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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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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