Innovative wargame rules for the Wars of the Roses Delivering period characteristics without undue complexity High-quality rules, scenario books, PDFs, game cards & digital downloads Test of Resolve requires only one twelve-sided die (D12) per side – and your figures! The game plays out with a small deck of cards representing the opposing factions. These...
Innovative wargame rules for the Hundred Years War Delivering period characteristics without undue complexity High-quality rules, scenario books, PDFs, game cards & digital downloads Test of Resolve requires only one twelve-sided die (D12) per side – and your figures! The game plays out with a small deck of cards representing the opposing factions. These...
In the 22nd century, the white mineral has become one of the most important resources. The material is a catalyst that enables many new production processes. Each player is a pilot of one of his company’s spacecraft, on the way to the planet GH-328 in the Panajay system. This undeveloped planet has large deposits of the white mineral. The goal of each...
TACTICAL GAME The "TG" is a complete system of rules for tactical naval combat using miniatures of any scale. It covers the period 1890 to 1945 and contains data for 563 classes of ships from 19 countries. This system is an improved version of our highly acclaimed TG-2. It uses new randomization and torpedo methods which will make it a classic in tactical...
That Bleak Armada is a generic set of rules for everyone who just wants to get their spacefleets on the table! The author’s group have played battles with up to 60 ships a side in 2-3 hours. The game’s simple activation system pushes decisions on players every phase, providing believable results on an ordinary-size table (assumed to be between 4’x4’ and...
Theewun is a skirmish miniatures game that is both miniature and genre agnostic. Designed as a set of rules to be used at conventions or to teach new players about miniature gaming. The games can be played solo, co-op, or with a game master. The free version is designed to show the basic rules and provides a simple scenario to try out. —description from...
These rules are designed for 28mm scale miniature battles of a squad level size. They were meant to be played solo, cooperatively, or with a GM and have a strong story-based influence rather than the typical two forces meeting in the middle and fighting to the last unit standing typical to miniature gaming. The enemy units’ actions follow a set of...
“There was turmoil in the heavens. For reasons unknown to mortals, at some point even gods must die. After one such death, there was an open seat at the table of creation. A God was needed. The demigods that want to compete for the seat must select mortal Heroes and summon them to Hierapolis. The Heroes will perform quests, spending six days and six nights...
“As I was crossing the compass platform the captain hailed me, not with the usual rigmarole of 'Enemy in sight, bearing, etc', but with 'There's the fucking Scheer! Open fire at her!'… But the name of the enemy ship was of course the Graf Spee.” – Lieutenant-Commander Richard Jennings, HMS Exeter's gunnery officer during the Battle of the River Plate...
“As a consequence, carrier battles were risky, unstable affairs that hinged on striking effectively first. To do so, a carrier force had to locate its adversary before it was detected itself, or not long after.” – Robert C. Rubel, Deconstructing Nimitz’s Principle of Calculated Risk This is an expansion to my ruleset There's The Effing Scheer, which allows...