Action Dice Games! Super Fun Game - Portable, Playing Dice : Perfect For Tailgating at Games, Travel, Home, Parties, Gifts, Stocking Suffers and anywhere you want to play a full sports game fast and realistic. You call the plays and decide when to go for the bomb or long shot! Solo or versus, these games are action packed. This game can be single or two...
Action Stations is a World War I naval game, based on the MIGHTY HOOD/BATTLESHIPS AT WAR system. Includes the rulebook, reference cards, game markers, and 136 individually-rated color ship counters (on heavy stock) from British, German, French, Italian, Austrian navies. The standard game includes additional rules modules (and ships/counter) for merchants...
Action Stations: Atlantic - Core Rules World War 2 era naval miniatures rules, using the Battleship Captain system. This 48-page book contains full rules, optional rules, scenarios, and approx. 110 scale ship counter facsimiles in its pages (which must be scanned and printed before play). Warships from Britain, Germany, and France (BB, BC, CA, CL), plus...
Action Stations ! Naval Wargame Rules for Coastal Forces, 1914-1953 These rules are designed to fight actions in the First and Second World Wars and the Korean War. They provide the opportunity to refight skirmishes in the Channel, the Mediterranean and the Pacific with MTB attacks on Convoys and similar furious engagements. A SET OF QUICK REFERENCE SHEETS...
Naval Wargames Rules for Coastal Forces 1914 – 1953 by David Manley Current Edition 3.2 40 pages; recommended scale 1/600; complexity: 7/10; level of detail: 6/10; avg game length 2 hours; dice required: D10, D6 View Summary of Contents These rules are designed to fight actions in the First and Second World Wars and the Korean War. They provide the...
An easy to grasp set of miniature rules utilizing; pre-plotted movement, national characteristics, realistic wind effects, detailed gunnery and even shore batteries. The base set of rules (35 pages including scenarios, ship design, optional rules and examples) came with 3 sheets if unpunched cardboard ship counters (British, French & Spanish) they later...
These rules are designed for 28mm figures (although other sizes can be used) to represent a gun fight in a wild west town. The rules give a fast paced game in the style of wild west film rather than a representation of a "real" gun fight. You can play with any number of characters, games with 5 to 10 characters per side usually last between 1 and 2 hours...
These rules are designed for 1:300 scale aeroplane models (although other sizes could be used) to represent a WW2 aerial combat from small dog fights to large bombing missions. The rules give a simple to play, fast paced game with the opportunity to represent almost any WW2 aerial scenario. The rule book is 48 pages long. The quick reference sheet is 4...
Published as an article in issue #307 of Slingshot magazine, this is a fast-play set of miniatures rules for Roman and Hellenistic naval warfare. Ships have numerical ratings for Crew (representing both numbers and skill), Hull (representing both size and quality), and Speed, plus yes/no options for whether they're capable of particularly tight turns...
A free print and play quick-playing entry level American Civil War wargame for 2 players, playable in 2 hours, where the intention is to have a core set of rules with which to play a number of different battles/scenarios. The units are generic, so only need to be printed once. Each map and scenario card is a different battle. The first of which is Stones...
This is a set of miniatures rules for combat involving river boats in the American Civil War, primarily on the lower Mississippi. The Union invaded the South along this route, and the Confederacy tried very hard to stop them. Rules are given for various types of ships (Ironclads and otherwise), forts, field artillery, boarding by infantry, ramming, etc. To...
In ACW Solitaire, the player plays the Union forces in the American Civil War of 1861-65. The aim is to defeat a simulated Confederate opponent using a combination of strategies. Units include named Generals, Armies, Forts, River Gunboats, Naval Fleets and different Indian Tribes. The map is province based, including ports and the Mississippi river. Union...