The game concept found in the rules: "Your transport firm is approached by Santa Claus as a candidate for a major yearly contract. On Christmas Eve he personally delivers to all households, but he needs others to prepare local depots from which to take the gifts. Right now, these gifts are in the central depot for the country and you must get them to the...
The Land rules contain comprehensive standing orders for each troop type and battle orders assigned to each commander. Dependent upon the circumstances encountered during a game these force players and units to act historically. The casualty system uses HIT dice which translate immediately into battlefield and campaign casualties. After battle pursuits and...
The Great War is usually portrayed and imagined with the blasted landscapes of the static, trench warfare that emerged late in 1914 and persisted far into the conflict. However, while it is fair to recognize that much of WWI was characterized by this stalemate, it is also fair to point out that the early and later parts of the war were witness to...
1918 is an alternating-activation historical tabletop wargame where players refight the battles of the last year of the First World War using miniatures. A typical game uses around 30-60 miniatures on each side and lasts 2-3 hours. The game focuses on combined arms (i.e. infantry, cavalry, tanks, artillery and aircraft working together) and the command...
1918: Spring Offensive brings the climatic battles of the final year of World War I to your tabletop, putting you in command of a platoon or company of soldiers seeking to break the deadlock on the Western Front. Including the core and advanced rules, the book covers the opening Spring Offensive by the German Army on the Western Front, allowing you to...
After numerous wars and conflicts in which history has forgotten their names, the planet Earth has become a vast territory where only irradiated animals and humans fighting for their survival live in this devastated world, cities comprise of the last humans unaltered by toxic winds that now sweep the surface. Directed with an iron hand by draconian...
DBA-inspired miniature rules specifically designed for use with 2mm scale Napoleonic figure blocks, to be played on a 2 foot by 2 foot (2' x 2')table. Players build up units of soldiers by expending Army Points (AP), and typically fight engagements with 40 AP of units aside. The turn sequence is the familiar structure of: Player 1 moves Player 1 rallies...
2d Delves gives you the tools to build a party of fantasy heroes and guide them through amazing adventures! This solo / co-op procedural fantasy system allows you to tell incredible tabletop stories with ANY models in your collection as the stars. Along with those models you will need: a handful of six sided dice, chits numbered 1 - 20, a tape measure...
Solo Gaming in the Age of Honor "You should have stayed in the tavern, monsieur," the masked rogue sneered, parrying with effortless grace. "And let you escape with my purse and my honor? Never," the nobleman replied, driving forward with a sharp lunge. A flick of the rogue’s wrist sent the noble’s hat flying, but a moment later, the rogue stumbled as his...
Fast play miniatures wargame rules for the Napoleonic era, with an emphasis on morale: the title references Napoleon's dictum that the moral is to the physical as three to one. Individual units represent regiments or battalions, each turn corresponds to about 30-60 minutes of real time. Basing is not critical as long as both sides use the same conventions....
3rd Generation Warfare is a set of Wargaming rules for Combined Arms Conflict in the modern age. The rules cover all aspects of combined arms warfare including tanks, armoured infantry, helicopters, artillery, anti tank missiles and reconnaissance. These rules are fast paced and capture the essence of combat on the modern battlefield. Also available is the...