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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-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
$4.95 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

Rattrap-Mooks, Mobs, and Men of Honor
Mooks, Mobs, and Men of Honor is a PDF-only release for the .45 Adventure game. It contains over 55 pre-generated characters (pulled from all three of our current titles) with backgrounds to help players get started right away. The backgrounds are all centered around the city of New Commerce, the fictional mid-western, US city where many of the heroes and villains of .45 Adventure do battle. But don't think they can only be used there. Many of the groups have backstories that can put them anywhere in the world.

And to top it off, there are previews of two new half-grade archetypes (Mook and Graduate Student) that will appear in the next book to be released The Gargoyle: Death Soldiers of the Jade Hood



43 pages
1.11mb 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

RM-Mighty Armies
Fantasy Mass Combat

Mighty Armies, the game of clashing hordes, hollow defeats, and resounding victories! Build and paint 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 easy to learn and you will find you are playing in no time. So, grab your sword, rally your standard bearers and lead your forces to victory!

Free Army Reference guides
Right-click to download
Dwarf Border Army | Undead Legion | Orc Horde | Barbarian Warband | Wild Elf Host

16 pages
385kb 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

Rattrap-Dragon Bones: Adventures in the Gobi Desert
The time and place is Mongolia of the 1920s. Warlords and free-roaming bandits battle for control of the countryside. Your team of researchers and explorers must race against time to recover the fossils and get them out of the dangerous warzone and back to the safety of the International Zone in Shanghai.

The scenarios in Dragon Bones: Adventures in the Gobi Desert are designed for 2 to 6 players. There are four chapters (scenarios), each is capable of being played in a single evening or several can be played at one session.

This book also introduces nine new archetypes to .45 Adventure; including Professors, Bandits, and the Dragon Lady. There are new rules for Mounted models and eight new skills you can add to provide even more diversification for your figures. So put on your campaign hat, strap on your .45 and get ready for Dragon Bones: Adventures in the Gobi Desert!

44 pages
1mb 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

Command Point/Updgrade Cards


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

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

Rattrap-.45 Adventure: Crimefighting Action in the Pulp Era
.45 Adventure: Crimefighting Action in the Pulp Era is a tabletop miniatures game that simulates all the two-fisted action of the era of pulp magazines. Players can take on the roles of colorful heroes or unscrupulous villains. With Tommy guns, Heaters, and Gats they can fight their way through the minions of crime or seek to control the world.

This book contains all the rules necessary to play, customize heroes and villains, and create scenarios. Plus there are two sample scenarios to help you get started.

So put on your fedora, grab your .45, and swing into action!

76 pages
1.75mb PDF
$7.00 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

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!

  • Three scenarios included
  • Simple and elegant system where your tactical decisions matter
  • Playable in any scale with single-based models
  • All major troop types represented: 160+ profiles (French, British, Prussian, Russian, and Austrian)
  • Easy measuring system
  • No bookkeeping
  • Point system for building up your squad
  • Play with as few as 5-20 soldiers in a standard game
  • Playable on a small table (60x60 cm for 15mm figures)
  • Simple yet subtle command system, with officers and NCOs
  • Two or more players, 30-45 minutes for a full game
  • An ideal introductory rule set for small actions in the Napoleonic Era


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.

  • Rules for extreme weather conditions, mixed nationality squads and former allies
  • Fight the War of 1812, the Tyrolean rebellion of 1809 and the bitter struggle of the French and their allies against Guerrillas in Spain!
  • New weapons such as tomahawk, javelins, pikes, and daggers
  • New special rules to better depict irregulars
  • Four scenarios, with rules for artillery fire and a generic task system for sappers and engineers
  • Army lists for 28+ Nations: from Anhalt to Wurttemberg, foreign regiments in French and allied service, Partisans, and Native Americans


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:
  • hand-to-hand and ranged combat
  • vehicular combat
  • projectile weapons
  • grenades
  • morale
  • advances
  • profiles for cops, crooks, the Mafia, pulp characters, SWAT teams, Special Ops and WW2 soldiers, insurgents, terrorists, and more
Flying Lead will be supported by a series of supplements providing campaign rules and scenarios, covering different periods and genres, from WWI to the near future.

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:
  • Complete rules for vampires, werewolves, ghosts, demons and zombies
  • Simple Fear mechanics
  • A tactical system where your decisions matter
  • Weapons like silver blades, stakes, chainsaws, shotguns, assault rifles, vials of holy water, grenades and more
  • Game stats for hundreds of creatures and heroes - characters from Victorian novels, researchers of the occult, chainsaw-wielding maniacs, minions of the many-tentacled space gods, undead pigeons and the dread Zombie Elephant
  • Fast playing rules that can be used with or without a GM
  • Excellent solo playability
  • Play in any scale, with any type of miniatures, on a 3x3 foot table
  • Online support via a free webzine and an active community of players
  • Six Scenarios included (Zombies, Vampires, Slashers, Werewolves, Ghosts, and Vampires vs Werewolves)
  • Simple campaign rules to let your heroes grow stronger - or succumb to the powers of Evil and become worse than the monsters they hunt!


48 pages
4.03mb 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:
  • Territories: own land, defend it from usurpers, or launch raids on your neighbors
  • Scenarios: a multitude of new combat situations
  • The aftermath of battle: will your heroes live or be horribly crippled?
  • Exploration: find strange and useful treasure and visit exotic, dangerous locales
  • Shopping: use your warband's hard-earned gold to purchase the finest gear or hire the services of experts
  • Development: watch your characters grow as they survive new battles. Boost their stats, train them in new skills, or send them on personal quests
  • Special rules: 15 exciting new powers such as Immortal, Enchanter, and Illusionist
  • Rosters: 36 new creatures such as the Minotaur Skeleton, the Dwarf Gunner, Insectoids, Automatons, and the powerful Kryxxtendrella, Queen of Dragons!


40 pages
8.9mb PDF
$8.00 USD | Add to Cart

Ganesha-Song of Arthur and Merlin
Arthurian sourcebook/expansion for Song of Blades and Heroes

Song of Arthur and Merlin is the third expansion for the Song of Blades and Heroes miniatures rules, bringing the world's most famous legendary king to your tabletop battles. Written by Arthurian expert Daniel Mersey, this book includes:
  • Three versions of the Arthurian story: Hollywood's knights in shining armor, the gritty hero of Welsh legend, and a historical world stripped of all magic and monsters
  • Six special scenarios and campaigns for Arthurian games and 11 new scenarios for all Song of Blades and Heroes games
  • 100 new rosters, including famous knights of legend, magicians and creatures from British folklore, and the historical Britons and their Saxon, Pictish, and Irish enemies
  • 38 new special items from Arthurian legend
  • 19 Arthurian warband advances
  • New special rules and optional rules for playing games with larger warbands


The Song of Blades and Heroes rulebook is required to play this game. The previous supplements, Song of Gold and Darkness and Song of Wind and Water are not required, but are recommended.

37 pages
6.51mb 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:
  • Basic rules for activation, melee, ranged combat and Morale
  • Campaign Rules for two different rebellion scenarios and for building and defending a "strategic hamlet" in disputed territory
  • Fog of War, with rules for variable strength warbands and variable missions with dummy markers and scouting
  • Cultural Background for the Druid's Wyldewood, the dwarves of Mountain Home, and the goblin races of Moonglade
  • Fantasy Races including the Druid's Children-talking and tool-using animal species, including hares, hedgehogs, moles, shrews, squirrels, foxes, and others
  • Rules for defensive works of wood and dirt including ditches, stockades, and log buildings
  • and More!


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:
  • Build your fighter the way you want him. Boxer or slugger it's all up to you.
  • Fight your way to the title through 36 pre-generated fighters that are run by the game mechanics.
  • Become a promoter with your own fighters. Train them and pick and choose your opponents on your way to the top.


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

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
$8.99 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-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

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!

Both B&W and colour versions are included.
Free Download: Official Super Teams [PDF] -- examples of character and team creation in 3rd. Edition SuperSystem


86 pages
25.6mb 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

Rattrap-Amazing War Stories: Pulp Action in World War II
Amazing War Stories: Pulp Action in World War II is the second supplement to the .45 Adventure rules and covers Pulp-style action set around World War II. It introduces new military archetypes to the game from the greenest GIs to the veteran Super soldiers; Rocket powered troops to Nazi Zombies.

It also provides new abilities and 12 new scenarios for players to start their own two-fisted war action. And half of these scenarios are straight war-time action, heroics, and pulp excitement (without the weird stuff).

But you can use the archetypes for more than just wartime scenarios as well; rocket troops rescuing a scientist, German expeditions to Tibet, and super soldiers sent to the center of the earth are all possible scenarios for which you can use the heroes and villains presented. So grab your steel pot and M-1 and get ready for some Amazing War Stories!

112 pages
2.87mb PDF
$11.00 USD | Add to Cart

Rattrap-The Gargoyle: Death Soldiers of the Jade Hood
The Gargoyle: Death Soldiers of the Jade Hood is the third supplement to the .45 Adventure rules and covers rules for campaigns and experience for your pulp heroes and villains.

This supplement explains how to set up your campaign, what you should do in advance, and even how to use minimal scenics to create a series of games.

It also provides new archetypes, new abilities, and expanded rules to allow more than just combat to occur in each game. There is also a nine-part campaign game where the outcome of each chapter effects what happens in the next one. Can the Gargoyle and his compatriots, along with the New Commerce police force, stop the Jade Hood and his mad plans to enslave the citizens of the city?

You will also get background material on the city of New Commerce to help you plan your own campaign in the home city of The Gargoyle and the Jade Hood!



84 pages
2.41mb PDF
$11.00 USD | Add to Cart

Rattrap-Super Science Tales: Terror of the Metal Menace
Super Science Tales: Terror of the Metal Menace is the fourth supplement to the .45 Adventure rules and covers rules for all kinds of pulp style super science items; from rayguns to robots, from Hover disks to Jet packs. And no pulp science tale would be complete with out the sinister Death Ray!

This supplement explains how to use super science items in your game and includes new rules for inventors as well as lab assistants. There are also rules for helping you create your own new pulp super science items.

This supplement also includes two multi-part scenarios. The first, Terror of the Metal Menace has The Gargoyle pitted against the inhuman Kroonbots of Professor Tobias Kroon. The second is a Weird War II scenario with a German unit trapped behind the Russian lines and trying to get back to Germany, but the Russian robots stand in their way. Only a stolen Power Suit gives them any chance of escape.

86 pages
3.18mb 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:
  • A grand tactical, historical-based system that rewards sound military tactics.
  • Fast play; designed to play in an hour for easy compatiblity with your tournaments and campaigns.
  • A simplified but satisfying magic system; magic is not just an artillery hit.
  • There are no restrictive army lists, but rather a system focusing on an army or nation's core strengths that you can use to ensure the army fits your concept.
  • A campaign system that lets character/units level up with experience in battle.
  • Based on Chipco's Fantasy Rules!; a vetted and well tested system.


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-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

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):
  • Units are from 6 to 9 mounted or 12 to 18 foot figures; units are mounted on square stands (40x40mm for 15/18mm figures);
  • Movement is simultaneous by inverted order chits.
  • Combat is by opposed die rolls of dice from 4-sided to 20 or 24 sided.
  • Command control is vital, and individual heroics can save the day.
  • Magic is fast but complex enough to make a subgame: Shamans tap into a natural Force or mana to cast a huge variety of spells. Necromancers and pagan priests can draw on great power from demons or gods, but risk self-destruction if they try to do too much. Dwarves rely on rune magic. And Godfearers such as paladins pray to the God of ethical monotheism.
Special units and attacks include:
  • Mighty dragons and giants;
  • Siege towers, ships, and other constructions;
  • Gas attacks and artillery;
  • Swarms, Hordes, and Herds;
  • Flying units with 8 different types of attacks.
Army Lists and Scenarios:
  • Generic armies, spell lists, and scenarios;
  • Sample army lists for elves, goblins, dwarves, woodlanders, and others, with culture-specific magic;
  • a detailed cultural background, strategic map, and army lists for the leonine Prides.


85 pages
11.6mb PDF
$11.99 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

Rattrap-Thrilling Expeditions: Valley of the Thunder Lizard
A supplement for .45 Adventure/Gloire/Fantastic Worlds

Thrilling Expeditions: Valley of the Thunder Lizard allows players to play big game hunters in a lost valley populated with creatures from before the rise of man, or have their pirates going ashore on an island where Neanderthals battle Saurians, or time traveling tourists suddenly stranded in Earth’s distant past.


This title will add dinosaurs not only to the .45 Adventure system, but to Gloire and Fantastic Worlds. In addition, the book will provide a Big Game Hunter archetype for each of the three game systems. This release will allow players who may enjoy more than one of our games, the chance to get one book to cover all three.

There are four multi-part scenarios as well as stats for over 20 different dinosaurs and megafauna. Plus, there are rules to add new dinosaurs not covered in this book. There are also archetypes for early man and a race of dinosaur-men called Saurians.

The Valley of the Thunder Lizard is the first of the Thrilling Expeditions series of supplements. These supplements will be heavy on scenarios with at least one scenario for each game system. These scenarios should provide you with plenty of ideas for your own games.

126 pages
3.3mb 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

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
$13.99 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
$13.99 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
$13.99 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
$13.99 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
$13.99 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-Black Powder Battles
Skirmishes in the 18th and 19th Century

French and Indian War. American War of Independence. The Napoleonic Wars. What do all these things have in common? Sharp skirmishes where the battle could be decided by one good volley and then cold steel. Now with Black Powder Battles you can refight these battles.

The campaign system generates the battles, tracks character advancement, and lets you use Skills to personalize your force. Black Powder Battles can be played solo or with others and as always WITH ANY FIGURES YOU ALREADY HAVE! So pull out those favorite figures, get ready to have some fun, and... JUST PLAY THE GAME!

42 pages
878kb 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

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

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
$15.99 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

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-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-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...

  • Be a Pulp Era hero exploring Lost Lands and searching for valuable treasure.
  • Lead your tribe of primitive cavemen in a fight against other primitive tribes.
  • Be a modern day big game hunter who travels to a pre-historic land that time forgot.
  • Command a Victorian Era expedition bent on discovery and conquest.
  • Be a dinosaur, not only a dinosaur, but THE dinosaur, as you take on all others for supremacy.
  • Or maybe command a squad of WWII GIs blasted into a strange pre-historic world while on maneuvers in Louisiana*
In Adventures in the Lost Lands you can do all of this and more.

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-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

Two-Hour-FNG
The Game of Man-to-Man Combat During the Vietnam War

FNG covers combat from 1967 to 1968 during the Vietnam War. In FNG you command a squad during it's tour of duty. Want to play something bigger? FNG can handle it. Once you've learned the simple but elegant mechanics of FNG you'll soon be running a company!

All the info you need for every aspect of the Vietnam conflict is here. Tunnel warfare, booby traps, Puff the Magic Dragon, dustoffs and more are all covered. And if you don't know what some of this stuff means, that's okay, because there's a brief but clear history section included. All the US service branches are covered as well as ANZAC, ARVN, NVA, and the Viet Cong. Armor, infantry, helicopters, aircraft, as well as watercraft are all "statted out" for your use.

85 pages
1.6mb PDF
$18.00 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

Turn Summary/Reference Cards

Killing Time 1
(Game Expansion and News)

Killing Time 2
(Game Expansion and News)


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

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-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-FNG: Unconventional Warfare
Special Operations in the Vietnam War: An FNG Expansion

FNG: Unconditional Warfare (UW for short) UW introduces the "tactical role-playing" side of FNG. UW blends the traditional role playing game with a fast and easy combat system designed for a more personal level. Combining these two aspects allows players to enjoy the cinematic aspect of role-playing while keeping the excitement of a miniatures wargame. UW has a unique campaign system that generates your Missions and links them together in a simple yet realistic way. UW also features a character advancement system that allows you to "personalize" your troops.

FNG Unconventional Warfare is an FNG expansion. You must have FNG to play the game.

88 pages
6.2mb 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

Two-Hour-5150
Customizable Sci-Fi Skirmish

5150 is an ever-expanding universe where anything is possible. With 5150 you can command a large star fleet or a single swift "free trader". Be an interplanetary general in command of an army bent on planetary conquest or lead a small band of mercenaries just trying to make a living.

5150 also works with any figures you may already have and in any scale!

Although 5150 is designed to be customizable, stats and descriptions for ten alien races are included.

128 pages
6.4mb 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
$22.99 USD | Add to Cart

Two-Hour-Special Combo: FNG and FNG: Unconventional Warfare







7.74mb PDF
$30.00 USD | Add to Cart

CWP-Special Package #1 - Division Commander AND Fall Gelb & SeeLoewe







4.6mb PDF
$31.99 USD | Add to Cart

CWP-Special Package #2 - Division Commander AND Panzer Operations







5.14mb PDF
$31.99 USD | Add to Cart

CWP-Special Package #3 - Division Commander AND Normandy: The Great Assault







5.81mb PDF
$31.99 USD | Add to Cart

CWP-Special Package #4 - Division Commander AND Objective Tobruk







4.9mb PDF
$31.99 USD | Add to Cart

CWP-Special Package #5 - Division Commander AND Pacific - The War Against Japan







6.04mb PDF
$31.99 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
$53.99 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
$67.99 USD | Add to Cart