After the Seven Years’ War, the forces of revolt and revolution gathered strength. First there were protests in the 13 American colonies as well as a minor rebellion in Louisiana, and a short but sharp guerilla war in Corsica. The great powers though continued on, making a few concessions but assuming their power was unbroken. Then came Lexington, where...
Horse and Musket Annual Number 3 is the third fan expansion to Horse & Musket. It will add new scenarios for owners of Volumes I-IV and Horse & Matchlock. The scenarios include... Thionville - June 7, 1639 – Piccolomini’s Pinnacle Tippermuir - September 1, 1644 – “Jesus and no quarter!” Bysjön - December 22, 1644 – Belgrade - August 16, 1717 – “Prinz Eugen...
Horse and Musket Annual Number 4 is the fourth fan expansion to Horse & Musket. It will add new scenarios for owners of Volumes I-V and Horse & Matchlock. The scenarios include... Alford July 2, 1645 – “I pray your Honours to consider.” Mohács August 12, 1687 – Almenar July 27, 1710 – Stanhope’s Great Charge Rocoux October 11, 1746 – Hochkirk October 14...
From the dust jacket: "Fighting battles on table tops, with miniature soldiers and model terrain features, is one of the oldest and most exciting of indoor sports. A good war game combines all the strategy of chess, all the fun of model railroading, and all the excitement and challenge of a game of baseball. Thanks to innovations in the manufacture of...
Wage War in the Steampunk Apocalypse The world has changed. Over a hundred years have passed after the American War for Independence was interrupted by the opening of the first rift and the Legion of Damned poured though. Humanity was facing extinction at the hands of the demonic and undead. Finally the Angelics arrived and set a stop to the expansion of...
From the rules: "Independence! is a strategy game for 3-5 Players, who compete as Colonial Governors during the American revolution. A game is comprised of three years, and each year Players select a new Colony to govern. There are two turns in each year; six turns in a complete game (or 5 turns in a short game). Independence! is based on historical facts...
This set is an extension of Phalanx. Where this set differs is in that we have concentrated on speed of play while maintaining a good level of accuracy. We hope this is achieved by using efficient game mechanics that take a pure mathematical approach. This game contains many radical systems, terminology and mechanics of which combat resolution by one die...
It is Warm Work is a set of easy to play rules for fighting fleet battles in the Age of Sail using miniatures or cardboard counters. The rules recreate the flavor of the period with a minimal amount of complexity. The rules were written with a focus on the period 1740-1815, but can easily be used to re-fight Age of Sail Battles from before and after those...
From the publisher's website: Miniatures rules for the War of 1812, representing company level actions of roughly 150-800 men per side, provided with full colour graphics. John Bull was another name for the British, just as "Cousin Jonathan" was what the British called the Americans. Totally new and innovative system geared specifically for the period....
To Covet Glory is a 94 page book that features rules modifications for the TooFatLardies game Kiss Me Hardy. It is necessary to own KMH in order to use these modifications. KMH is designed for single ship or large fleet actions with ships that are of the rate (6th rate vessel or larger). Small ships of less than twenty guns tend to play the same from a one...