Released both in a large edition, and as Selection #11 of The Games Collection by Pin International. Capture three islands in a row, by controlling three points in a row on each. A strategic, move-and-place game with shifting strategies, that increases in complexity until one player wins. There is a minimum of 9 moves each, and a maximum of 24 moves for...
The Second World War saw many new innovations to combat: new weapons from jets to atomic bombs, new tactics and doctrine, and innovations which replaced many old traditions. But through it all, the infantryman remained the one indispensable item on the battlefield. Even with all the invention and innovation, without the individual doughboy, war still could...
Fire and Move is a game about “tanks” – it’s that simple. It’s fun to play and easy to set up with uncomplicated systems. This game is fast and involves everyone. To us, Rules for Playing Battles are aimed at players, this means that all players should be involved throughout the game. The action should be continuous for all players and everyone should have...
Fire and Move Infantry is a game about World War Two “Infantry” actions. It is fun to play and easy to set up with uncomplicated systems. All players are involved in the game during every turn, watching every move across all the initiatives in the turn. The main thrust of this infantry game is focused on the company in action using platoons, sections and...
Tactical Second World War game simulating a British battalion attacking a reduced German battalion in 1943-45. Published in the book Simulating War. Components are also available from the author's website. The designer recommends playing with seven players in two teams. The game is played on a 6x8 hex grid, each hex representing about 150 meters across....
Skirmish Miniatures rules by WRG for the 18th and 19th Centuries. Scenarios include ACW, F&IW, Wild West, Indian Mutiny and Napoleonics. Extract from the Design Philosophy section of the rules: These rules have been written with the aim of providing a fast moving game, lasting one or two hours, that uses uncomplicated mechanisms that are easily learned and...
The city is burning! A devastating fire spreads unstoppable, smoke and sparks swirl through the streets, and the desperate cries of trapped civilians echo through the night. But in the midst of this inferno, there is hope: the Fire Angels, an elite unit of firemen and women, rush to the rescue. Equipped with the latest technology and an indomitable will...
The Fire Ant Mow Down at Dirty Ankle is a Roll & Write game where you help Cleephas Spangler mow his yard and eliminate all of the fire ant hills in his yard. Each turn you will roll and choose a path to mow. You also have broken down trucks in the yard that you have to mow around. Though your prized mower is faithful, its only faithful in the fact that it...
Game Overview: A small box, a small price ($10), and big fun! Fire Ants! is a card game where you play as an ant and fires are breaking out throughout the ant colony. As a fire ant, you must extinguish those fires by collecting resources from the card deck. The fires can only be extinguished by collecting a certain number of metal cards, a certain number...
Fire As She Bears! - 2nd Edition is a set of wargaming rules for re-fighting naval actions from the age of sail. It is suitable for ship models of all scales from 1:2400 to 1:1200 to 1:900. The game is primarily designed for the Revolutionary & Napoleonic Wars, but with some modifications can be used for earlier eras. Fire As She Bears! is of easy to...
Hoist Signals Aloft! is a system for adding unpredictability and limited communication to naval wargames set during the age of sail. Hoist Signals Aloft! is not a set of stand-alone rules, but rather a communication sub-system to be added to your favorite set of naval rules. Although designed for Fire As She Bears!, it can be used for any multi-player age...