Never Call Retreat - The First Day at Gettysburg, July 1,1863. This game re-creates the first day's action between the Northern forces of the Army of the Potomac and the Southern forces of the Army of Northern Virginia during their classic three day confrontation at Gettysburg. Published in The Wargamer Magazine issue 25. Boxed Edition Component List: 1...
Never mind the Billhooks is set at the Big Skirmish/Small battle level, the sort of thing that probably went on a lot of the time, particularly up around the Scottish borders, without ever troubling the chroniclers. My original inspiration was Nibley Green, Gloucestershire, fought in 1470 between the private armies of Lords Lisle and Berkeley, with no more...
Never Mind the Billhooks: Here’s the Ruckus, usually referred to as Ruckus, is a narrative heavy Medieval skirmish table top wargame inspired and influenced by Never Mind the Billhooks, where each player runs a company of warriors under the control of their Captain to contest the field and win glory. Like Billhooks, the game uses a deck of cards to create...
Billhooks is a fast-action game of late medieval European warfare, set at the small battle/big skirmish level – think Nibley Green rather than Towton. You will need around 100 figures a side, lots of D6, and a 6 x 4 foot table – everything else you need to play the game is included in this book. A typical game can be played through in around 90 minutes (or...
Boathooks is a set of late medieval naval wargames rules related to (but not requiring) their landlubbing forefather: Never Mind the Billhooks. Boathooks is a light-hearted card and dice-driven game of skirmish combat on the seas, where a tactician’s approach counts for little in the face of the tides of fortune. The rules were given away free with Wi426 -...
Never Mind the Matchlocks is a complete set of pike and shot rules for gaming small battles in the English Civil War (and thereabouts!) Although based on the popular Never Mind the Billhooks medieval rules, Matchlocks is a stand-alone game, published in a self-contained 32-page magazine style, full colour, booklet. Two armies of around 150 28mm figures are...
Set in a Nordic universe, Neverheim was established as an experimental planet by the gods! All the races from the realms were put together on one planet to see what would happen! They didn‘t realise what chaos would be created… In this tactical minatures game Champions from many realms go head to head in battle or team-up to take on the enemy. In this...
Nevermoor is a tabletop miniature adventure/skirmish game. Players take control of a party of characters and fight through the deadly streets of Nevermoor to save the city from certain doom. The Miniatures Nevermoor utilizes 40mm pewter cast miniatures to represent the various characters within the game world. Each miniature is created with a mixture of...
This game covers the Seven Years' War in North America, beginning in 1755 and ending in 1760. It has a mounted map reaching from Detroit in the west to Cape Breton Island in the east. The main terrain features on the map are wilderness, lakes, and rivers; water movement is very important in the game given the lack of roads. There are 132 counters in six...
The game requires each player to position his fleet on the pad and guess the position of their opponent. The winner is the one who finds out the opponent's position first. Each player takes a pad of charts and decides whether he shall be Blue or Red. He then marks on his chart the positions of his fleet, as follows, by means of crosses: One Battleship:...
Each player has nine pawns. Two players may play as allies. The goal of the game is to score points by entering the citadel in the center of the game board an by capturing enemy pieces. Movement is one space per turn in any direction, but not diagonal. The pawns may capture enemies by jumping over them. Capture in mandatory if possible. Allied pawns may be...
New Greenland is a strategy war game where you control a country's military forces, competing with others to capture an unknown island and score the most points. The key to winning is through negotiation with other players, where you can form alliances, deceive, or even betray them to gain an advantage. Each faction in the game has unique strengths, like...