Old West Rulesets:
| Sixty-One/Sixty-Five Company Level Rules for the American Civil War One Nation, Two Flags ‘61-‘65 is a fast play, company-level American Civil War game based on the popular Song of Blades mechanics. Playable with 40-100 miniatures per side in less than two hours, ‘61-‘65 puts you in command of a Union or Confederate Company, with a Captain and several Lieutenants, Sergeants and Corporals. Send your skirmishers ahead, keep a tight formation and – wait to see the white of your enemy’s eyes before firing your volley!
Free Download! Courtesy of our good friend Kevin Holland, Saber's Edge is pleased to offer these sixty-one/sixty-five ACW counters as a free download (Right-click and choose save as...). 34 pages 5.57mb PDF | ![]() | ||
| $8.00 USD | Add to Cart | |||
| 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 | |||
| 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 | |||
| 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 | |||




