Vietnam/WWI/WWII Rulesets:


Great Battles of WWII: Volume 3 - Invasion '40
The Nazi Invasion of the Lowlands and France

Invasion '40: Bruce McFarlane's 8th miniatures guide-book covering large battles; the third in the Great Battles of World War Two Series.

Each stand represents a company with manoeuvre elements being battalions. The scale and scope of the game allows multidivisional actions simulating many days - not minutes. There is no game like Great Battles of World War Two.

Invasion '40 includes: French, Dutch, Belgian, and German 1940 history, organization, weapons, and tactics; A simple, yet revolutionary ruleset; Six scenarios including Fortress Holland, Ebel Amael, Dinant, Sedan, and Arras.

Sample scenario here.


2.6mb PDF
$16.99 USD | Add to Cart

Great Battles of WWII
WWII wargame rules

Each stand represents a company with manoeuvre elements being battalions. The scale and scope of the game allows multidivisional actions simulating many days - not minutes. There is no game like Great Battles of World War Two.

Note: These rules are included with Invasion '40.


488kb PDF
$9.99 USD | Add to Cart

Division Commander
Miniature rules for multi-day battles of WWII

Division Commander, by Bruce McFarlane, is an operational game where you take the role of a Divisional or Corps commander and game the battles of the Second World War at the scale you read about in history books.

Each day is played in an average of four game turns, allowing you to play out a full Second World War Battle in one sitting. One base of miniatures represents a whole battalion, and at scale of three inches to one mile, a ping-pong table represents an entire battlefield.Divisions have to be assigned "orders" (without record-keeping or written orders) which affect the way the division fights. This encourages you to follow tactics consistent with the orders. Corps or Army level air cover, artillery support, and command are represented in a simple and effective way--so as to neither detract from or dominate the action. Do you want to play Patton or Sgt. Rock? Rommel or Sgt. Schultz? Division Commander is for generals!

Division Commander includes: A 21 page rule book with illustrations and examples; 11 pages of Division Cards; French, American, and three each (early/mid/late war) for Britain, Germany, and the USSR, listing all the units in the Division, as well as all their gaming statistics, in one easy format; two pages of quick reference sheets; all the markers necessary to play the game; the Arras 1940, Road to Moscow 1941, and El Alamein 1942 scenarios.

Sample scenario here.


3.13mb PDF
$24.99 USD | Add to Cart

Fall Gelb & SeeLoewe
Scenarios for the Invasion of France: 1940 and the Planned Invasion of Great Britain

Bruce McFarlane's Fall Gelb & SeeLoewe; a scenario and campaign module for Division Commander.

The package includes scenarios for: The 1940 Airborne Operations in Holland; The German Attack at Dinant; The German Attack at Sedan; The British Counter-attack at Arras; The French Counter-attack at Abbeville; plus a complete boardgame of the planned German invasion of Great Britain.

SeeLoewe was specifically designed to generate miniatures games. The rules system purposely encourages one or two large and important battles, instead of hundreds of little counter-against-counter skirmishes, which would be impossible to play out on the miniatures table.
1.38mb PDF
$14.99 USD | Add to Cart

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







4.6mb PDF
$34.99 USD | Add to Cart

Panzer Operations
Following the 6th Panzer Division in Russia

Bruce McFarlane's Panzer Operations; a scenario supplement for Division Commander.

The package includes nine Division Commander Scenarios for WWII in the Soviet Union, 1941-1943.

Panzer Operations provides you with the most famous, and the most typical, division level battles in Russia. Included are the breakout scenarios of 1941, the sieges of Leningrad and Moscow, the desperate attempts at relieving Stalingrad, and the sweeping battles of the Steppes at Kursk and Kharkov.
2.01mb PDF
$14.99 USD | Add to Cart

Special Package #2 - Division Commander AND Panzer Operations







5.14mb PDF
$34.99 USD | Add to Cart

Normandy - The Great Assault
Western Allies Return to the Continent

Bruce McFarlane's Normandy - The Great Assault; a scenario supplement for Division Commander.

The package includes nine Division Commander Scenarios for WWII in Normandy, 1944: Assault on Utah Beach; US landing at Omaha; Race to Caen; Operation Epsom; Operation Goodwood; St. Lo; Operation Cobra; Operation Luttich; and Operation Totalize.

Normandy - The Great Assault includes rules to expand Division Commander to cover amphibious invasions, such as pre-invasion bombardment, tides/drift/disruption, and paratroop drop zones/deviation. Rules to facilitate solo play are also featured.
2.68mb PDF
$14.99 USD | Add to Cart

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







5.81mb PDF
$34.99 USD | Add to Cart

Objective Tobruk
WW2 in North Africa Dec. 1940 to June 1942

Objective Tobruk is Bruce McFarlane's scenario supplement for Division Commander.

The package includes nine Division Commander Scenarios for WWII in North Africa, December 1940 to June 1942: Operation Compass; Operation Brevity; Operation Battleaxe; Operation Crusader - Bir el Gubi; Operation Crusader - Sidi Rezegh; Tobruk Breakout; Operation Crusader - Sidi Rezegh (pt 2); The Cauldron; and First Battle of El Alamein.

In many respects, the battles of North Africa are the optimum scenarios for the Division Commander ruleset. Areas are wide and forces are small. Whole battles can be fought with relatively few miniatures and in a reasonable amount of table space. The advantages of flanking maneuvers, layered defences, and armoured breakthroughs are all emphasized in "the desert." Objective Tobruk expands on the existing Division Commander ruleset and supplements, continuing to illustrate the differing troop concentrations, operational considerations, and scope of the various theatres of the European War.
1.77mb PDF
$14.99 USD | Add to Cart

Special Package #4 - Division Commander AND Objective Tobruk







4.9mb PDF
$34.99 USD | Add to Cart

Pacific - The War Against Japan
Scenarios and campaign for the Second World War in the Pacific (1941-1945)

Bruce McFarlane's latest scenario supplement for Division Commander.

Scenarios for: The Assault on Hong Kong; Guadalcanal; Tarawa; Saipan 1944; Leyte, Philippines 1945; Okinawa, 1945 are featured, as well as a campaign game.

Operation Olympic is a three scenario campaign covering the American invasion of Kyushu; Operation Coronet covers the invasion of Honshu and the encirclement of Tokyo. The two can be played separately or as a linked campaign.
2.91mb PDF
$14.99 USD | Add to Cart

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







6.04mb PDF
$34.99 USD | Add to Cart

Special Package #6 - Division Commander AND ALL 5 Supplements!
Division Commander rules, plus: Fall Gelb & SeeLoewe, Panzer Operations, Normandy, Objective Tobruk, and Pacific






13.9mb PDF
$74.99 USD | Add to Cart

Special Package #7 - All 5 Division Commander Supplements
Fall Gelb & SeeLoewe, Panzer Operations, Normandy, Objective Tobruk, and Pacific






10.8mb PDF
$59.99 USD | Add to Cart

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

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

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

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

FNG - 2nd Tour
The Game of Man-to-Man Combat During the Vietnam War

FNG Second Tour is the second edition of FNG. With streamlined mechanics and kicked up realism. FNG 2T gives you what you need to run your grunts through infantry combat in Vietnam during 1967-1968.

Don't have an opponent? No problem! FNG2T also includes extensive solo mechanics so you can play against the game either by yourself or with friends all on the same side! FNG2T is designed to be played with one figure representing one man and in any figure scale you may already have. Artillery, airstrikes, helicopter gunships, Puff the Magic Dragon, bunkers, tunnels, and more. FNG2T has them all and much more.

FNG Second Tour also includes a unique campaign system to carry your Star (your personal soldier) through an entire combat tour of exotic Vietnam. This campaign system not only generates your missions, but also your enemies, rewards for success and repercussions for failure, even the terrain in which you will play. You'll never fight the exact same mission more than once.

As your campaign progresses, so does the experience and abilities of your troops. If you command well, some might even survive long enough to rotate home and be replaced by fresh FNGs. But, if you lead poorly you will see more than your share of body-bags.

So throw on your favorite 60's music, lock and load, and head out into the jungle. The enemy is waiting. Will you have the guts, or will you be…just another FNG?

133 pages
4.23mb PDF
$20.00 USD | Add to Cart

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

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

Nuts! Fire in Korea
Korean War Supplement for Nuts!

The men of my squad are cold, worn out, and short on sleep. We've been fighting for days and our advance seems to be challenged at every step. Just when we think we can take a breather, we're at it again. Thwack! Mortar fire and we all take cover. We have to keep moving. We advance, running as fast as we can covered in layers of clothes against the cold, trying to keep as low as possible as the mortar bombs burst on the frozen ground. Thump, thump, thump. The slow burst of a Chinese heavy machine gun breaks the silence when the mortars stop firing. Another ambush!

In Fire In Korea you are a Platoon Leader and your job is to complete all your missions while keeping your men alive. But that's a tough job as the war was constantly changing. Fire In Korea takes you through the Forgotten War. From the opening period of the NKPA offensive through the other four phases of the war ending with the last phase, the Static War. All are covered and all bring their unique challenges.

Using NUTS!Second Edition as the base, this book gives you three ways to play:

1. You can play one of the six provided scenarios. These can be played solo, same side, or even head-to-head against your friends.

2.You can generate a game from scratch using the included tables and play either solo or same-side or head-to-head.

3.You can generate and play a series of connected games that span a campaign.

Fire In Korea includes lists for the US Army, USMC, ROK, KATUSA, British, Australians, Canadians, Chinese and North Koreans. Vehicle statistics and rules are compatible with NUTS! 2nd Edition and we've added some new ones. You can take these new rules and use them in your normal NUTS! games as well.

In Fire In Korea you'll experience the Korean War in a way that no other rules has ever done before.

Note: Fire In Korea is not a standalone game. You must have the core rules, NUTS! - Europe 1944, to play.

76 pages
2.54mb PDF
$17.00 USD | Add to Cart

Nuts! War Against Japan
Supplement for Nuts!

Sandy beaches, gentle breezes and half-naked island girls. Ahhh, what a life! Who could ask for a better duty assignment?

Then came December 7th - Pearl Harbor - and that vision was wiped away in an instant. The next four years changed an exotic fantasy into a hellish nightmare for many young men from many nations who fought over seemingly insignificant scraps of land with names like Betio, Peleliu, and Iwo Jima.

For the Allies, the war in the Pacific Theater of Operations (PTO) was fought under conditions unlike any found in Europe or North Africa. Fought against an enemy unlike any they had ever faced before.

For the Japanese, the war was about proving that their cause was just: the liberation of Asia from the yoke of Western oppression.

Welcome to the world of NUTS! - War Against Japan. NUTS - War Against Japan includes American, Australian, British, Chinese, and Japanese armies, all the major players in the Pacific from 1941 to 1945.

WAJ portrays actions at the "tip of the spear", the area of combat where small arms dominate the field. This is that deadly space where you can look your enemy in the eye while driving a knife into his heart; where the foxhole next to you may just as easily have the enemy in it as one of your buddies.

66 pages
7.41mb PDF
$17.00 USD | Add to Cart

Nuts! War Without End
Weird War Two Supplement for Nuts!

Weird War 2 Start with the inherent weirdness of World War II, add the public fascination with the new science being unleashed around them and top off with the popular pulps and comic books of the day – and you have set the stage for Weird War II. Welcome to the Weird War, a no-holds barred clash of chaos in which Combat Walkers stride the battlefields, Yankee Rocketmen blaze through the skies and ray guns reduce tanks to glowing scrap metal.

Here's what's included:
  • Some actual technology history
  • Fantastic technologies
  • Weird Science unit and vehicle lists
  • Special or expanded rules
  • General rules on creating your own Weird Science campaigns
  • Sample scenarios that may be fought head-to-head with players taking opposing sides, cooperatively against the game or solo as either side


NUTS! War Without End (WWE) is a supplement for the game NUTS! 2.0 by Two Hour Wargames. A copy of that rule set, as well as gaming implements and miniatures, are required to play.

112 pages
5.63mb PDF
$20.00 USD | Add to Cart

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

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

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

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