Kairos is a fast-paced historical strategy game where players compete to earn the most points by the end of the game. The game ends when any of the players reach one of the four victory conditions. Points are awarded for a variety of accomplishments during the game, including capturing capital cities, liberating allies, progressing through Eras, and more....
My aim with these rules was to create something which allowed you to fight larger battles, where each base is a battalion. The rules cover the period pretty much from the development of the magazine rifle onwards, but you can doubtless fudge that. The aim is to allow you to fight several different sorts of game. Yes you can have the clash of regular...
Kalt Krieg ohne Hass Fast play wargame rules for Brigade/Regimental level battles of the Cold War era, using 15mm through to 2mm miniatures. A grid based battlefield regulates all firing and movement eliminating any micro-measurement. No record keeping is required. Vehicle scale is one base of miniatures to about 10 vehicles or about 100 men, with a grid...
A game about war and futuristic mecha's fighting over land. The game consist of multiple land boards 1 1d4 die 3 1d6 dice and 1 20 sided die. And the mecha character sheets featuring unbelievable artillery such as rocket launchers hand rockets. Jet boots and more the objective is to destroy all opposing mecha enemies and take there land. When all land is...
The kamikaze attacks -- deliberate mass suicides that turned aircraft into devastatingly effective guided missiles -- were a unique phenomenon of World War II. In the closing months of the Pacific conflict, the desperate but indomitable Japanese command formulated a last-ditch equation: one plane could equal one ship. "Kamikaze" is a two-player wargame...
What if Word War II hadn’t ended in 1945…? What if the Manhattan Project had been delayed…? The historical end of the Japanese Empire occurred in August 1945, before the invasion of Japan. For over 60 years, historians have debated what could have happened if a number of events had ended differently. Kamikaze 1946 proceeds from a historical base to...
Kämpfe in Reihen is a set of rules for the Lace Wars period, allowing players to recreate the linear style battles in a way that emphasises the role played by the Gentlemen and Colonels of the period. Players will need to seize control of every situation, in order to win the day with dash and swagger. The rules use a no-dice mechanism, aiming to bring the...
Command Quality Triumphs Over Superior Numbers! Most WWII rules leave you wondering how the Germans ever won a battle. Usually they fought out-numbered and against opponents with equal or superior equipment. So how did they ever win? The answer lays in their outstanding unit-level leadership. Kampfgruppe Commander places leadership quality at the...
Kampfgruppe Commander is the winner of the prestigious Origins Award. This updates third edition adds two scenarios, a template for vehicle cards, and makes many small tweaks to the system --incorporating ten years of player feedback. A poorly led Soviet tank brigade uses its entire turn simply to move and fire at an enemy held town. The German commander...
The third in the Kampfgruppe system series, this volume covers weapon systems such as mortars, which provided infantry units with their own integral 'artillery' support (down to platoon level in most armies). It also considers rockets, which were frequently employed in the close support role during street fighting and 'bunker busting' operations along with...