Campaign Book 5 Yellow Ribbon - Rules for Indian Wars 1850-1890 designed by Greg Novak, publisher Ulster Imports This 46 page A5 black and white booklet provides a background and rules for Indian Wars of the 1860s. Miniatures are typically 15mm Plain Indian wars range. Figures represent from 2-5 actual soldiers (with 16 figures representing a troop)....
Pilgrim cavalry charges! Desperate attacks on fortified settlements! Daring ambushes! These are just a few of the skirmishes you can fight with 1676 - a tabletop miniatures game set in New England during the Native American uprising that became known as King Philip’s War. The types of conflicts that occurred in King Philip’s War were usually small...
NOTE: This is not a complete game! You need the 1676 rules to use this supplement. Tired of fighting with just colonists & Native Americans? Mad Dogs & Englishmen lets you bring otherworldly Heroes & creatures as well as European armies into your 1676 games. There are rules for Puritan Ministers, Witches, & native Shamans who invoke spells. A variety of...
Throughout the 18th century, Britain and France waged a bloody series of wars for nothing short of global domination. Massive sailing warships, armies of bayonet-wielding soldiers, and their skilled allies fought for control of North American, African, and Indian colonies. In many ways, this was the first "world war". In 1750: Britain vs. France, you play...
In July 1758, the British army made a major push north against Fort Carillon, a.k.a. Fort Ticonderoga. This was part of a three-pronged campaign against New France, led by Major-General Abercromby. With a massive army of 17,000 men supported by 44 pieces of artillery, the 3,500 French and Canadian defenders were facing overwhelming odds. Due to unforeseen...
(from the introduction:) "1775: Invasion of Canada is a two-player game covering the American invasion of Canada which occurred from September 1775 to February 1776." The game lasts six turns. Pieces are units, leaders and supply. In a turn Americans move and then have combat, then the British. Both sides then roll for reinforcements and events, the latter...
1776 is a two-player, turn-based war game played on a hex grid map of the thirteen colonies and Canada. It is primarily concerned with the military aspects of the American Revolutionary War. There is a basic game, various scenarios with advanced rules and a campaign game. Avalon Hill Complexity Rating - 7 (from the back of the box:) The shot heard round...
The object of this game is to assume the identity of a famous American Colonist and collect bounty, money and signatures for the Declaration of Independence. This is done through a series of reenactments of historical events from the landing of the Pilgrims through the American Revolution User review: Players start the game with an Identity Card. This...
"and a Guide to the American War of Independence".A standard size booklet of miniatures rules with charts for conducting battles of the AWI. The game scale given is fifteen minutes per turn, one inch equaling twenty yards, and each figure representing twenty men. The basic organizational unit is the battalion/regiment. There are detailed explanations for...
1812 is a simple, card-driven game of the Anglo-American conflict that was fought from 1812 to 1815. It is a two-player game in which one player plays the military forces of the United States, and the other plays the forces of Great Britain. The U.S. player attempts to conquer Canadian territory and to compel Britain to sue for peace, while the British...
1812 - The Invasion of Canada The year is 1812. War is raging across Europe and Russia. Napoleon, emperor of France, is seeking to dominate Europe through conquest. France’s enemies, led by England, are engaged in a desperate struggle to defeat Napoleon. England, in dire need of men, is impressing men to serve in its navy. Included are Americans who are...
1872: The Lost Crows is a solitaire, map-making, Roll-and-write survival game focused on a realistic immersion into a narrative of the Frontier West from a (Michener-esque) Native point-of-view. It's the 4th in my xx72 line of 1-page micro games. This game differs from its predecessors by increasing theme and putting much more emphasis in journaling and...