End of Empire: 1744-1782 is a two player game covering the three great conflicts fought on the North American continent between 1744 and 1783: King George’s War, sometimes known as the Old French War, which was part of the War of the Austrian Succession), the French and Indian War, part of the Seven Years War (known in England as the Great War for Empire)...
La Petite Guerre is a miniatures skirmish game for 18th century North America, featuring English and French regulars, colonial militias, American rebels, coureurs des bois, and Indian warbands. In a turn, chits are drawn to determine which player gets to activate a figure, which then does all it's movement, shooting, etc. before the next chit is drawn. Not...
About Bonaparte: Miniature Wargame Napoleonic rules for 25 to 54mm. Artillery is classified by weight , having light, medium, and heavy designations. Light artillery can either be foot or horse, while all other weights are foot. Infantry has line (standard), skirmish, and irregular troop types. Cavalry has heavy, medium, light, lancer, and irregular troop...
From the first shots at Jumonville Glen to the surrender at Appomattox, "Rebels and Patriots: Wargaming Rules for North America - Colonies to Civil War" allows you to campaign with Wolfe or Montcalm, stand with Tarleton at Cowpens or Washington at Yorktown, or don the blue or grey to fight for Grant or Lee. From the French and Indian War, through the War...
Frontiers on Fire is a man-to-man skirmish wargame for warfare in 18th Century North America, mostly the French-and-Indian War and the American War for Independence. Too many skirmish games are simple systems where dice take a greater role in the game than tactics, decisions, or careful use of fire and movement. Frontiers on Fire allows each player to...
Full Captain is a Tactical Naval Wargame, designed to play actions between small groups of ships or individual ships. The game is specially designed for our 10mm Naval Range, which scale allows gamers to manoeuvre ships and fight actions using miniatures representing guns and crew members. The Rules cover the entire “Golden Era” of sailing ships, from the...
Full Sail: Fleet Actions in the Deep Ocean recreates naval battles in the Age of Sail. Made with ease of play and minimal record keeping in mind, Full Sail is geared for naval enthusiasts wanting a lighter, but fun game. Ships are broken into 1st-6th rate rankings. Initiative is a simple, yet efficient dice mechanic. Movement, which is based on the...
The object of the game is to gather cards into sets representing historical conflicts that involved the United States. The thirty-six cards are divided into six "suits" designated by the following flags: American, English, English Naval, Spanish, Mexican, and Tripolitan. The cards contain questions related to the following wars: the American Revolution...
From the back cover: "This book has it all, from gladiatorial combat to space warfare. Test your skills and luck as you re-fight famous battles or explore the world of "what ifs." This book contains many simple rule sets for playing wargames with toys outlined in seven chapters: 1. Getting Started 2. Ancients and the Middle Ages 3. The Horse and Musket Era...
General Purpose Skirmish Rules is a set of simple rules for skirmish games with about 5-10 figures/player can be used in pretty much any era including fantasy and science fiction. Ideal for multi player games where everyone has a different objective. ACTIVATIONS Each figure can only be activated once/turn when activated it can do one of the following...