Vietnam/WWI/WWII Rulesets:


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

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

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

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







4.6mb PDF
$31.99 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: Special Package #2 - Division Commander AND Panzer Operations







5.14mb PDF
$31.99 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: Special Package #3 - Division Commander AND Normandy: The Great Assault







5.81mb PDF
$31.99 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: Special Package #4 - Division Commander AND Objective Tobruk







4.9mb PDF
$31.99 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

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







6.04mb PDF
$31.99 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

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

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

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
$13.3 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 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 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
$5.5 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 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 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 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 USD | Add to Cart

Two-Hour: Nuts!
The Game of Man-to-Man Combat in WWII

"NUTS!" starts off in 1944 Europe and covers squad to platoon size actions. Want to play something larger? Sure, go ahead; once you've learned the simple but elegant mechanics "NUTS!" you'll soon be running a company! All the info you need covering the infantry and armor of the major powers in Europe '44 is found here in "NUTS!" Free supplements will be made available that cover the other war years and combatants. Everything you need to get started gaming in the most popular year of the most popular gaming period is right here!

The campaign system generates your "Missions" and links them together in a simple yet realistic way. "NUTS!" also features a character advancement system that allows you to "personalize" your troops. Watch them progress from "green" replacements to "battle hardened" veterans while under your expert command. We've designed "NUTS!" to be played with any figures you already have and in any scale! So pull out those favorite figures, get ready to have some fun, and remember... JUST PLAY THE GAME!

66 pages
2.06mb PDF
$17 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 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 USD | Add to Cart

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







7.74mb PDF
$30 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 stand-alone game. So you’ll need to have a copy of ”NUTS!” to play HOE.

A sample battle report here.

10 pages
482kb PDF
$5 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

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: 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