Below is the description for "signal for close action" taken from the 2nd edition (1993). This are closely related to the later "Signal Close Action, Fast Play", but trade complexity/depth for speed. Signal Close Action has been designed for sailing navy wargamers who require a set of rules which accurately reflect the era in which they are set. In the...
A ship-to-ship scale game of tactical naval combat in the age of sail. 1:1200 scale, 1" per knot per minute, 1.5 minute turns. "Set to cover the period of the Revolutionary and Napoleonic Wars, these rules may also be used for the period from 1782 when Britain began to use the cannonade. The Fast Play series has been devised for players who want a game...
One of the American Heritage Command Decision Strategy Games, highly prized by collectors. This one is the American War of Independence game. The British have four armies of 5 units each, 3 warships and a troop carrier with 2 reinforcements on board. The Americans have 16 units spread all over the board (including a special "Continental Army" unit), 1...
Smooth & Rifled: American War of Independence is a supplement for Smooth & Rifled It adds some extra rules and army lists for the Americans and their French ally, the British. Tomahawk - 10/X means that if used as a missile weapon is a one use weapon. The figure can subsequently recover his tomahawk if the launch was successful. Removing the weapon takes 1...
Do you dare enter into the dark woodlands of early America? The boom of a flintlock musket, a cloud of acrid black powder, and the drumming of feet as they rush towards the fallen foe. A knife is unsheathed, and with a few quick movements, the enemy’s bloody scalp is ripped free. Warfare in the Eastern Woodlands of America was one of raids, ambushes and...
A card-driven, semi-cooperative storytelling game, along the lines of Dark Cults or Once Upon A Time. In this case, the players use ordinary playing cards to tell the story of an alternate history version of the American War of Independence, mixed with steampunk and action movie motifs. One player takes the role of the nefarious Brits, while the others...
Boston, December 16, 1773. The Sons of Liberty boarded the tea ships and threw the chests of tea into Boston Harbor. This is the key event to the birth of American Revolutionary war which leads to the United States of America birth. In this game you will relive this historical adventure. The deck is composed of 57 cards: 24 American cards, 24 Great Britain...
As a new agent of the Culper Spy Ring your first mission s a search upon which many lives depend. Agent 711 has urgently requested that you locate three military facts believed to be a aboard a ship. But which vessel should you search in this crowded harbour? What of the news that several ships will set sail in just one hour? If you are late will our cause...
Brigade/Regiment-level simulation of the American Revolutionary War, specifically the Southern Campaign conducted between 1778 and 1782. The four-sheet, 22"x16" strategic map is centered on the Carolinas, with portions of Virginia and Georgia also represented. Approximately 250, half-inch counters represent the forces available. Movement of forces is by...
The Turncoat Start Card Expansion includes one card/tile that may be used with all Spurs and Sprockets card/tile decks. The Turncoat card/tile has a single orthogonal line on one side and a single diagonal line on the other side. After deciding which side you will be playing with the Turncoat is placed on the field first and the start player places his/her...
Spurs and Sprockets: Revolutionary Decks is a stand alone game for 2-3 players. It includes 3 new Spurs and Sprockets decks and a new set of rules that will allow players to combine it with the basic Spurs and Sprockets decks to allow for 4, 5 and 6 players to play at the same time. The game decks also include artwork used with the new Flanking rules....