forces from crossing into Bavarian territory, the old Catholic general suffered a fatal wound while encouraging his beleaguered troops to stand fast in the face of punishing Swedish artillery fire. Will the Imperial army suffer the same fate as the historical outcome or can they deliver a major reverse to the great Swedish king? 16 pages 3.28mb PDF (A4) | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| Ganesha-Familiars The RPG of Magical Pets Take a walk on the wild side! In a world where magic is a crime punishable with death, magic-users entrust their pets with their secrets --and their own lives. Play a cat who walks through walls, a toad who can turn invisible, a raven who can call rain… Familiars is a simple, fast roleplaying game that lets you play a magical animal working for a powerful wizard. Choose from: 14 playable character types (cats, bats, dogs, magpies, ravens, doves, mice, shrews, lizards, homunculi, owls, rabbits, snakes and toads); Select from: 40 magic powers. This book also contains a beginning adventure that can be used as the springboard of your first Familiars campaign. 32 pages 7.89mb PDF | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| RM-Six-Gun Assassins A Wild West gunfight tactical miniatures game Rebel Minis' Place & Play rules make it easy to live out your wild west adventures, grab your favorite figs, git on your horse and start raising a ruckus. Create your own scenarios with these core rules or try your hand at some of the scenarios provided. Sample pages here. 17 pages 1.75mb PDF | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| Two-Hour-Holle auf Erden (Hell on Earth) A WWII Zombie Supplement for NUTS! What you have here is the blending of "NUTS!" the man-to-man skirmish game from Two Hour Wargames and "All Things Zombie", the game of surviving during a zombie breakout. It's about Allied forces in WW2 running into hordes of the undead as a result of Hitler's last big gamble to win the war. If you're looking for something a little bit different you've come to the right place. Go grab some figures and let's get it started! HOE is a supplement to "NUTS!" and not a standalone game. So you'll need to have a copy of "NUTS!" to play HOE. A sample battle report here. 10 pages 482kb PDF | ![]() | |||
| $5.00 USD | Add to Cart | ||||
| Rattrap-Ye Mean and Mighty: A Gloire Rogues' Gallery Ye Mean and Mighty is a motley collection of noblemen and villains, coach-boys and servants, soldiers and swashbucklers, ready for use in Gloire! This PDF contains over 50 pre-generated characters and their stories, for use by players or GMs in designing their own scenarios. Use Ye Mean and Mighty to inspire you to your own acts of heroism! 47 pages 2.71mb PDF | ![]() | |||
| $5.50 USD | Add to Cart | ||||
| Warm-Acre-Bunkerstorm Bunkerstorm is an expansion for Hour of Glory in which teams of soldiers battle for stronghold supremacy. A rules expansion for Hour of Glory, with new rules, concepts and tactics. This pdf contains the rulebook expansion and two play sheets. Free Accessories: Right-click to download
11 pages 959kb PDF | ![]() | |||
| $5.95 USD | Add to Cart | ||||
| Warm-Acre-No-Go-Zone No-Go-Zone is a miniatures board game set in Britain's urban sprawl where Law and Chaos collide. Choose your side and take back the streets! No-Go-Zone is a 2-player tabletop miniatures game set in modern Britain's urban sprawl. This PDF includes the game rules, game board tiles, printable model vehicles, and player aids (datasheet, meter, and counters). No-Go-Zone miniatures are available from Warm Acre. 37 pages 10.1mb PDF | ![]() | |||
| $6.00 USD | Add to Cart | ||||
| Four-Color-Labors of the Gods A Full-Blown Mythic Skirmish Game! Form a warband and adventure through Bronze Age Greece in a world where living myths walk among men! Build Demi-Gods, Satyrs, Centaurs, Amazons, and more! Battle your opponents' warband and the cursed children of the fallen Titans to recover ancient knowledge and gain the favor of the Gods themselves! Featuring skirmish-level action designed for 15mm or 28mm miniatures from any manufacturer, Labors of the Gods utilizes the tried and tested Goalsystem game engine made popular in previous releases like SuperSystem, Chaos in Carpathia, and Chaos in Cairo. Labors requires only a handful of miniatures and fistful of six-sided dice to play, and includes a full campaign system and five pre-made scenarios to get players right into the action. Clash with titanic foes and undertake legendary journeys on the tabletop with Labors of the Gods! Sample: Labors of the Gods Sample Preview [PDF] 65 pages 6.88mb PDF | ![]() | |||
| $6.95 USD | Add to Cart | ||||
| RM-Red Ops 5 Standalone fast-paced zombie skirmish Red Ops 5 is a fast-paced modern Zombie skirmish miniature game for 15mm and 28mm scales. Powered by the award winning game engine found in all games by Two Hour Wargames, Red Ops 5 is an evolution in tactical Zombie warfare. So Lock and Load, you've got a few Zombies to kill… Note: Although it uses the Two Hour Wargames All Things Zombie engine, Red Ops 5 is NOT All Things Zombie. Red Ops 5 is a standalone game. 26 pages 3.9mb PDF | ![]() | |||
| $6.95 USD | Add to Cart | ||||
| Chipco-Age of Gunpowder Game in the age of discovery and the three musketeers! Game in the age of discovery and the three musketeers! Span the world from China, Korea, and Japan to the Holy Roman Empire and the new world. The Age of Gunpowder is a fun, fast play rules set that takes about two hours to play and allows the historical gamer to fight battles in every corner of the globe. Complete army lists are included that cover all major and many minor combatants in this fascinating period. Be Cortes, Charles V, Cromwell, Moctezuma, Hideyoshi, Suleiman, or Gustavus Adolphus and stake your claim to the world! The Age of Gunpowder offers the player of historical wargames the following: Fun, fast play rules for gaming in the age of discovery, 1500 - 1700AD. Army lists for French, Holy Roman Empire, Polish, Turkish, Samurai, Ming Chinese, Aztec, Swedish, Royalist, Parliamentarian, and Conquistador armies. Rules allowing for playing: The English Civil War; The Thirty Years War; The religious wars in France and Northern Europe; The Japanese wars of unification; The Japanese invasion of Korea; The Ottoman invasion of Europe; and The European conquest of the New World. Inexpensive, easily painted armies (around 125 figures per army). 50 year rule segments that comprehend the changing roles of pike and musket infantry. A simplified, easy to learn movement system. A combat system that portrays the interaction of pike and musket during the period. Minimal equipment required to play: one six sided die (d6) per side, one ten sided die (d10) per side, a tape measure, and your armies. Simplified basing - all bases are 1.5" square. 298kb PDF | ![]() | |||
| $7.95 USD | Add to Cart | ||||
| Chipco-Le Petit Empereur A fast play rule set for the Napoleonic period gamer Le Petit Empereur is a fast play rule set for the Napoleonic period gamer. It is designed to get you started quickly in this fascinating period by offering a short, concise rules set, army lists that require around 125 painted figures each, expandable terrain to meet your desires and the requirements of historical re-fights, minimal equipment requirements, and a mechanism called the morale clock that drives the game to its conclusion in less than two hours. To give a flavour for the period and its many quirks LPE includes rules for infantry in square, national differences, the differing impact of artillery and cavalry, troops of varying types and capabilities, and the impact of leadership and morale on the outcome of the battle. Le Petit Empereur offers: Complete games may be played in less than two hours. Perfect for campaign and tournament play. Inexpensive, easily painted armies (around 125 figures per army). Unique national capabilites. Simplified basing. Easy identification of troop type allows for inclusion of any historical units desired. Simple and quick rules for movement and combat. Historical matchups not required - play Russians vs. Austrians if you like... Complete orders of battle for all nationalities. 393kb PDF | ![]() | |||
| $7.95 USD | Add to Cart | ||||
| Chipco-Chrysanthemum Throne Game in the days of the Age of the Country at War! Game in the days of the Age of the Country at War! The rules provide for play with all the fundamental unit types – samurai, ashigaru, matchlocks, mounted samurai, ambush parties, shinobi, and foot samurai, as well as the important characters - taisho, tsukai-ban, daimyo and champions. Experience the flavor of late-samurai warfare with rules for spectacular suicides and challenges. Campaign and tournament play are facilitated by the short play time (about 2 hours), the fate of characters, and the allowance for withdrawal. Finally, Chrysanthemum Throne includes a plain English guide to painting samurai armies. Chrysanthemum Throne features: Fast play rules with the emphasis on fun and experiencing the flavor of the period! Rules for characters that facilitate campaigns, tournaments, and re-fights. Chrysanthemum Throne is designed for use with 15mm figures, but may be used for any figure scale desired. A plain English guide to painting samurai armies. Rules for spectacular suicides and challenges. A movement and combat system based on previous, proven Chipco game systems, modified to suit the period, and with new rules for detachments. Can easily be played on the typical kitchen table (3’ x 4’). It can also be expanded to encompass battles of any size. 300kb PDF | ![]() | |||
| $7.95 USD | Add to Cart | ||||
| OVERKILL-Free Companies Free Companies: A supplement for OVERKILL Free Companies is a totally new gaming supplement for OVERKILL - the sci-fi skirmish game. Free Companies explores the ruthless world of high-tech mercenaries in the grim OVERKILL future. Mission briefings, contracts, payments and mission types are all explained here plus a new batch of equipment including powered armour, customised weapons, and specialist ammunition. Free Companies also shows how players can develop their forces as they complete missions - with additional recruitment and training - helped along by growing levels of renown (and a little bit of good publicity). To help players design their own scenarios, this supplement also includes three sample missions which players can use as their Free Company takes its first steps on the road to riches and renown. Free Companies also includes Prize-Fight, a mini training-game designed to test players skill before they expose their troops to the uncompromising test of their first live mission! 22 pages 7.15mb PDF | ![]() | |||
| $7.95 USD | Add to Cart | ||||
| OVERKILL-Mind Games Mind Games: A supplement for OVERKILL Mind Games is an exciting and amusing game supplement for the OVERKILL sci-fi skirmish rules. Mind Games unlocks a whole range of psychic powers to terrorize and take-down your opponents. This supplement contains head-popping action, crazed acolytes, incoherent mind-slaves, and many other features to liven up the post-apocalypse battlefield. The supplement also includes three scenarios that will introduce players to the new rules and allow them to gradually hone their skills (and the skills of those unfortunates who have to tackle them), as well as a section that details how this new faction can be used in OVERKILL campaign games and full rules for developing and improving psychic skills. As if the world of OVERKILL wasn’t dangerous enough - now they are messing with your mind! 20 pages 1.2mb PDF | ![]() | |||
| $7.95 USD | Add to Cart | ||||
| DANES-The French Wars of Religion Army Lists and Scenarios Supplement for Bad War This French Wars of Religion supplement is designed to be used with the renaissance battle rules - Bad War. The supplement contains army lists and scenarios for the French Wars of Religion and the later Italian Wars. The scenarios included are for the battles of Ceresole, Dreux and Coutras and include background and terrain details, maps and unit cards detailing the profile of all the units involved. Also included are a number of new War Tokens. These are the event/action cards that Bad War/Father Tilly players will be familiar with - and these include tokens for capturing enemy standards and dealing out treacherous moves to the opponent - all highly appropriate activities for sixteenth century commanders! 26 pages 5.63mb PDF (A4) | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| DANES-Tudor Warfare Tudor and Elizabethan Wars Supplement for Bad War Tudor Warfare is the second supplement for Bad War - the Renaissance battle rules. As the title suggests, the armies and battles of the Tudor and Elizabethan wars are covered here. Inside, players can find army lists for the Anglo-Scottish Wars, as well as details for the Royal and Rebel armies of the Western Rebellion. Also featured is a French army list to provide opposition for Henry’s continental adventures. There are also details for the armies that fought in Ireland, both native Irish, “Old English” and the English Elizabethan army. Three scenarios are also included, for the battles of Flodden, Pinkie, and Yellow Ford. These detail the background, orders of battle, unit deployment and maps, and also provide unit cards for all of the participants in the battles. This period offers players the chance to fight a variety of battles, from the massed conflicts in the open terrain of the Scottish Wars to the smaller more chaotic encounters in the dense terrain of Ireland. It also takes players from the medieval weapons and tactics at the beginning of the sixteenth century, to the gradual introduction and eventual dominance of the firearm towards the end of the period. Whichever battles players choose to fight, they will find an interesting, enjoyable and often overlooked period of early modern warfare. 24 pages 3.07mb PDF (A4) | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Mighty Monsters Fast-playing giant monster combat rules in the tradition of Japanese giant monster movies This is a standalone set of fast-playing giant monster combat rules in the tradition of the Japanese giant monster movies. Create your colossal monsters and stomp the city, tear down buildings, destroy whole armies with your radioactive breath. Mighty Monsters includes rules for monster types such as Blobs, Giant robots, Giant Tokusatsu Heroes, and Alien Invasion Forces, along with enough pre-designed monsters to start playing immediately. You can even play the Army! You can play a single monster vs monster or “monster team” battles. In the typical team battle a player controls 3 or 4 monsters, but it is also possible to play just one and there’s a “Duel” scenario just for that. The monster creation rules let you create a monster from the ground up, choosing a Q and C score for every part of the monster’s body. Think of a monster as a “warband” in SBH, but to move you activate the monster’s “legs” (or pseudopods, wings, whatever), to grapple an opponent you activate its arms, and so on. Ranged attacks are linked to the body part that “shoots” them. For example, if you want to use your giant lizard’s Radioactive Breath, you activate its Head. If you play the Army, or the Superscience Team, you get a number of infantry bases that you can move around the battlefield with coherency rules (they must stay within a certain distance from each other). Monsters do not have “hit points” but are much more durable than normal characters in “Song” games. Basically, as a monster gets wounded and weaker, the player uses colored dice (yellow for light wounds and red for more serious wounds) for activation rolls. For example, a fresh monster will use up to three “white” dice, and a slightly hurt or tired monster will maybe use one yellow and two white dice. When the colored dice fail on an activation roll, the monster suffers some kind of effects from his wounds (yellow dice cause this only on the roll of a 1, and red dice on any failure). Giant robots are designed like other monsters. They are unaffected by psychological effects like going berserk or being intimidated, and might explode when severely damaged. Ganesha is also working on a future release, focusing on giant robots which, while a standalone book, will be compatible with Mighty Monsters. 42 pages 12.1mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Drums and Shakos Large Battles Miniatures rules for large napoleonic battles Each player controls a division of two or three brigades. Designed to be played in less than three hours, its mechanics force participants to make tactical choices. Drums & Shakos Large Battles rewards good management of reserves, right deployment of artillery, and historical use of cavalry. Maneuver your battalions and regiments, react to your opponent's actions, and launch the final attack at the right moment! Victory lies only a few steps away...
44 pages 17.5mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Flashing Steel Skirmish Miniature Rules for Swashbuckling Adventures Dashing Heroes of More Civilized Times! Flashing Steel is a fast paced, skirmish level, romantic Late Renaissance, miniature war-game system for two or more players. Based on the popular Song of Blades and Heroes mechanics, the rules are simple to learn but laden with lots of crunchy tweaks. This is both a war-game and a chance to do a little story-telling about your army. 1560 to, say, the early 1700's: the Age of Exploration. Religious wars tear Europe apart. Families are split by the English Civil War. The Dutch break away from Spain after a titanic 80 year struggle. Spain attempts and fails to invade England in the largest naval operation to that date. The seas are opened to suicidally brave mariners who bring back the wealth from the New World, and who are in turn harried by Privateers from every other nation. The Turks knock on the borders of the Holy Roman Empire. Sweden grows to be one of the First Nations, and then recedes again. Transylvanians sweep down from their forests. And Shakespeare writes about it all. Save the Queen from the machinations of the only man who really has a plan for the kingdom; resist the the spread of poisonous Protestantism; scheme with the revolutionaries to assassinate the Prince; board the enemy vessel and take what is not yours by right. And through it all, do it with style: in well dressed simplicity, an easy smile and a cutting remark, and murderous slash with your sword that leaves enemies cowed and ladies fanning themselves. Do you have what it takes to survive during the Peak of European Civilisation?
40 pages 9.01mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Sixty-One/Sixty-Five Company Level Rules for the American Civil War One Nation, Two Flags ‘61-‘65 is a fast play, company-level American Civil War game based on the popular Song of Blades mechanics. Playable with 40-100 miniatures per side in less than two hours, ‘61-‘65 puts you in command of a Union or Confederate Company, with a Captain and several Lieutenants, Sergeants and Corporals. Send your skirmishers ahead, keep a tight formation and – wait to see the white of your enemy’s eyes before firing your volley!
Free Download! Courtesy of our good friend Kevin Holland, Saber's Edge is pleased to offer these sixty-one/sixty-five ACW counters as a free download (Right-click and choose save as...). 34 pages 5.57mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Song of Drums and Shakos A fast play Napoleonic skirmish game based on the popular Song of Blades and Heroes mechanics Muster your squad. Deploy your soldiers and fire volleys at the enemy …and when the moment of truth comes, fix bayonets and charge!
35 pages 5.32mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-More Drums and Shakos Additional Army Lists, Scenarios, and Rules for Song of Drums and Shakos More Drums and Shakos is a supplement for the 2009 Origins Award-winning Napoleonic skirmish game Song of Drums and Shakos. It includes new rules, special rules, weapons, four scenarios, and army lists for most nations involved in the Napoleonic wars. Note: This book is not a standalone game. You need a copy of Song of Drums and Shakos to play.
34 pages 5.06mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Flying Lead Modern Skirmish Rules for Guns, Guts, and Glory Flying Lead can be used to play tabletop actions in a wide range of genres, from gang warfare to pulp action, from military operations to black-clad assassins; Flying Lead supplies furious fun at bullet speed! Lead a gang of mobsters, play cops vs crooks, or enter the brutal world of covert special operations and espionage. But will you have the guts to lead your force to glory in world where a street punk or an armed fanatic can blow you away as effectively as a trained soldier? Pick your force, roll those dice and find out! Flying Lead takes the award winning Song of Blades and Heroes mechanics into, and even beyond, the modern world of high-powered projectile weapons. These core rules will enable you to play using a small table area and a handful of figures. By using our online force, weapon and vehicle generators, players will be able to customize their characters and get playing straight away. Inside these covers you will find rules for:
48 pages 7.39mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Fear and Faith Nightmares become real and the dead walk the Earth! All the monsters from man's worst nightmares come alive in this set of fast-playing horror miniature rules which is based on the popular, Origins-nominated Song of Blades and Heroes mechanics. Fight zombies, vampires, mad slashers, ghosts, werewolves, witches and other bloodcurdling monstrosities straight out of the folklore books and horror movies. Hunt for them - before they hunt YOU! Fear and Faith includes:
48 pages 4.03mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Kooky Teenage Monster Hunters A supplement to Fear and Faith Have you ever watched one of those shows? You know the ones… a group of uncommonly attractive, angst-ridden teenagers (all with unlikely “relationship problems”). They juggle going to college with fighting a town full of hellish monsters, while still managing to get their assignments done… Kooky Teenage Monster Hunters is a lighter take on the horror genre. In this supplement for Fear and Faith, the good guys are on a much better footing. The forces of evil need to fear those among their prey who are willing to risk all to face them in the dark of the night… especially if they fight monsters with a sword in one hand and a pizza slice in the other! Kooky Teenage Monster Hunters features new rules, abilities and weapons, including:
This supplement also contains:
32 pages 5.3mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Song of Gold and Darkness Expansion for Song of Blades and Heroes Treasure and danger await in the depths of the Earth. Will you dare enter the Dungeon? Song of Gold and Darkness is the first expansion for the Song of Blades and Heroes fantasy skirmish rules. It includes complete rules for dungeon adventuring such as: Rules clarifications and expansions; 11 new Terrain types; 18 new Special rules for your models; four new warband advances; Necromancers, Sorcerers and Summoners; rules for treasure, climbing, bashing down doors, lock picking, traps, light and darkness, movement and combat; potions, magic clothes, magic weapons and jewelry; four dungeon scenarios; guidelines for solo dungeons; rosters for 156 new monsters and warriors, including Dark Dwarves, Dark Elves, Hobgoblins, Snakemen, Giants, Angels, Demons, Were Creatures, and classic dungeon dwellers such as Brain Devourers, Eye Monsters and Gargoyles. 36 pages 7.27mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Song of Wind and Water Song of Wind and Water, the second supplement for the Song of Blades and Heroes fantasy miniature rules, brings the forces of Nature to your tabletop. With simple weather rules, new terrain types and special abilities, your battles will nevel look the same again. New Terrain: bogs, swamps, quicksand, desert, lakes, rivers, ruins, witch woods, thick vegetation, snow, bladegrass, sleepflowers, stickyweeds, suspended bridges and teleport fields. 6 Precursor Artifacts, 19 new abilities, 2 scenarios, shieldwall and rally rules, FAQ, 98 new profiles including Nymphs, Frogfolk, Apemen, Plant-Men, Desert Nomads, Dinosaurs, Orcs and Goblins,Manticores, Pegasi, Hydras, Sasquatch, Yeti, Griffins, Catoblepas, Cyclopses and Hippogryphs. 32 pages 4.17mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Song of Deeds and Glory Song of Deeds and Glory is an expansion for the popular Song of Blades and Heroes miniatures rules. Song of Deeds and Glory features all the rules and guidelines needed to run extended campaigns, taking warriors from green recruits to grizzled veterans. Now players can send their warbands on the path to conquest and carve out their own territories! This expansion includes rules to cover:
40 pages 8.9mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Song of Arthur and Merlin Arthurian standalone miniatures rules, based on Song of Blades and Heroes Song of Arthur and Merlin is a set of Arthurian skirmish rules, based on the award-winning Song of Blades and Heroes engine, bringing the world's most famous legendary king to your tabletop battles. Written by Arthurian expert Daniel Mersey, this book includes:
*** NOW A STANDALONE RULEBOOK *** 50 pages 1.88mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Song of the Splintered Lands A standalone set of miniature rules based on, and fully compatible with, the Origins-nominated Song of Blades and Heroes fantasy miniature rules. The book includes:
Kid friendly, this is a great game system for parent/child gaming. 44 pages 4.93mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Ganesha-Mutants and Death Ray Guns A fast-paced, skirmish level, post-holocaust, science fantasy miniature system Based on the popular Song of Blades and Heroes mechanics, the rules are simple and, above all, FUN. After 200 years of war with nuclear and biochemical weapons, new races compete for supremacy over a scorched Earth. Pit your band of after-the-bomb desperadoes, mutant humanoids, sentient plants, robots, androids, hyper-evolved animals and zombie-like Wretched against the dangers of a wasted world. Face irradiated terrain, contagious diseases, aggressive life forms and malfunctioning equipment. Collect artifacts, find food, fight over scarce pools of uncontaminated water, and save your resources, because in the harsh post-apocalypse world every energy cell, every ration and every drop of water means the difference between life and death. Have you got what it takes to survive? Designed for fast-play, you can finish a battle in 30-45 minutes; play a mini-campaign in one evening! Play with any single-based miniature, in any scale. Inexpensive and Convenient: play with as little as four miniatures per player. The game requires little space -- a 2'x2' table is enough! Uses three sticks for easy measurement of movement and ranges! Play Humans, Androids, Mutants, Robots, Mutated Plants, Mutated Animals, and the disease-ridden Wretched! 40 pre-generated characters to start playing immediately and six scenarios included. Complete rules for physical and mental mutations along with rules for power armor, high-tech weapons, and psionic powers! Campaign Rules: your characters become better fighters, gain new mutations and equipment after every battle. Also includes a list of manufacturers of suitable miniatures. Note: this is a complete, stand alone product; purchase of Song of Blades and Heroes is not necessary. 40 pages 3.69mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| Two-Hour-Friday Night Fights Do you have the heart of a Champion? A twenty-foot square ring doesn't give you much room to move and definitely nowhere to hide. Boxing - it's called the "Sweet Science" for a reason. You can move around your opponent flicking jabs and dancing away. "Rope a dope" and pick your spots firing punches and scoring points. All that skillful stuff, putting on a boxing clinic and looking pretty while you're doing it. Then.... BOOM! Everything you need to start your own "fight club" with your friends is included. It's an exciting game where you have to think as you fight. Do you go "all out" as soon as the bell rings? Or maybe pace yourself for the full fight? And what's he doing? With FNF you can:
32 pages 2.43mb PDF | ![]() | |||
| $8.00 USD | Add to Cart | ||||
| MJ12-Spitting Fire A pseudo-historical game of aerial combat, set during the turbulent years of World War II With Spitting Fire, players can take control of the aircraft forged in this crucible of conflict, and battle each other in skies the world over! We should state at the outset that those who are aching for a historically-accurate, painstakingly-researched, richly-detailed simulation of World War II dogfights should probably look elsewhere. While such games can be exciting, they aren’t what we had in mind. However, if you want a fast-playing, fun game that gives a nod to history without getting bogged down in historical minutiae, then Spitting Fire is for you. Spitting Fire is designed to be used with any scale from 1:700 to 1:72 (although larger scales will require a substantial playing area). The rulebook includes data cards for 25 of the most famous fighters from World War II. 52 pages 8.11mb PDF | ![]() | |||
| $8.63 USD | Add to Cart | ||||
| MJ12-Aces at Dawn A game of quasi-historical combat in the skies Set at the turn of the century, the game models the man-to-man combat of the World-War I flying ace and his dreaded enemies. As with all Majestic Twelve games, Aces at Dawn is fun and easy to play, works with any line of miniatures, and encourages players to use their imagination and have fun, which is the way wargaming is supposed to be. With 36 planes at your disposal and a fully-customizable points system, you can build existing planes we haven't included and also try out designs that you think would have wreaked havoc in the skies of France. The flexibility of the system allows players to recreate the man-to-man air jousting at the turn of the twentieth century. A simple combat and maneuver system means you can dispense with complicated maneuver charts and intricately detailed plane record-keeping. What’s left on the board is just plain fun. Two versions - each 42 pages 22.6mb PDF | ![]() | |||
| $8.63 USD | Add to Cart | ||||
| Ganesha-Fear and Faith with Donation Same PDF as below, but when you purchase this version, Ganesha Games will donate one dollar to the cancer wing of the Santa Maria Hospital in Terni, Italy. The donations will be used towards the purchase of an air conditioning unit and other renovation work. Thanks very much. | ![]() | |||
| $9.00 USD | Add to Cart | ||||
| Four-Color-Blasters and Bulkheads Space Opera Skirmish Game Blasters & Bulkheads utilizes the popular Goalsystem game engine to allow players to run Space Opera skirmish battles in a far-flung future. Build a crew of adventurers and ne'er do wells, or command a kill-squad of Galactic Hegemony enforcers. Rules for combat, campaigns, character advancement and more allow for story-driven campaigns, and four pre-built scenarios allow players to jump right into the action. Written for both 15mm and 28mm miniatures, Blasters and Bulkheads requires only a handful of figures for each side. Complete character creation rules let players build exactly the type of fighters they want, and rules for the mysterious Essence allow for the existence of strange powers. Prime your blaster, draw your energy sword, and battle for the fate of the galaxy's future! Both hi-res, full color and printer friendly versions provided. Sample: Blasters and Bulkheads Sample Preview [PDF] 101 pages 16mb PDF | ![]() | |||
| $9.95 USD | Add to Cart | ||||
| Four-Color-Chaos on Cronos Pulp Sci-Fi Skirmish Rocket into the far future with Chaos on Cronos, the Goalsystem tabletop miniature game of Pulp Science Fiction! Chaos on Cronos is a skirmish game designed for heroic scale 28mm miniatures, and uses designs and characters from Blue Moon Manufacturing?s excellent line of Spacemen and Aliens. Cronos works great with as few as 5 figures per side, and using the Goalsystem?s innovative Robot Legion rules, can accommodate as many as 20-30 figures per side! All you need to play are these rules, a handful of six-sided dice, and some Blue Moon miniatures! Cronos also features complete model creation rules so you can stat up your favorite Pulp sci-fi heroes, villains, and soldiers for battle! Right-click to download Space Monsters Appendix Three fully developed Space Monsters for Chaos on Cronos. You can used these as is, or as a guideline for creating your own vile space monsters, along with a new background trait for one of the descriptions (Extra Reach) that you can use on other models. 72 pages 1.91mb PDF | ![]() | |||
| $9.95 USD | Add to Cart | ||||
| Four-Color-SuperSystem Second Edition Package Note: An updated 3rd Edition is now available SuperSystem 2nd Edition brings the action of comic book battles back to your tabletop with faster, cleaner rules, and a comprehensive list of powers and special effects that will allow players to build any character they can imagine. Extensive write-ups of over 100 official characters and henchmen groups make starting a game easy. Designed to work with the SuperFigs line of 28mm Super miniatures, SuperSystem provides a flexible setting and campaign rules that will allow players to further develop stories and characters with each scenario played. Includes the SuperSystem Annual 2007--This supplement for the SuperSystem miniature battlegame offers new characters, powers, and scenarios for added tabletop comic book mayhem! Also included is a fast-play sheet summarizing the core rules, and with a bit of help from a grizzled veteran, providing enough guidance for a newcomer to try the game. Includes the SuperSystem 2007 Holiday Special--Featuring: new rules for playing in 15mm, rules for more streamlined combat, and new rules for ranged attacks, as well as three linked WWII-themed scenarios. SuperSystem 2nd Ed.: 100 pages, including full color covers, index, counters, and other play aids. Plus 2 supplements. 6.53mb PDF | ![]() | |||
| $9.95 USD | Add to Cart | ||||
| RM-Mighty Armies: Fantasy You can build a great force, then march against the armies of your opponents to prove who is the greater general. The rules behind Mighty Armies are very simple and you will find you are playing in no time. So, grab your sword, rally your standard bearers and lead your forces to victory! -The core rules -Build Your Own Army section -Missions- Great Combat Missions -Siege Rules -A Campaign System -and some great Mighty Armies history! - Designed for 15mm More info, armies, and stats at: MightyArmies.com 43 pages 3.19mb PDF | ![]() | |||
| $9.95 USD | Add to Cart | ||||
| RM-Mighty Armies: Ancients Mighty Armies: Ancients is a fast, easy to learn rule set that allows you to command a host of Ancient Armies. Featuring a modified version of the original Mighty Armies system, MA:A lets you march against the Armies of your opponents to prove who is the greater general. - A Build Your Own Army System. You can build armies historically or design your own army to suit your campaign. You can even decide on the troop quality. Will you field veteran troops or will you recruit common soldiers for your war! - Use your Existing Armies. Already have a 15mm army based up for another system? No problem! You can use MA:A with any basing as long as your Opponent is based the same. There are no strict rules for basing in MA:A! - Field Multiple Armies for Big Battles! Armies in MA:A are designed for 60 Pts. Convert the 60pt Armies into Divisions and field 240 pts for Big Battles! - Campaign System - Siege and Stronghold System - Army Build Examples - Designed for 15mm 30 pages 2.78mb PDF | ![]() | |||
| $9.95 USD | Add to Cart | ||||
| RM-Modern Havok Standalone fast-paced 15mm skirmish Modern Havok is a fast paced set of skirmish rules for modern urban warfare--based on the award winning Chain Reaction System by Two Hour War Games. Players control gangs, law enforcement or even mercenaries in a bid to control the streets. The PDF has 3 starting scenarios designed by Ed himself! Modern Havok is a standalone game and a great way to get started in the Chain Reaction system. 32 pages 1.37mb PDF | ![]() | |||
| $9.95 USD | Add to Cart | ||||
| Antimatter-ShadowSea - The Stygian Depths The Stygian Depths is a supplement for ShadowSea The Stygian Depths is a supplement for the 28mm scale miniatures game ShadowSea, taking warbands deep underground to battle in predator-infested caverns and ancient dungeons of serpent-men and their demonic allies. The game utilizes full-color map tiles, included in the rulebook, to map out the twists and turns of the catacombs. The Stygian Depths is a full-color PDF of dungeon exploration, requiring the ShadowSea main rulebook.
95 pages 24.2mb PDF | ![]() | |||
| $9.99 USD | Add to Cart | ||||
| CWP-Great Battles of WWII WWII wargame rules Each stand represents a company with manoeuvre elements being battalions. The scale and scope of the game allows multidivisional actions simulating many days - not minutes. There is no game like Great Battles of World War Two. Note: These rules are included with Invasion '40. 488kb PDF | ![]() | |||
| $9.99 USD | Add to Cart | ||||
| DANES-The German War 1622-23 Supplement for Father Tilly The second Father Tilly supplement, covering the 1622-23 fighting in the Palatinate and featuring army lists and profiles of the generals that fought in this campaign.Included are three scenarios that feature maps and orders of battle for the battles of Wimpfen, Hochst, and Stadtlohn. In addition to the army lists, profiles, and scenarios are new war-tokens and a section on rules to cover the design and use of Battle Wagons. The German War also contains a large section describing the use of map movements. This is really a game within a game allowing players to use their war-tokens to try and out-manoeuver their opponents before the main battle, to give them a crucial advantage once the shot begins to fly! 22 pages 8.33mb PDF (A4) | ![]() | |||
| $10.00 USD | Add to Cart | ||||
| DANES-The Danish War Supplement and Rules Expansion for Father Tilly The Danish War is the third supplement in the Father Tilly series. It contains army lists, profiles of generals, and a Lutter battle scenario. There is also a detailed section on military entrepreneurs--effectively a set of campaign rules--where humble mercenary captains can rise to all powerful heights. New war-tokens are included for players to add to their decks; lots more stuff for Father Tilly players to enjoy! A number of new rules for Father Tilly are included, such as rules for solo gaming and a section showing how players can take Father Tilly down to a more granular level, where players can fight company-actions rather than massed battles. This new section allows for an extra layer of detail, including new weapons, hidden movement, and skirmish skills for leaders adept in the dark arts of irregular warfare. 23 pages 5.02mb PDF (A4) | ![]() | |||
| $10.00 USD | Add to Cart | ||||
| DANES-The Swedish War Supplement and Rules Expansion for Father Tilly. The arrival of the Swedish army was a major challenge to the Catholic armies--do you have the skill to use it or the strength to resist it? The Swedish War is the fourth Father Tilly supplement, containing extensive army lists for the period including the armies of Sweden, Saxony, Bavaria, and--of course--the Imperial and Catholic League armies. The Swedish army is looked at in considerable detail, with rules to use this excellent army. The changes that Wallenstein applied to the Catholic forces to cope with this new and formidable enemy are also considered. This supplement details three new scenarios: the Battles of Breitenfeld, Lutzen, and Nordlingen, along with profiles of the major commanders of the period and many new war tokens to expand play. 24 pages 5.74mb PDF (A4) | ![]() | |||
| $10.00 USD | Add to Cart | ||||
| DANES-The French War Supplement and Rules Expansion for Father Tilly. The French War is the fifth Thirty Years War supplement for Father Tilly. This period sees the arrival of French armies in Germany and their struggle and eventual success against their rivals, the Spanish. Included in this supplement are extensive army lists for new arrivals and old enemies alike, as well as descriptions of how tactics and formations changed during the period and, of course, detailed profiles of the leading generals. The French War also includes two scenarios. These provide detailed orders of battle, maps, and special rules for the Battles of Wittstock and Jankow, where players can test their abilities against historical outcomes. The French War covers the last phase of the Thirty Years War, the final and most destructive period of the conflict, where religious and political ideals gave way to a gruelling war of annihilation which eventually ended with the Peace of Westphalia in 1648--more than enough scope for many bloody and hard fought Father Tilly battles... 24 pages 5.12mb PDF (A4) | ![]() | |||
| $10.00 USD | Add to Cart | ||||
| DANES-War on the Eastern Frontier Father Tilly Supplement for Ottoman, Polish, and Muscovite Armies War on the Eastern Frontier is another gaming supplement in the Father Tilly series. This supplement looks at warfare on the eastern borders of Europe, from the Time of Troubles to The Deluge, and provides a detailed look at the Ottoman, Polish, and Muscovite armies. This booklet provides army lists which focus on the troop types, tactics, weaponry, and deployment of these new opponents, but also looks at the way western armies had to adapt to face these fast moving and ferocious enemies. Included in the supplement is a Battle of Kircholm scenario, plus a section that allows players to generate numerous vicious, squalid (but highly entertaining), small-scale scenarios of their own. The Eastern Frontier supplement also includes a number of new war-tokens especially designed to make these new armies an even greater challenge to play and defeat. 25 pages 5.82mb PDF (A4) | ![]() | |||
| $10.00 USD | Add to Cart | ||||
| Ganesha-Hearts and Minds Supplement for Flying Lead This supplement for Flying Lead takes the players to arid deserts and lush Green Zone of Afghanistan. Fought over for centuries by major powers, it is now the key to winning the "war on terror". Hearts & Minds is a detailed supplement for Flying Lead: 14 scenarios, force advancements and campaign rules. Expanded combat and vehicle rules; new Joys of War cards add uncertainty to this historical setting. Force-specific rules, new abilities and force rosters, rules for the latest ISAF advanced technology. In conjunction with Battlegames Magazine, Ganesha Games are contributing $2 USD per copy sold to the Combat Stress Appeal. 50 pages 1.74mb PDF | ![]() | |||
| $10.00 USD | Add to Cart | ||||
| Rattrap-Under the Black Flag Swashbuckling Adventure on the High Seas The first supplement to the Gloire rules, and it covers swashbuckling pirate adventure in the Caribbean in the golden age of the buccaneers. The book includes rules for creating campaigns of linked games, which will allow players to advance their model's skills and abilities. Rules are also included for sailing and boarding ships, so players can swing from the rigging as they take galleons loaded with gold, or fire a broadside from a pirate sloop. Almost two dozen new character archetypes are introduced, as well as new abilities and skills. Seven scenarios round out the book-tales of treasure buried hastily on desert islands, mutinies, and divided loot gone amiss. 90 pages 3.3mb PDF | ![]() | |||
| $10.00 USD | Add to Cart | ||||
| Two-Hour-5150: First Contact First Contact is a supplement to 5150, the original set of sci-fi rules from Two Hour Wargames. First Contact revolves around a rebellion on a small planet where the colonists have decided to break away from their home world. It documents the war between Earth and her first colony, Mars. But what starts out as a local conflict erupts into something larger as the rebels, known as the Sahadeen, receive help from an unexpected source, the ever-expanding empire of Gaea Prime. First Contact incorporates the Earth Force and Sahadeen into 5150. We've documented the three stages of the conflict and have provided six linked scenarios into a mini-campaign. First Contact can be played solo against the game mechanics (or against the machine as we like to call it), cooperatively where all players are on the same side against the machine, or competitively against your friends. It can be played from either side. First Contact can be used with any figures you may already have. FC is not a stand alone game. You must have 5150 to play. 40 pages 5.04mb PDF | ![]() | |||
| $10.00 USD | Add to Cart | ||||
| Four-Color-SuperSystem Third Edition Powerful Heroes! Deadly Villains! Horrible Henchmen! SuperSystem 3rd edition updates the world's most comprehensive and versatile super skirmish game with revised mechanics that speed play and allow for increased diversity in character design. Built to work with SuperFigs or any other brand of Super miniatures (in 28mm or 15mm scale), SuperSystem provides a flexible setting and campaign rules that will allow players to further develop stories and characters with each scenario played. All players need to get started are these rules, a handful of miniatures, six-sided dice, and their imaginations! Free Download: Official Super Teams [PDF] -- examples of character and team creation in 3rd. Edition SuperSystem 86 pages xx.xmb PDF | ![]() | |||
| $10.95 USD | Add to Cart | ||||
| Four-Color-Chaos in Cairo Pulp Skirmish Battles in 1920s Egypt Chaos in Cairo, the sequel to Chaos in Carpathia, is a set of fast-play rules based on the Goalsystem engine designed for skirmish-level miniatures gaming. The game pits two-fisted pulp adventurers against menacing supernatural creatures and their minions, set against the backdrop of 1920s Egypt. The book contains four new warbands (Mummies, Archaeologists, Cultists, and The Sons of Ra), six new scenarios, rules for vehicles and mounted models, as well as new weapons, traits, and combat maneuvers. Chaos in Cairo is a complete, stand-alone game but is compatible with Chaos in Carpathia, letting you mix and match warbands, weapons, and scenarios from both books. 100 pages 8.33mb PDF | ![]() | |||
| $10.95 USD | Add to Cart | ||||
| Four-Color-Chaos in Carpathia Gothic Horror miniature battles ...featuring struggles between men and monsters in the style of the films and fiction of old. Chaos In Carpathia is a skirmish miniature game designed for 28mm miniatures. These rules have been written with the 28mm Blue Moon Manufacturing miniatures in mind, but they can be used with any Victorian-era figures, and easily adapted to other genres. 88 pages 4.28mb PDF | ![]() | |||
| $10.95 USD | Add to Cart | ||||
| Rattrap-Gloire: Swashbuckling Adventure in the Age of Kings Gloire: Swashbuckling Adventure in the Age of Kings is a miniatures game based on the popular .45 Adventure pulp rules set. Gloire retains that game’s emphasis on encounters, characters, abilities, small numbers of models, get-to-the-action table sizes, and puzzles while adding rules to capture the drama and excitement of a swashbuckling movie. This book contains all the rules necessary to play, customize heroes and villains, and create scenarios. Plus there are four sample scenarios to help you get started. 100 pages 3.24mb PDF | ![]() | |||
| $11.00 USD | Add to Cart | ||||
| MJ12-Starmada: The Admiralty Edition Starmada is a miniatures board game of starship combat. At its most basic level, players take command of space fleets in a general attempt to reduce each other to just so much space junk. At its most advanced, the game can be customized to breathe life into any science fiction background that players might imagine. Starmada: The Admiralty Edition core rulebook represents nearly a year of collective effort to update, streamline, and otherwise improve upon the Universal Game of Starship Combat. In addition to the essential rules, the Core Rulebook includes: - Nearly 100 different options from which to pick and choose to create the type of game YOU want to play - A design system that allows for nearly five million different types of weapon - A fully-customizable set of rules for small craft, allowing for over one million different types of fighters, drones, and seeking weapons - Guidelines for converting your Starmada X ship designs to their Admiralty equivalents - A half-dozen sample scenarios - The most comprehensive and flexible starship construction rules of any game available 86 pages 16.8mb PDF | ![]() | |||
| $11.30 USD | Add to Cart | ||||
| MJ12-Starmada Imperial Sourcebook These pages describe the universe of the Imperial Starmada: the interstellar naval arm of the Terran military. Although in a state of uneasy peace with its immediate neighbors, the Starmada is now faced with its greatest threat—an alien power of unknown size, strength, and intention. Can the Terrans summon a coalition to face down this new adversary, or will old enmities force the Empire to its knees? In addition to historical background for five different factions in the Starmada universe, the Imperial Starmada Sourcebook includes: Thirty starship designs for the Starmada and its major adversaries; New starship options and weapon traits, including anti-fighter batteries, overthrusters, limited ammunition, and more; Rules for three-dimensional movement and combat interception; The "Simplest Campaign System"; and A complete board game that can be used as a scenario generator for Starmada. The Imperial Starmada Sourcebook is not a standalone product; ownership of the Starmada Admiralty Edition Core Rulebook is required. 82 pages 34.5mb PDF | ![]() | |||
| $11.30 USD | Add to Cart | ||||
| MJ12-Hammer & Claw: The Grumm Wars Sourcebook A supplement for the Starmada game, detailing a universe in which Mankind’s first contact did not go well… The Wars are an ongoing conflict between Earth's spacefaring nations and the Grumm, bent on exterminating what they perceive as a threat to their very existence. Hostilities are driven, as with most wars, by greed, misunderstanding, and fear, in equal measure. Can Earth's superpowers, wary and distrustful of each other for more than 300 years, unite in the face of a common enemy? Or has humanity already doomed itself to annihilation? In addition to extensive background material describing the Grumm Wars universe, this book contains thirty-five new starship designs representing the alien Grumm, the nomadic Boers, and Terra’s three spacefaring powers: the Union of European States, Daitoua Kyoueiken, and Pan-Atlantic Commonwwealth. Also included are several scenarios, plus all of the supplemental rules necessary to fight out the Grumm Wars, including brand-new options such as shipboard combat and dual-mode weapons. The ZIP file download includes both a full-colour PDF and a printer-friendly black and white version. Hammer & Claw is not a standalone product; ownership of the Starmada Admiralty Edition Core Rulebook is required. 82 pages 29.8mb PDF | ![]() | |||
| $11.30 USD | Add to Cart | ||||
| Chipco-Fantasy Rules! Tournament and Campaign Edition Ideal for campaign, convention, or tournament events! Chipco's Fantasy Rules! put you in the worlds of fantasy and mythology with rules that are easy, flexible, innovative, fast, and fun. Fantasy Rules! TCE (Tournament and Campaign Edition) is a standalone release that adapts the popular FR! ruleset for faster and simpler play, ideal for campaign, convention, or tournament events! Features include:
37 pages 2.37mb PDF | ![]() | |||
| $11.95 USD | Add to Cart | ||||
| Chipco-Days of Knights 2nd Edition Game in the heyday of heraldry! Enjoy all the same fast play fun as the first edition, with access to many new unit and character types to facilitate late Medieval and scenario play. Units like cannon, Hussite war wagons, Swiss pike, Jinetes and horse archers have been added to expand the universe of play for the rules. Rules for fortifications have also been included. A new time line has been added to aid in army creation and customization. Fully illustrated in color -- 52 pages plus reference sheets Featuring: Fast play rules with the emphasis on fun! Rules for generating your own characters -- historical, or strictly for game play. Designed for use with 15mm figures, but may be used with 25mm figures, if desired. A plain English guide to painting miniature heraldic knights. A movement and combat system based on previous, proven Chipco game systems. 1.48mb PDF | ![]() | |||
| $11.95 USD | Add to Cart | ||||
| Chipco-Days of Knights First Edition Game in the heyday of heraldry! Available again by popular demand! The original version of Chipco's medieval ruleset: Days of Knights! 1.29mb PDF | ![]() | |||
| $11.95 USD | Add to Cart | ||||
| MJ12-For the Masses A comprehensive fantasy mass-combat wargame system Designed for use with 15mm miniatures, although any line of miniatures from 6mm up can be used for play. But it is also much more: The flexibility of the system allows players to use any fantasy setting and armies to play out famous fantastic scenarios and ancient epic battles. Several sample army lists are included in the book but the real strength of For the Masses is the custom unit creation system. 66 pages 2.25mb PDF | ![]() | |||
| $11.97 USD | Add to Cart | ||||
| MJ12-Iron Stars A game of space combat in an age of steam and steel Set in a fictional universe based loosely on the writings of H. G. Wells and other fantasists, it provides a back story and ship designs from an alternate history in which the Martian Invasion actually happened, the ether is all-pervasive, and Cavorite is a reality. But, as with Starmada and other Majestic Twelve Games products, the focus is on players' imaginations; a clear and concise ship construction system is provided so you can pit your own space dreadnoughts against the likes of the Royal Navy Ether Squadron or the German Äthermarine. 72 pages 18.9mb PDF | ![]() | |||
| $11.97 USD | Add to Cart | ||||
| MJ12-Iron Stars: The Merchant War The first supplement for Iron Stars Expands the Iron Stars game, with: A detailed history of the Merchant War of 1908-1909 between the United Kingdom and Austria-Hungary; The introduction of fast attack craft (FACs) and His Majesty’s Space Station Celestial Queen; One dozen new ship designs, including the German Äthermarine and Austro-Hungarian Sternmarine; Six new scenarios covering actions of the Merchant War; More information about Martians by the best-known chronicler of the Invasion, H. G. Wells; Additional rules for combat, including crew casualties and searchlights; New special equipment, such as machine guns and poison gas; Errata for the original Iron Stars rulebook; and rules for including freighters and Q-ships in your games. 72 pages 9.52mb PDF | ![]() | |||
| $11.97 USD | Add to Cart | ||||
| Ganesha-Pride of Lions Mass Combat Miniatures Rules These rules are designed by John McBride and produced with Splintered Light Miniatures. Although distributed by Ganesha Games, they ARE NOT BASED on the Ganesha Games system used in other games like Song of Blades and Heroes. The dice used and the mechanics are completely different. The basing system in PoL is compatible with the one Ganesha will be using for Song of Armies and Hordes. You can easily play both game systems with the same units (although army composition will vary). These rules provide a fast and fun game of fantasy mass combat. In PRIDE OF LIONS each player becomes the commanding general of the army or warlord of the horde. Magic, and the courage and skills of individual heroes, can affect the game, but the outcome of the battle will depend mainly on the clash of large units of common fighters operating under the general's orders. Maintaining a coherent battle line, (or, better, TWO battle lines, as reserves are very useful) is not obligatory but is amply rewarded by the rules. There is a degree of abstraction in the rules, particularly as regards formations and units moving through one another. These rules compromise with realism in favor of speed and ease of play. Players will have plenty of things to worry about without bothering themselves with the sort of details that the unit commanders, or their sergeants, should be handling. Each turn begins with players issuing orders to eligible units by laying inverted movement chits behind each unit. After a magic phase, which can result in a unit's orders being changed involuntarily or randomly, all orders are revealed and movement is conducted simultaneously by all sides but in a strict sequence, with the most aggressive movement coming first (charges) and skirmishers going last. Both melee combat and missile fire are conducted through opposed die rolls, using dice of various sizes from D4s to D24s, with the difference between the die rolls determining the outcome. Terrain, magic, special weapons and tactics, leadership and heroism by characters all affect the game either through the movement chits or the die rolls. What's Inside? Basic Rules suitable for non-fantasy games (no magic):
85 pages 11.6mb PDF | ![]() | |||
| $11.99 USD | Add to Cart | ||||
| Ganesha-Songs of our Ancestors A Flying Lead/Song of Blades variant produced by Zombiesmith Miniatures To Battle! To Glory! To Song! The trumpet is sounding “To Arms! To Arms!” And heartfelt the anthem prolong! Oh, gather the Catrawd and let them go forth! To Battle! To Glory! To Song! The Long War has entered a new phase. Decisive battles are now won by a handful of rhyflers fighting for freedom, king, or home. Based on Flying Lead and Song of Blades and Heroes, this book provides rules for fighting smaller skirmish actions between the might of Alykinder’s Crusade, the strength of the Coftyran Crymuster, and the elusive Partisans of Elghmore. With only five to fifteen rhyflers per side, commanders can lead several smaller conflicts within a shorter amount of time. Individual rhyflers live or die by their choices as Yawdryls and is-Caertens keep the group moving toward their objective. With the support of Cavalry and heavy weapon teams, a bold Caerten may lead his charges to victory whether they fight for their freedom, their king, or their home. Gather your rhyflers, fight for your cause, and join your squad in singing the Songs of Our Ancestors! 110 pages 5.19mb PDF | ![]() | |||
| $11.99 USD | Add to Cart | ||||
| DANES-Father Tilly Campaign Campaign Supplement for Father Tilly and Father Tilly: Escalade Father Tilly: Campaign is a game supplement for the Father Tilly rules that allows players to fight a series of connected scenarios within their chosen phase of the Thirty Years War. These new rules show the effects of campaigning on the players armies and the rewards for the victorious and the penalties for the defeated. This supplement also introduces some of the wider strategic events that occurred in Europe at the time of the war and how these impacted on the combatants. For instance, the granting by the Pope of massive subsidies to the emperor Ferdinand II, harvest failures in Germany, the Dutch capture of the Spanish treasure fleet, the Peace of Monzon, the Sack of Magdeburg, the death of Gustavus and the civil wars in Britain. Depending on which phase of the Thirty Years War players choose, each turn they will be faced with one of these strategic events and will find that their army either benefits or suffers from its implications. Also included are a number of familiar campaign elements such as ways of improving the profiles of generals and units as they benefit from their successes on the battlefield (and of course a way of penalizing the unsuccessful). Players can also employ a number of “campaign assets” between battles such as forced peasant labour, hostages, control of imports, scorched-earth tactics or a number of other useful methods of undermining the opponent. Players will be able to use these rules to run campaigns with either the big-battle Father Tilly rules or the Escalade skirmish rules. 46 pages 5.44mb PDF (A4) | ![]() | |||
| $12.00 USD | Add to Cart | ||||
| Rattrap-Fantastic Worlds Fantastic Worlds: Pulp Action in the Far Reaches of Space is a tabletop miniatures game that simulates all the worlds-spanning action of the era of pulp magazines. Players can take on the roles of colorful heroes or unscrupulous villains. With ray guns, blasters, and phasers they can fight their way through the minions of interstellar crime or seek to control the universe. This book contains all the rules necessary to play, customize heroes and villains, and create scenarios. Plus there are three sample scenarios to help you get started. 130 pages 3.84mb PDF | ![]() | |||
| $12.00 USD | Add to Cart | ||||
| MJ12-ARES Expanded Rulebook A complete skirmish-level fantasy wargame system This flexible rulebook allows you to use any miniatures in your collection. Sample army lists are included, along with guidelines for designing your own. Also included is a fully-customizable magic system. The ARES Expanded rulebook contains the full text of the ARES 2nd Edition rules and the ARES Bestiary. 130 pages 10mb PDF | ![]() | |||
| $13.30 USD | Add to Cart | ||||
| MJ12-Grand Fleets A miniatures game of dreadnought-era naval warfare In addition to rules for everything from ships to aeroplanes, Zeppelins to submarines, the rulebook includes: Data cards for over 120 ships, plus guidelines for converting any ship of the period to game values; Eight scenarios encompassing conflicts from the Sino-Japanese War of 1894 through the opening salvoes of World War Two, including several variants; Fifteen pages of weapon data, covering all major gun and torpedo models in use through 1939, over 200 aeroplanes, and more than 20 airships; and optional rules for flotillas, night-fighting, smokescreens, and more! 114 pages 9.03mb PDF | ![]() | |||
| $13.30 USD | Add to Cart | ||||
| MJ12-Iron Stars: Southern Front The second supplement for Iron Stars Additional game mechanics and background material that extends our semi historical timeline through the pivotal year of 1912: An overview of world history from the close of the Merchant War through the Antarctic crisis; Nearly four dozen new ether ship designs, covering the space forces of South America, Italy, Turkey, and Spain, along with additional ships from Britain and Japan, and the introduction of the Soviet space forces; Coverage of the Falklands War between the British Empire and the A.B.C. Powers (Argentina, Brazil, and Chile), including nine new scenarios; "The Red One”, a short story by Jack London; A new space station, HMSS Diamond Rock; Rules for boarding parties and shipboard combat; New special equipment, such as star shells and heat rays; and rules for orbital bombardment of surface targets. 111 pages 41.2mb PDF | ![]() | |||
| $13.30 USD | Add to Cart | ||||
| DANES-Patriots and Loyalists and Zombies Zombie survival game set during the American Revolution The Zombie Apocalypse has moved from the Old World to the New. As a new country struggles to emerge from revolution and civil war, its very independence is now threatened by a force savage and deadly. In deep forests and lonely outposts, amongst the piles of fallen heroes a new danger twitches into life. This terrible threat possesses a hunger that cannot be satisfied - a craving for living human flesh that knows no bounds. The dead are beginning to walk again and no one is safe. Will the old divisions of loyalty and patriotism still persist? Or will humankind bury its differences and join forces against the undead plague? Only you can decide! This game is based on the Pike & Shot & Zombies rules (the Renaissance post-apocalyptic survival game) but is set during the time of the American War of Independence. The rules have the same basic mechanics as the previous set but obviously have a very different historical “feel”. There are of course new weapons and new characters (and unfortunately for these survivors - far less armour!). There are also new scientific ideas which may hold an explanation or a way of countering the vile undead. But some say that the deadliest threat still comes from mankind’s inexhaustible capacity to destroy itself. Will the warring parties fighting for king or independence continue their struggle or stand together against this new danger? The Zombie History of the world continues with Patriots & Loyalists & Zombies... 72 pages 7.7mb PDF (A4) | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| DANES-Pike and Shot and Zombies A post-apocalyptic survival game in a ravaged Renaissance world In a world already used to plagues, pestilence, famine and war, things have just got a whole lot worse. Now even the dead won’t lie still in their graves. The corpses from a hundred battlefields have risen up and are now intent of devouring the last few remaining flickers of life in this truly accursed land. Pike & Shot & Zombies is a post-apocalyptic survival game in a ravaged Renaissance world where small bands of survivors battle the hordes of the undead in a desperate bid to prolong their miserable lives for a few moments more. Each player will control one or two survivors and must withstand the fiendish scenario created by the umpire. The rules include a detailed profile of each survivor character explaining their attributes and skills. A fearsome array of armaments are available - the finest of black-powder technology - not to mention the best of the stabbing, hacking, impaling, smashing, crushing and slicing close combat weapons available to the Renaissance soldier. But the survivors will need to be prepared, a terrifying array of undead creatures are arrayed against them. The rules describe a variety of different undead threats, from slow, stupid and frankly rather confused zombies, to faster moving more predatory undead creatures and even grossly fat zombies that can explode infections zombie goo all over an unlucky survivor. To make matters worse for the survivors, the umpire has at their disposal an extensive deck of event-cards. These create a wide variety of unforeseen, awkward and even downright dangerous situations that can trip up the most prepared band of survivors - from fumbling weapon handling and misfires, accidental powder explosions, to bad omens and even accusations of witchcraft. And to start players off, there are two starter missions included and guidelines for creating your own testing and terrifying scenarios using the Pike & Shot & Zombies rules. 66 pages 6.08mb PDF (A4) | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| DANES-Bad War Warfare in the 16th Century Bad War is designed to cover warfare in the sixteenth century, a period which offers you a terrifically interesting and colourful selection of gaming opportunities. Full of garishly dressed soldiers, colourful and exotic troop types and, with the introduction of the firearm, the beginnings of modern warfare. Armies struggled to find a way of incorporating this new technology, much time was devoted to experimentation with battlefield tactics and still the tried and tested methods of medieval warfare produced dramatic victories. Few could stand against the awesome charge of the French Gendarmes nor face the ferocious onslaught of the Swiss pike-square. And yet warfare did evolve during this period. The arquebus and musket do replace the bow and crossbow, knights begin to put aside their lances and take up the pistol. With Bad War, Stephen Danes has brought out the qualities of some of these more exotic troops, the Doppelsöldner, the Aventuriers, the Black Bands, the Gendarmes, the Landsknechts, the Stradiots, and the Condottieri. Rather than a simple factor rating their quality, these troops have different characteristics that shape and modify their actions. Gendarmes are likely to disobey orders and attack their nearest opponents, the Swiss will seek out any Landsknechts and visit bloody slaughter on their foe and any Stradiots can certainly be relied upon to loot the baggage train - either their opponents or their own! Bad War can be played with either 25/28mm or 15mm figures, with a wide variety of popular basing accommodated. The rules have many similar features to the other AB One games, including the entertaining War-Tokens system. Also provided is a Fornono scenario which includes a map, order of battle, and unit cards as well as army lists for the Early Italian Wars. Although Bad War focuses initially on the Italian Wars, the rules can be used for any European warfare of the sixteenth century. Later supplements will cover the French Wars of Religion, the Spanish and Dutch war and the wars of Henry VIII and Elizabeth I. 65 pages 7.13mb PDF (A4) | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| DANES-Escalade Skirmish Rules for the Seventeenth Century Escalade is a set of skirmish rules designed for keen Father Tilly players - and anyone else interested in seventeenth- century warfare. Escalade takes the basic mechanics used in Father Tilly and incorporates that extra layer of detail required for battles at the skirmish level. The rules feature organisation at the company level and focus on the role of officers and NCOs in low level engagements. Also included in the rules are a number of different troop types: those interesting and exotic units that are too small or rare to feature in most big battles. Players can field units of Jägers, Shützen, Sturmtruppen and Trabanten. For the experienced Father Tilly player, Escalade contains several familiar features. Rules for movement, morale, shooting and combat have the same basic mechanics but with additional detail. The sections on terrain and scenario generation are also included plus a new section detailing mortars, incendiaries and other methods of mayhem and destruction. The popular “war-tokens” section is also included, this describes how players can use their existing Father Tilly tokens and apply them to skirmish games. And because of the more uncertain nature of skirmish games, the initiative system has been modified too. Despite its similarities to Father Tilly, Escalade is a game that can be played on its own without any prior experience of other AB One games. Players of Father Tilly will already be familiar with many of its processes, however, new players will quickly find an easy to use, exciting and enjoyable system ideally suited to fighting skirmish level games in the seventeenth century. 44 pages 4.2mb PDF (A4) | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| Two-Hour-Muskets and Mohawks Unit-based Game of the French and Indian Wars Players take on the role of an officer commanding multiple units of men. Included in the rules are lists and options to play the Napoleonic Wars, the American Revolution, the War of 1812 as well as the Texas War of Independence. Here's more details. It's 1754 and there's news of the impending war between France and Great Britain. But that's in Europe and between Kings and there aren’t any Kings in North America. Life for both the French and British colonists is tough enough with trying to stabilize their respective frontiers and dealing with the local Indian tribes is a delicate balancing act. No, let the Kings fight amongst themselves across the pond. It's not my fight. Or at least it wasn't until today. Word has spread along the frontier of open conflict. The tribes are choosing sides and the militias mobilizing. Settlements are suffering brutal raids causing harsh retaliation in kind. The frontier's aflame with war! The Kings may not be here but their war is and while many sides can lose only one side will win. In Muskets and Mohawks you can choose from two sides with a total of four factions. You can be:
The war drums are beating, the militias mustering, and now it's become your fight. Welcome to … Muskets and Mohawks! 62 pages 4.59mb PDF | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| Two-Hour-Long Rifle The black powder period immersion game centered on the French and Indian War An immersion game is one where the players take the role of individual characters trying to gain experience and rewards that will allow them to grow in abilities. Although immersion games share some common elements with Role-Playing Games (RPGs) there is a dramatic difference. The difference between immersion games and Role-Playing Games is that in an immersion game you have a combat system that can be used alone to recreate small skirmishes in a realistic manner. Think the Last of the Mohicans movie or the Sharpe's Rifles television series covering the Napoleonic Wars. Your role is to gain fame and fortune while leading a small band of men through encounters and adventures. You will gain fortune by hunting and trapping wild animals and fame based on your exploits and success. During your adventures you will meet friends and confront enemies. You start out independent not taking sides in the conflict but staying that way may be a challenge. Long Rifle is compatible with Muskets and Mohawks, the unit based game of the French and Indian War. When combined think of them as the movie, Last of the Mohicans. For the large battle in the field where the Indians ambush the British you would use Muskets and Mohawks. For the smaller actions such as the ending of the movie Long Rifle is perfect. Both sets may be used for the American Revolution, the Napoleonic Wars and any other period that used black powder. 82 pages 4.31mb PDF | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| Two-Hour-Charioteer Racing at the Famous Circus Maximus! Whip your opponent or bash his chariot. Do whatever it takes! Relive the glory that was Rome with this fast paced chariot racing game. You can be a Patron, the head of a chariot Racing Faction, whose goal is to win Fame and Fortune. Or perhaps you prefer the danger of being a Charioteer, earning your keep on the racing oval. In either case you must learn your trade on the Fringe of the Empire and work your way to your ultimate goal, In Charioteer we let you play on two levels. They are: Charioteer - As a Charioteer you spend your entire time chariot racing, trying to gain experience and find work in the best of places, Rome herself. Patron - As a Patron you buy and sell both horses and charioteers alike, put up the money to enter the races, all with the hope of winning more fame and a chance to race in Rome herself. It's Rome. You'll do whatever it takes to get to the top, to race in the Circus Maximus. As the saying goes: "ALL ROADS LEAD TO ROME!" In Charioteer we give you: - Complete rules that allow you to recreate the drama and tension of chariot racing in a realistic manner. - Counters to represent your chariots as they race around the table. - Pre-generated opponents to race against. - Complete rules to run a full blown campaign at two levels. Charioteer is great played with friends or even solo against the game mechanics. It's a game that can be played in as little as 30 minutes or longer if you choose to run more than one race. Perfect for the family as well as the serious gamer, Charioteer is easy to learn which makes it very kid friendly. In fact, you can play with your kids, racing in the same Faction, as opposed to against your kids, if you like. The trumpets blare and your horses are ready. The moment of truth is at hand as the Emperor himself signals the start of the race. You guide your chariot around the racing oval using all the skill, savvy, and if need be, savagery, in the quest to finish first. The quest for Fame and Fortune is on and none shall stand in your way. Welcome to the world of... CHARIOTEER! 35 pages 3.58mb PDF | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| Two-Hour-Montjoie! The Game of Medieval Man-to-Man Combat Deadly crossbow bolts and arrows zip back and forth. You rush the enemy and there is the press of bodies in combat, sharp deadly steel, the cries of the wounded. Victory is close, but all men fear death. Just a little more effort and the day may be yours... You cry out "Montjoie! Montjoie! St. Denis!" Will your brave French men rise to the call? Roll the dice and find out... "Montjoie!" is a set of rules for recreating battles and campaigns from the medieval world, both real and imagined. As such, it is a real departure from what you may be used to. It doesn't have a rigid, traditional turn sequence where players alternate moving and firing with perhaps a melee or two at the end. It is much more fluid than that with both players moving figures, firing, and fighting as a result of various reaction tests. Forget perfect plans for few prearranged plans will survive past first contact! Opportunities arise as fortune smiles on one side then the other. The victory will go to the player who learns to exploit these situations. "Montjoie!" is terrific for head to head, solo, and even "same side" gaming where everyone is on the plays on the same side. Montjoie! also works with any figures you already may have. That's right; paper, plastic or metal, and in any scale. They all work! So sit back, give the game a quick read and prepare for hours of fun with this simple yet challenging game... 48 pages 1.86mb PDF | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| Two-Hour-Colonial Adventures Colonial Adventures allows you to recreate the "dirty little wars" of European expansion on the tabletop. Refight the heroic stand at Rourke's Drift or try and change the result at Isandhlwana. But it isn't just about the British and Zulus... It's also about the French Foreign Legion, Berber horsemen, Imperial German forces, Masai warriors, the Russian army, Pathan tribesmen, and many more. In the book you'll find over a dozen armies to choose from, with additional lists available via the TH Wargames Yahoo Group. Also included are "open ended" scenarios to fight new and unique battles every time you use them. You can play solo, all on the same side against the game, or head-to-head. Using Two Hour Wargames Reaction System, Colonial Adventures provides a framework for games of varying scope - from skirmish, to games with more than 100 figures per side. Units are typically 15-20 figures. 52 pages 1.75mb PDF | ![]() | |||
| $14.00 USD | Add to Cart | ||||
| Antimatter-ShadowSea (Original Edition) Weeks had passed since the sight of land caught our eyes, drifting amongst the creatures, slimy and clamoring, while not a drop of water could pass our lips. The ship creaked and groaned, gasping out its life along with its crew, but sights of wondrous mountains of floating ice, glittering a deep blue, snapped them from their slumber. Hoarfrost encrusted our riggings as we navigated through treacherous walls of crystal, until finally spotting an incongruous formation of clouds. Fog it appeared to be, but it was steam, causing a delirious warming of the air. Some sort of volcanic activity, of course, or so I imagined. But it was uncharted land hidden behind those clouds we discovered, frozen and purest white, and with a damnable mass of steam roiling out of a canyon a few miles inland. And what a discovery! No man had lain eyes upon the wonders we saw down in that canyon. Deep it penetrated into the Earth and under the ice... We found an ocean, fantastic in breadth, and massive forests of foul trees in the underworld, lit by glowing eddies of light and energy. May God have mercy on our souls though, for we found savage civilization and creatures unspeakable in that land, and gold, gold for the taking! Log entry - Captain Francis Brewer, 1676 ShadowSea is a tactical miniatures game set in a sunless world, lost to history until seekers of fortune ventured into the nighted depths to confront the rulers of the ancient seas and guardians of forgotten relics. Game sessions can be simple and quick, taking less than an hour, or can be linked to grand campaigns, where warbands quest for lost artifacts across a sunless land with underwater citadels, forests of towering fungal trees, and ruined cities infested with hungry creatures. The rules in this document are interspersed with accounts of many of the previous fortune seekers who had come into this land and can be used for ideas when creating adventure scenarios. The game rules for ShadowSea are based upon the Song of Blades and Heroes (SOBH) ruleset by Ganesha Games, and are designed for fast and furious play with plenty of heroic action, channeling of arcane magic, and adventures in a lost underground world, resolved with a few rolls of 6-sided dice.Six unique forces search for ancient artifacts and golden treasures through crumbling ruins, trap-filled catacombs and underwater citadels. ShadowSea has many features that make it a flexible gaming system that is perfect for beginners but deep enough for experienced gamers.
106 pages 21.7mb PDF | ![]() | |||
| $14.99 USD | Add to Cart | ||||
| CWP-Fall Gelb & SeeLoewe Scenarios for the Invasion of France: 1940 and the Planned Invasion of Great Britain Bruce McFarlane's Fall Gelb & SeeLoewe; a scenario and campaign module for Division Commander. The package includes scenarios for: The 1940 Airborne Operations in Holland; The German Attack at Dinant; The German Attack at Sedan; The British Counter-attack at Arras; The French Counter-attack at Abbeville; plus a complete boardgame of the planned German invasion of Great Britain. SeeLoewe was specifically designed to generate miniatures games. The rules system purposely encourages one or two large and important battles, instead of hundreds of little counter-against-counter skirmishes, which would be impossible to play out on the miniatures table. 1.38mb PDF | ![]() | |||
| $14.99 USD | Add to Cart | ||||
| CWP-Panzer Operations Following the 6th Panzer Division in Russia Bruce McFarlane's Panzer Operations; a scenario supplement for Division Commander. The package includes nine Division Commander Scenarios for WWII in the Soviet Union, 1941-1943. Panzer Operations provides you with the most famous, and the most typical, division level battles in Russia. Included are the breakout scenarios of 1941, the sieges of Leningrad and Moscow, the desperate attempts at relieving Stalingrad, and the sweeping battles of the Steppes at Kursk and Kharkov. 2.01mb PDF | ![]() | |||
| $14.99 USD | Add to Cart | ||||
| CWP-Normandy - The Great Assault Western Allies Return to the Continent Bruce McFarlane's Normandy - The Great Assault; a scenario supplement for Division Commander. The package includes nine Division Commander Scenarios for WWII in Normandy, 1944: Assault on Utah Beach; US landing at Omaha; Race to Caen; Operation Epsom; Operation Goodwood; St. Lo; Operation Cobra; Operation Luttich; and Operation Totalize. Normandy - The Great Assault includes rules to expand Division Commander to cover amphibious invasions, such as pre-invasion bombardment, tides/drift/disruption, and paratroop drop zones/deviation. Rules to facilitate solo play are also featured. 2.68mb PDF | ![]() | |||
| $14.99 USD | Add to Cart | ||||
| CWP-Objective Tobruk WW2 in North Africa Dec. 1940 to June 1942 Objective Tobruk is Bruce McFarlane's scenario supplement for Division Commander. The package includes nine Division Commander Scenarios for WWII in North Africa, December 1940 to June 1942: Operation Compass; Operation Brevity; Operation Battleaxe; Operation Crusader - Bir el Gubi; Operation Crusader - Sidi Rezegh; Tobruk Breakout; Operation Crusader - Sidi Rezegh (pt 2); The Cauldron; and First Battle of El Alamein. In many respects, the battles of North Africa are the optimum scenarios for the Division Commander ruleset. Areas are wide and forces are small. Whole battles can be fought with relatively few miniatures and in a reasonable amount of table space. The advantages of flanking maneuvers, layered defences, and armoured breakthroughs are all emphasized in "the desert." Objective Tobruk expands on the existing Division Commander ruleset and supplements, continuing to illustrate the differing troop concentrations, operational considerations, and scope of the various theatres of the European War. 1.77mb PDF | ![]() | |||
| $14.99 USD | Add to Cart | ||||
| CWP-Pacific - The War Against Japan Scenarios and campaign for the Second World War in the Pacific (1941-1945) Bruce McFarlane's latest scenario supplement for Division Commander. Scenarios for: The Assault on Hong Kong; Guadalcanal; Tarawa; Saipan 1944; Leyte, Philippines 1945; Okinawa, 1945 are featured, as well as a campaign game. Operation Olympic is a three scenario campaign covering the American invasion of Kyushu; Operation Coronet covers the invasion of Honshu and the encirclement of Tokyo. The two can be played separately or as a linked campaign. 2.91mb PDF | ![]() | |||
| $14.99 USD | Add to Cart | ||||
| Ganesha-Armageddon Hour A solo boardgame from the creators of Mutants and Death Ray Guns Armageddon Hour is a solo boardgame that pits your character, the mutant hunter Frazer, against a horde of mutants. You have a gun, limited ammo, and one hour to storm a mutant hideout and kill the mutant boss before he sets off a bomb. Playing with a stopwatch or chess timer, you have exactly one hour of real time to finish the game. If you don’t complete your mission in time, the bomb explodes! ![]() This pdf edition includes a nine-page rulebook (full colour and inksaving versions with no background included), paper figures, 27 equipment cards, 9 skill cards, 9 profile cards, 1 profile sheet, and 6 floorplans. Just print them out, cut them out and add dice! You’ll need at least 4 six-sided (D6) dice to play this game, and a watch or other timer. Rules by Ganesha Games, floorplans by Paper Make IT!, and paper miniatures by One Monk Miniatures. As the game's floorplans were created with Shuffler*, native Shuffler files are included for those who want to modify the maps. *not included. 51.4mb PDF | ![]() | |||
| $14.99 USD | Add to Cart | ||||
| Warm-Acre-28mm Scale 3D Bunker This print and construct bunker includes all the pieces to make a 3D stronghold for your games of Hour of Glory and Bunkerstorm. It has been designed for 28mm miniatures. The PDF file includes full-colour "textured" walls, floors and features; and fittings to furnish the rooms. Features and fittings include: barrels, crates of different sizes, tables, chairs, posters & portraits, as well as lockers of different sizes. ![]() 35 pages 17mb PDF | ![]() | |||
| $15.95 USD | Add to Cart | ||||
| DANES-Bloody Kingdom Wargame rules for the Civil War in England, Ireland, Scotland, and Wales Designed for the Civil Wars of England, Ireland, Scotland and Wales, Bloody Kingdom uses the same game mechanics as Father Tilly - although with several important differences. Players can fight battles at two different scales, either large battles with numerous regiments per side or smaller, lower-scale engagements where each unit represents a company rather than a regiment. The basing for these rules is flexible. Players can either use individually based 25/28mm figures, or blocks of figures on one base. The rules do require the removal of figures so each unit should have at least a few spare figures for casualty removal. When units suffer hits figures are only removed after each suffers four kills, this means that great handfuls of figures are not removed with each volley. But 10-20 percent casualties in a unit does represent significant damage and a significant risk to morale. The rules contain a detailed method of generating armies which includes the composition, weaponry and tactics of each unit in addition to the leadership qualities, experience and levels of training of each unit. The rules also include several sample armies that give players ready to use pointed-up forces for all of the main factions involved in the Civil War. As with the Father Tilly rules, the war-tokens are also a major feature of Bloody Kingdom, and provide an extra layer of period feel and fun--adding such diverse elements as powder explosions, drunken generals, turncoats, and court astrologers to the game. Bloody Kingdom also includes an Edgehill scenario with detailed army lists, a map, and unit cards for each of the units involved in the battle. 71 pages 30.1mb PDF (A4) | ![]() | |||
| $16.00 USD | Add to Cart | ||||
| DANES-Grand Ambition Wargame rules for the wars of Janes II, Louis XIV, and William III This later period of the 17th Century saw the rise of the standing army: regular troops, funded by the state and employed all year round. This period also saw significant developments in weaponry and tactics and it is these changes that are reflected in these rules. Included in the Grand Ambition rule book are sections detailing the organization of troops and the types of formations and tactics deployed. All of the rules necessary to run the game, including Initiative, Game Sequence, and Movement, Shooting and Combat, Orders and Morale for individual units and the army as a whole, plus extensive army lists are also provided. In addition to this is the section describing the war-tokens and their use, plus a system regulating the deployment of armies and a system for generating battlefield terrain. There is also a section with information for converting the game to lower level company actions, plus a method for generating scenarios for smaller scale engagements. The rules provide a scenario which includes a map and order of battle for the game. And, finally, the war-tokens for use in Grand Ambition games. 63 pages 7.4mb PDF (A4) | ![]() | |||
| $16.00 USD | Add to Cart | ||||
| DANES-Father Tilly Re-fight the battles of the Thirty Years War! Father Tilly is the first in a series of wargames rules that covers the pike and shot era and is designed to re-fight the battles of the Thirty Years War. The rules are aimed at players with 25/28mm figures to fight both small scale encounters all the way up to larger battles. The mechanics are fast and simple and allow players to quickly resolve shooting or melee with hardly a glance back to the rules. In addition to the rules system, there are a number of cards or war-tokens that players use to complement the action on the table. The skilled use of these tokens allow players to further influence the game play but they also introduce an element of risk: powder explosions, drunken generals, mutinies and looting soldiers are all additional hazards that players have to face. The advantage of using the war-tokens (other than the sheer level of fun that they introduce) is that they allow some of the more unforeseen and random events to occur without clogging up the game mechanics with added lengthy rules. Stephen's aim when writing Father Tilly was not to write a generic set of Pike and Shot rules that covers three hundred years of European warfare, but rather to concentrate specifically on the fascinating, surprisingly varied, and brutal conflict: the Thirty Years War. Introductory Special! For a limited time, the first supplement, Bohemian Revolt, is included at no additional cost! The first of several planned supplements for Father Tilly, The Bohemian Revolt covers the early stages of the war and includes army lists, generals profiles, a Battle of White Mountain scenario, and additional war-tokens specifically designed for this early period. ![]() 48 pages (total) 16.2mb PDF (A4) | ![]() | |||
| $16.00 USD | Add to Cart | ||||
| MJ12-Wardogs The year is 3329, and the stars are trembling with the angry footsteps of men and machines. Earth has been laid waste -- an act of retribution and defiance committed by the colonies she spawned decades before. Although the horror of her death put a stop to all-out war between the colonies, reinforced by the sullen, crimson glow of her corpse, brother still battles brother. For power; for resources; for some other imagined slight or weakly-rationalized reason: it matters not. They send forth their Wardogs to do battle with their enemies on dozens of worlds and moons in a war that seems endless. Throughout the colonies, people look skywards to see a shooting star not in awe of the cosmos, but in trepidation of yet another battle to come. Wardogs puts players in charge of mercenary forces hired by independent colonies, colonial militia, or the military of one of the four burgeoning multi-system nations that exist in the thirty-fourth century. Included in this book are record sheets for three dozen Wardog units, plus eleven standard infantry squad types typically found deployed among the twelve independent colonies and four stellar nations. The rocky road Man has traveled to reach the stars and the events that came after are given in enough detail to provide a feel for this default setting without being so detailed that the players cannot make it their own. Nor are players limited to the units and timeline provided. Construction rules allow for development of mecha, armored vehicles, aircraft, naval landing and riverine craft, buildings, and infantry types ranging from steampunk to beyond the thirty-fourth century. In addition, players can create almost 900 different planetary environmental conditions in which to do battle with the Hostile Environment rules. Optional rules are also included for infantry morale, pilot skill advancement, and integrating Wardogs with Starmada. 142 pages 6mb PDF | ![]() | |||
| $16.63 USD | Add to Cart | ||||
| CWP-Great Battles of WWII: Volume 3 - Invasion '40 The Nazi Invasion of the Lowlands and France Invasion '40: Bruce McFarlane's 8th miniatures guide-book covering large battles; the third in the Great Battles of World War Two Series. Each stand represents a company with manoeuvre elements being battalions. The scale and scope of the game allows multidivisional actions simulating many days - not minutes. There is no game like Great Battles of World War Two. Invasion '40 includes: French, Dutch, Belgian, and German 1940 history, organization, weapons, and tactics; A simple, yet revolutionary ruleset; Six scenarios including Fortress Holland, Ebel Amael, Dinant, Sedan, and Arras. Sample scenario here. 2.6mb PDF | ![]() | |||
| $16.99 USD | Add to Cart | ||||
| Two-Hour-Haven A scenario book for ATZ: Better Dead than Zed! Z-Day took mankind by surprise and for a long time there's been no sign of resistance. But now rumors of safe zones are spreading through the land. They say the military has taken back large areas and local radio broadcasts are urging survivors to head to these safe havens. But not everyone wants to go. Groups of survivors have their own "safe" areas under their control. They are self-sufficient and doing okay. Not great, but okay. And they like their new found freedom and look forward to finding like-minded recruits. They're making the best of a bad situation. But they're not alone. Gangs of lawless people have their own areas under control. These gangs patrol the highways looking for loot, prey, and in some cases new recruits. They like things just the way they are. In Haven, you have three options: MILITARY - Command military units; introducing you to better weapons, new equipment, and a list of missions for you to play. It's time to kill some Zombies and pacify the area. SURVIVOR - We provide you with Nowhere Nevada, a self-sufficient community that you can explore, trade, and perhaps recruit from. GANGER - We give you a ready made gang, place to live, and opportunities to grow your power. 66 pages 3.62mb PDF | ![]() | |||
| $17.00 USD | Add to Cart | ||||
| Two-Hour-Adventures in the Lost Lands Adventures in the Lost Lands, introduces you to a world like no other. A world of giant creatures and prehistoric men. You hear the whispers. Giant creatures from the dawn of time alive and walking the earth. Dinosaurs! How can it be? As a hunter you have to find out the truth so you follow the rumors to this god-forsaken corner of the world, Lemuria! You've spent days and large sums of money in tracking the Beast and now it's come to this. Your bearer trembles as he pulls back the branch giving you a clear view of the Beast in all its splendor. As you steady your aim it turns, looks you in the eye and at that moment you wonder...
A number of linked scenarios are included, forming a campaign which can be played solo, cooperatively with all players on the same side, or head to head against your friends! *Really? Louisiana? Yep... it's a long story. Adventures in the Lost Lands is a stand-alone game, but can be used with Larger Than Life and other Two Hour Wargames rules. 76 pages 4.7mb PDF | ![]() | |||
| $17.00 USD | Add to Cart | ||||
| Two-Hour-Larger than Life The Game of Pulp Adventures It's spaceships, jungle lords, and Nazis. Lost cities, underwater adventure, and maybe even a hard-boiled detective or two. It's about heroes moving from scene to scene at breakneck speed. Hot on the trail or maybe a step in front of the bad guys. It's clever cliffhangers that leave you wanting more. But mostly it's all about the story. And that's what drives Larger Than Life. In LTL you step into the story and become a Larger Than Life Hero. LTL moves you from scene to scene each with a different challenge. Complete your challenge and move to the next scene. Fail and you're whisked down another road that leads to who knows where. But if you stick to it and if you're lucky you'll complete all the challenges and that'll get you what you wanted from the beginning, a shot at the "Big Bad". The Big Bad, the Evil Genius, or the Villain... we prefer to call him the Yin to your Yang because without the "Big Bad" there's no story. And it's all about the story. Welcome to the world of... Larger Than Life! 80 pages 5.32mb PDF | ![]() | |||
| $17.00 USD | Add to Cart | ||||
| Two-Hour-Nuts! Fire in Korea Korean War Supplement for Nuts! The men of my squad are cold, worn out, and short on sleep. We've been fighting for days and our advance seems to be challenged at every step. Just when we think we can take a breather, we're at it again. Thwack! Mortar fire and we all take cover. We have to keep moving. We advance, running as fast as we can covered in layers of clothes against the cold, trying to keep as low as possible as the mortar bombs burst on the frozen ground. Thump, thump, thump. The slow burst of a Chinese heavy machine gun breaks the silence when the mortars stop firing. Another ambush! In Fire In Korea you are a Platoon Leader and your job is to complete all your missions while keeping your men alive. But that's a tough job as the war was constantly changing. Fire In Korea takes you through the Forgotten War. From the opening period of the NKPA offensive through the other four phases of the war ending with the last phase, the Static War. All are covered and all bring their unique challenges. Using NUTS!Second Edition as the base, this book gives you three ways to play: 1. You can play one of the six provided scenarios. These can be played solo, same side, or even head-to-head against your friends. 2.You can generate a game from scratch using the included tables and play either solo or same-side or head-to-head. 3.You can generate and play a series of connected games that span a campaign. Fire In Korea includes lists for the US Army, USMC, ROK, KATUSA, British, Australians, Canadians, Chinese and North Koreans. Vehicle statistics and rules are compatible with NUTS! 2nd Edition and we've added some new ones. You can take these new rules and use them in your normal NUTS! games as well. In Fire In Korea you'll experience the Korean War in a way that no other rules has ever done before. Note: Fire In Korea is not a standalone game. You must have the core rules, NUTS! - Europe 1944, to play. 76 pages 2.54mb PDF | ![]() | |||
| $17.00 USD | Add to Cart | ||||
| Two-Hour-Nuts! War Against Japan Supplement for Nuts! Sandy beaches, gentle breezes and half-naked island girls. Ahhh, what a life! Who could ask for a better duty assignment? Then came December 7th - Pearl Harbor - and that vision was wiped away in an instant. The next four years changed an exotic fantasy into a hellish nightmare for many young men from many nations who fought over seemingly insignificant scraps of land with names like Betio, Peleliu, and Iwo Jima. For the Allies, the war in the Pacific Theater of Operations (PTO) was fought under conditions unlike any found in Europe or North Africa. Fought against an enemy unlike any they had ever faced before. For the Japanese, the war was about proving that their cause was just: the liberation of Asia from the yoke of Western oppression. Welcome to the world of NUTS! - War Against Japan. NUTS - War Against Japan includes American, Australian, British, Chinese, and Japanese armies, all the major players in the Pacific from 1941 to 1945. WAJ portrays actions at the "tip of the spear", the area of combat where small arms dominate the field. This is that deadly space where you can look your enemy in the eye while driving a knife into his heart; where the foxhole next to you may just as easily have the enemy in it as one of your buddies. 66 pages 7.41mb PDF | ![]() | |||
| $17.00 USD | Add to Cart | ||||
| Two-Hour-Infestation: 5150 Scenarios A scenario book supplement for 5150 Infestation introduces the "tactical role-playing game" side of 5150. Players can use Infestation to "flesh out" their characters, giving them an almost life-like feel. Infestation blends the traditional RPG with fast and easy to follow combat on a personal level. Combining these two aspects allows players to enjoy the cinematic aspect of role-playing while keeping the excitement of a miniatures wargame. nfestation provides an expansion to 5150, including: Fast movement, Firing while fast moving, The H'DAN CORPORATION flash-bang grenade, New grenade throwing procedures, Explosions in confined spaces, Delayed explosions, New ranged combat chart, Specific hit locations and damage, Cover handled in a different way, Variable damage to figures, New melee system, Man Down check, Computers and hacking, New equipment, Encumbrance, Psionics with new QRS, "Half Deads", A complete scenario that introduces a new movement system, New "in encounter" encounter system, New variable time clock for encounters, Covert Operations Group with new QRS, Covert operations, Security robot - with new QRS, HAFER-2 Security Bot, Xeogs are refreshed to use in the scenario if needed - with QRS, and a new way to play solitaire or same side two new aliens with QRS. Updated Edition: Now includes material from Under a Hishen Sky: 5150 Scenario Book, previously sold separately, at no extra cost. Under a Hishen Sky covers: The makeup of a typical Hishen Slaver Party, A new type of Encounter called the Pursuit, The G'Narr - A ground to orbit spacecraft used by Hishen slavers, Skills--and how they work in the 5150 universe, A new Profession: Nomad, New weapons, and a new alien called the Kabasu or Rift Walker. 102 pages 6.52mb PDF | ![]() | |||
| $17.00 USD | Add to Cart | ||||
| Chipco-Fantasy Rules! 3rd Edition Game in the worlds of fantasy and mythology! Chipco's Fantasy Rules! lets you game in the worlds of fantasy and mythology with rules that are easy, flexible, innovative, fast, and fun. Fantasy Rules! may be played with any figures currently in your collection and playing time is around one hour for typical armies. Armies are generally made up of 30 to 50 figures. Characters are included in the system, but are not so powerful as to overly influence and unbalance the outcome of the game. FR!3 may be played with any figures you have and is very well suited for use with figures mounted on slotted bases. FR!3 is designed for use with 15mm or 25mm armies. FR!3 is tied to no figure manufacturer. The movement system is based on previous, proven Chipco game systems. There are over 60 army lists included, featuring both mythical historical and pure fantasy - from legendary Ancient Egypt, Greece, and Rome to new lists for Napoleonic, American Civil War, Buffalo Soldiers, Native Americans, Faerie, Automaton, Arabian Nights, and Victorian armies. From Gnomes, Elves, and Orcs to Hive Queens and Arch Angels or Demon Lords. FR!3 streamlines the 2nd edition magic system, adds new units and abilities, and makes characters more flexible while keeping the core system. Battles are not limited to open ground. FR!3 includes rules for flying, swimming, and burrowing troops FR!3 adds a whole new dimension with rules for cities, walls, and ships. The rules take advantage of the book-marking capability of Adobe Acrobat and are indexed. FR!3 can easily be played on the typical kitchen table (3' x 4'). It can be expanded to battles of any size, and used to resolve large battles in RPGs. Sample excerpts here. Approximately 150 pages, with reference tables, etc. 3.2mb PDF | ![]() | |||
| $19.95 USD | Add to Cart | ||||
| Chipco-Age of Gunpowder, Chrysanthemum Throne, and Le Petit Empereur - Package 991kb PDF | ![]() | |||
| $19.95 USD | Add to Cart | ||||
| Warm-Acre-Hour of Glory Stronghold Kit Covert Conflict in WWII… Set on the eve of D-day, Hour of Glory takes you into a world of espionage and clandestine warfare. While the Allies prepare to liberate fortress Europe, a small team of spies must investigate reports of an atomic weapon being developed in a stronghold deep behind enemy lines. This pdf contains the rulebook, cards and board tiles from the printed edition of the game for you to print out and play! You will need 6-sided dice to play this game and some assembly will be required. This PDF includes a colour rulebook, full-colour playing cards & counters (or use WWII miniatures!), and 10 full-colour board tiles. Free Accessories: Right-click to download
54 pages 2.87mb PDF | ![]() | |||
| $19.95 USD | Add to Cart | ||||
| MJ12-Defiance: Vital Ground A squad-level game of modern and science-fiction battles for use with 15mm or 25mm miniatures Fast-paced rules for fluid, tactical combat. With each attack resolved by just a few die rolls, players will find that how they use their troops is as important as which troops they choose to field. The complete Army Customizer™ force-building tool. A varied, consistent, comprehensive and balanced construction system, the Customizer allows for step-by-step creation of just about any modern or science-fiction army that players can imagine. Four complete army lists, pitched against the backdrop of an engaging and original star-spanning background with strategic and political depth. Each list was constructed using the Army Customizer™ - no cutting corners or fudging point values. Professional artwork, fiction and graphic design to stimulate the imagination, all in one complete and ready-to-play package. 250 pages 37mb PDF | ![]() | |||
| $19.97 USD | Add to Cart | ||||
| Antimatter-ShadowSea Deluxe Edition The deluxe edition of the ShadowSea rulebook is in full color, with new artwork and new sections, including an example battle with maps showing how movement and combat is resolved, and a step-by-step painting guide for the Leviathan miniature. ShadowSea is a game of fast-paced miniatures combat using 28mm scale figures, powered by the renowned Song of Blades ruleset from Ganesha Games. The ShadowSea deluxe edition is packed with 121 pages of action and adventure in a lost underground realm. Six unique forces search for ancient artifacts and golden treasures through crumbling ruins, trap-filled catacombs and underwater citadels. ShadowSea has many features that make it a flexible gaming system that is perfect for beginners but deep enough for experienced gamers.
123 pages 29.2mb PDF | ![]() | |||
| $19.99 USD | Add to Cart | ||||
| OVERKILL-Overkill Fast-paced and exciting Sci-Fi skirmish (106 pages/colour artwork) OVERKILL is a fast-paced sci-fi skirmish game set in mankind's unstable and degenerate future, it's not quite post-apocalyptic but it's only a matter of time! This is the greatly expanded and more comprehensive second edition of the rules which revolve around an exciting and unpredictable initiative system that leads to incredibly tense and thrilling game-play. What also adds to the fun is the deteriorating turn sequence. Play commences with the turns switching regularly between both sides, but as the battle develops and armies become fully engaged, the turn sequence becomes more and more fickle. As players would expect, the rules contain details of a large array of weapons, armour, and equipment as well as extensive vehicle data and vehicle construction rules. Also included is wide-ranging background material that details the main warring factions and the cities and terrain that they fight over. OVERKILL also features a large section on campaign games which deal with army progression, promotion, recruitment, training and experience as well as details on trading, currency, intelligence gathering, propaganda, infiltrating, hiring mercenaries and executions! In addition to this OVERKILL also includes complete rules for solo gaming and seven scenarios for solo games. ![]() Declassified [3.1mb PDF] provides a detailed explanation of the ideas and mechanics of the Overkill system. At heart, OVERKILL is a fast, simple and exciting rule system backed up by high levels of detail that allows players to expand the game in different and interesting directions. The rules require the clever use of weapons and tactics, command and strategy - and a bit of luck. Victory will go to the skillful player - not just the one with the biggest guns - although there are plenty of them in OVERKILL! 106 pages 15.7mb PDF | ![]() | |||
| $19.99 USD | Add to Cart | ||||
| Two-Hour-All Things Zombie Better Dead than Zed! ATZ first edition was the winner of the 2005 ORIGINS AWARD for Best Miniatures Game or Expansion of the Year! The newest edition of ATZ provides a changing world to campaign in where each encounter is linked to the next by a seamless and easy to use Campaign System. Watch your characters grow as they advance in skill making their way through ATZ. It will take a combination of tactics and strategy to succeed. A little luck won't hurt either! Better Dead than Zed sweeps you up and sticks you right in the middle of a catastrophic zombie outbreak. Who you are when the outbreak occurs is just as important as where you are. Because, unlike other zombie games, where the zombies have been around for a while, you won't be able to tell the humans from the zombies until maybe it's too late. Because it's all happening to you just like it would on Day One. ATZ takes you to where no other zombie game has before. Yes, it starts on the first day of the outbreak, but then lets you continue your life building your very own future. It's a game where every detail has been covered, as you first escape the soulless creatures that threaten you, then hunt them down and take back what is yours. On the way there you'll find out that maybe your most dangerous enemies aren't the zombies, but maybe your neighbors or sometimes your friends. ATZ can be played solo, cooperatively with everyone on the same side, or competitively with everyone against one another. ATZ can be played as a one up game or part of an ongoing campaign. 92 pages 5.80mb PDF | ![]() | |||
| $20.00 USD | Add to Cart | ||||
| Two-Hour-FNG - 2nd Tour The Game of Man-to-Man Combat During the Vietnam War FNG Second Tour is the second edition of FNG. With streamlined mechanics and kicked up realism. FNG 2T gives you what you need to run your grunts through infantry combat in Vietnam during 1967-1968. Don't have an opponent? No problem! FNG2T also includes extensive solo mechanics so you can play against the game either by yourself or with friends all on the same side! FNG2T is designed to be played with one figure representing one man and in any figure scale you may already have. Artillery, airstrikes, helicopter gunships, Puff the Magic Dragon, bunkers, tunnels, and more. FNG2T has them all and much more. FNG Second Tour also includes a unique campaign system to carry your Star (your personal soldier) through an entire combat tour of exotic Vietnam. This campaign system not only generates your missions, but also your enemies, rewards for success and repercussions for failure, even the terrain in which you will play. You'll never fight the exact same mission more than once. As your campaign progresses, so does the experience and abilities of your troops. If you command well, some might even survive long enough to rotate home and be replaced by fresh FNGs. But, if you lead poorly you will see more than your share of body-bags. So throw on your favorite 60's music, lock and load, and head out into the jungle. The enemy is waiting. Will you have the guts, or will you be…just another FNG? 133 pages 4.23mb PDF | ![]() | |||
| $20.00 USD | Add to Cart | ||||
| Two-Hour-Six Gun Sound - Blaze of Glory Six Gun Sound is THE cowboy game. Why? Because Six Gun Sound puts you into the Wild West of 1875 to 1885. Why pick that ten year period? Well, it covers the Lincoln County War, the unpleasantness in Tombstone. The Demise of the James/Younger Gang, the gold fever in the Black Hills that led to the Great Sioux War of 76 as well as the founding of Deadwood, lots of Apache trouble, the Nez Perce, the flight of the Cheyenne from Indian Territory... and a bunch of other stuff. We're talking Billy the Kid, Pat Garrett, Wyatt Earp, Doc Holiday, Custer's Last Stand, Geronimo, and Wild Bill Hickok, to name a few. This is the time period that made the Wild West wild and burned it into the hearts and minds of every kid growing up. Except in Six Gun Sound we dig deeper into it to let you "live" the time period. You choose what you want to be; Marshal, Outlaw, Ranger, there's up to six different professions. So different that each one has a unique Encounter system that allows you fight the battles that these Gunfighters, Cowboys, and others would fight. The "Encounter" system is what tells you who, what, and when you're going to meet when it's fighting time. Now add this to the "Campaign" system and you're not just gaming the Wild West, you're living it! With the "Campaign" system you can travel all across the US and into Canada or Old Mexico if you like. We're talking about 22 different areas that you can travel through. All the work of dreaming up your next bank robbery, gunfight, cattle drive and many other encounters are already done. We've done all the work, we've built and populated your world, and all you have to do is enjoy and play the game! 116 pages 1.49mb PDF | ![]() | |||
| $20.00 USD | Add to Cart | ||||
| Two-Hour-Nuts! 2nd Edition The Game of Man-to-Man Combat in WWII NUTS! starts off in Europe ‘44 and is the first volume from Two Hour Wargames that will cover World War 2 in its entirety. All the countries, all the weapons, and all the theaters will be covered in subsequent volumes and free supplements. NUTS! is different from other rules sets because we’ve developed NUTS! to be played solo or with all the players on the same side. Other games may say that but this game was made with this in mind yet still retains the ability to be played head to head. Now you can play with your friends and not against them! That is, unless you want to. NUTS! generates your scenarios and provides a seamless campaign system that allows you to link them together where the results of one affects the results of the other. Easy to learn, this elegant system is the closest thing to being on the battlefield. 92 pages 5.31mb PDF | ![]() | |||
| $20.00 USD | Add to Cart | ||||
| Two-Hour-Nuts! War Without End Weird War Two Supplement for Nuts! Weird War 2 Start with the inherent weirdness of World War II, add the public fascination with the new science being unleashed around them and top off with the popular pulps and comic books of the day – and you have set the stage for Weird War II. Welcome to the Weird War, a no-holds barred clash of chaos in which Combat Walkers stride the battlefields, Yankee Rocketmen blaze through the skies and ray guns reduce tanks to glowing scrap metal. Here's what's included:
NUTS! War Without End (WWE) is a supplement for the game NUTS! 2.0 by Two Hour Wargames. A copy of that rule set, as well as gaming implements and miniatures, are required to play. 112 pages 5.63mb PDF | ![]() | |||
| $20.00 USD | Add to Cart | ||||
| Two-Hour-5150: Star Army Customizable Sci-Fi Skirmish 5150 Star Army is a man to man skirmish game where one figure equals one man, alien, or vehicle. Start off with a squad and soon you'll be playing platoons and companies. Playable solo, same-side with everyone against the game mechanics or head to head against your friends. Includes a player friendly campaign system. Rules cover infantry, vehciles, Bugs, and much more. Simply put you're a Platoon Leader trying to keep your men alive while completing your missions. Make that you're trying to complete your mission and if your men stay alive that's even better. You're the tip of the Gaea Prime spear and your enemies are many. The Empire is hungry and growing and that means you're always at war. As a Star Army Platoon Leader you'll be fighting other humanoids, alien races and things that don't fit into either class. Their faces may change but the enemy is still the enemy and you have a job to do. 108 pages 3.25mb PDF | ![]() | |||
| $20.00 USD | Add to Cart | ||||
| Two-Hour-5150: New Beginnings Customizable Sci-Fi Skirmish/RPG In 5150: New Beginnings you're thrust into a bustling, living urban environment hundreds of years in the future. Or maybe it's just a place far, far away. In any case, your goal is to take your characters; we call them Stars, as far as they can go. Acquire wealth, fight crime, commit crime, or something in between; it's all up to you. Want to be an interplanetary smuggler or how about a bounty hunter? Yep, you can be that. Want to feel the rush of jacking up your body with the latest technology and running on the edge. In 5150: New Beginnings you'll find everything you'll need to play an exciting sci-fi adventure game including:
5150: New Beginnings can be played solo, same side with everyone against the game, or competitively against your friends. It's also playable with any figures you may already have and in any scale. That and it's fully compatible with 5150: Star Army, our military sci-fi game. 5150: New Beginnings is all about the story, your story. 176 pages 2.36mb PDF | ![]() | |||
| $20.00 USD | Add to Cart | ||||
| Two-Hour-Warrior Heroes Warrior Heroes is a hybrid, not a miniatures wargame or a role-playing game (RPG), but both. Warrior Heroes combines the best of wargaming miniatures with the personal touch of role-playing. The combat system is best described as intense yet simple in mechanics. Combat takes center stage, as when you enter combat there is no guarantee that you'll survive. That's what makes it intense. Added to this is a simple-to-use campaign and battle-generator system that can give you the who, what, and why of your adventures. Within minutes the mechanics can generate a complete adventure, down to the motivation and actions of the enemy forces. All without a game master, because in Warrior Heroes everyone plays, not just watches. The game also works on two other levels. The first is the personal level, where each player creates and controls a character. He recruits a group and leads it on adventures, gaining experience and abilities as he advances in reputation. The other level allows for fighting battles with large armies. Using the Big Battle rules, you can easily push large numbers of figures about the board in a reasonable time and to a conclusion, then tie the results to your personal characters. In short, Warrior Heroes can be anything you want it to be, from a role-playing game to a big battle game and anything in between. 112 pages 4.25mb PDF | ![]() | |||
| $22.00 USD | Add to Cart | ||||
| CWP-Division Commander Miniature rules for multi-day battles of WWII Division Commander, by Bruce McFarlane, is an operational game where you take the role of a Divisional or Corps commander and game the battles of the Second World War at the scale you read about in history books. Each day is played in an average of four game turns, allowing you to play out a full Second World War Battle in one sitting. One base of miniatures represents a whole battalion, and at scale of three inches to one mile, a ping-pong table represents an entire battlefield.Divisions have to be assigned "orders" (without record-keeping or written orders) which affect the way the division fights. This encourages you to follow tactics consistent with the orders. Corps or Army level air cover, artillery support, and command are represented in a simple and effective way--so as to neither detract from or dominate the action. Do you want to play Patton or Sgt. Rock? Rommel or Sgt. Schultz? Division Commander is for generals! Division Commander includes: A 21 page rule book with illustrations and examples; 11 pages of Division Cards; French, American, and three each (early/mid/late war) for Britain, Germany, and the USSR, listing all the units in the Division, as well as all their gaming statistics, in one easy format; two pages of quick reference sheets; all the markers necessary to play the game; the Arras 1940, Road to Moscow 1941, and El Alamein 1942 scenarios. Sample scenario here. 3.13mb PDF | ![]() | |||
| $24.99 USD | Add to Cart | ||||
| Antimatter-ShadowSea Deluxe Edition Bundle Package bundle at a discounted price! A bundle of:
63.2mb PDF | ![]() | |||
| $29.99 USD | Add to Cart | ||||
| CWP-Special Package #1 - Division Commander AND Fall Gelb & SeeLoewe 4.6mb PDF | ![]() | |||
| $34.99 USD | Add to Cart | ||||
| CWP-Special Package #2 - Division Commander AND Panzer Operations 5.14mb PDF | ![]() | |||
| $34.99 USD | Add to Cart | ||||
| CWP-Special Package #3 - Division Commander AND Normandy: The Great Assault 5.81mb PDF | ![]() | |||
| $34.99 USD | Add to Cart | ||||
| CWP-Special Package #4 - Division Commander AND Objective Tobruk 4.9mb PDF | ![]() | |||
| $34.99 USD | Add to Cart | ||||
| CWP-Special Package #5 - Division Commander AND Pacific - The War Against Japan 6.04mb PDF | ![]() | |||
| $34.99 USD | Add to Cart | ||||
| DANES-Father Tilly and 6 Supplements! The popular Father Tilly TYW rules, along with all 6 supplements A specially-priced package of the Father Tilly rules, including the main rule book and The Bohemian Revolt expansion, along with the following supplements: - The German War - The Danish War - The Swedish War - The French War - War on the Eastern Frontier - Weber-Bamberg-Lech Scenarios 49.6mb PDF (A4) | ![]() | |||
| $59.00 USD | Add to Cart | ||||
| CWP-Special Package #7 - All 5 Division Commander Supplements Fall Gelb & SeeLoewe, Panzer Operations, Normandy, Objective Tobruk, and Pacific 10.8mb PDF | ![]() | |||
| $59.99 USD | Add to Cart | ||||
| CWP-Special Package #6 - Division Commander AND ALL 5 Supplements! Division Commander rules, plus: Fall Gelb & SeeLoewe, Panzer Operations, Normandy, Objective Tobruk, and Pacific 13.9mb PDF | ![]() | |||
| $74.99 USD | Add to Cart | ||||












































































































































