What a Cowboy! is a set of rules for Wild West gunfights played with miniatures. It allows multiple players to have shoot-outs or play a campaign in which they may see their characters progress. Players roll action dice and use them for moving, spotting, aiming, shooting or reloading. Bonanza tokens allow interruptions of other players' moves. Characters...
What A Tanker! is a miniatures wargame of World War II tank combat for 2 to many players. Each player takes command of between one and a few tanks and enters battle. On your turn, dice provide your crew with variable options to maneuver and engage the enemy. Rules for tanks and equipment of multiple nations are included and games can be played as part of a...
What Ho! is a skirmish game of non-violent conflicts. It is set in the drawing rooms, ballrooms, village lanes and cottage gardens of a rural England of a past age. Players will involve themselves in the farces of P.G. Wodehouse or investigations of Agatha Christie. Unlike many skirmish games which begin with many uninteresting choices and end with a few...
Dragons breathe fiery judgment upon the dwarfs. As a lowly but mighty golem of the dwarfs, you must help reunite the shattered Houses, reclaim lost arcana, and spark a rebirth of civilization. Or erode into history with all of Dwarfdom. The game includes 5 Missions leading to 7 unique victories (and dozens of endings where you're destroyed). Structured as...
You dream you're in a chapel. Small, high-pitched voices sing an ancient song. Yet a sense of unease washes through you. The core is more macabre. Dream yields to waking confusion. Dust, bones and dried death. A flickering torch. Underground. A crypt. You catch a wisp of a breeze, heavy with the stench of rot. You gag. Yet a breeze suggests a way out. You...
It’s not easy being the Prince of Denmark. While struggling with the grief of your father’s death and your mother’s marriage to your uncle, a ghost suddenly appears, claiming that your uncle killed your father! While you try to keep your sanity, you need to verify the ghost’s claim, test your uncle’s guilt, make your mother see sense, deal with your...
When Dreadnoughts Ruled the Seas is a fast-playing, 4-page set of naval rules written by Brian DeWitt. This is the Russo-Japanese edition of the game, specifically tailored for the naval battles between the empires of Russia and Japan from 1904 to 1905. The 31-page PDF includes everything needed to play--rules, quick reference sheet, movement templates, 3...
These wargame rules have been designed so that players can fight typical small battles between European Colonial armies and their opponents during the period between 1875 and 1910. They use a square gridded battlefield, which removes the need to measure both move distances and weapon ranges, thus speeding up the whole process of fighting a wargame. It also...
A solo and cooperative skirmish wargame for investigating and battling the supernatural mysteries of the modern world. When Nightmares Come is a tabletop miniatures wargame about modern day monster hunting and occult investigations. Players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the...
THE LOA OF LOCKWOOD COURT - A 'NIGHTMARES' INCIDENT The Nightwatch is investigating reports of assaults and attempted muggings in the parking lots at Lockwood Court. The attackers don’t shout or make demands; they groan and stumble, seemingly impervious to reason or injury. Police informants say there’s a new gang in the city; Haitians carving out...
Have you ever wanted to stop a Nazi Doomsday weapon hidden away in a lost Peruvian Valley amongst ancient ruins? Have you ever wanted to show those fools at the University the magnitude of your diabolical genius? In Where Heroes Dare! players field their own custom made Heroes and Villains along with their Companions and Lackeys in thrilling adventures set...
Where Many Were is a fast-playing set of big battle rules for the American Civil War that fits on just two pages. Each base/element represents one battalion or regiment, and while they’re centred in the combat rules, command and control relies on divisional, corps, and army generals successfully manoeuvring their brigades. This lets brave & lucky units...