From the publisher: Hold the Line, The American Revolution is an innovative collaboration between Worthington Publishing and The Plastic Soldier Company/PSC Games to reproduce and remaster some of Worthington Games original titles. Combining Clash for a Continent, the original Hold the Line, plus new original scenarios into one comprehensive Revolutionary...
Phil Barker's Horse, Foot, Gun is a set of tabletop rules that is based on the same system as De Bellis Antiquitatis: Quick Play Wargame Rules with Army Lists for Ancient and Medieval Battles and its successors. It covers the period from 1701 to 1915. Re-implements: De Bellis Antiquitatis: Quick Play Wargame Rules with Army Lists for Ancient and Medieval...
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 – Buttons for Bullets Inverlochy - February...
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 found myself so slighted” Mohács – August 12, 1687 – 1526 Avenged Almenar – July 27, 1710 – Stanhope’s Great Charge Bassignana – September 27, 1745 –...
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...
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...
Jingo covers a whole host of picture bingo games, centered around a litany of topics. The base description on this entry comes from an existing entry for Space Jingo, but all of the Jingo games operate in roughly the same manner. From the introduction for this: "Space J-I-N-G-O! is a special treat that you and your friends/students will enjoy playing again...
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....