This mini campaign game cover Pontiac's War was first published as an article in Vol. VIII, No. 5 of The Courier magazine (1989) and provides and well researched historical background of the conflict before providing in-depth rules for set-up, turn sequence, unit activation, movement, combat, supplies and victory points. The map/chart is easy to use for...
“I mean to destroy the English and leave not one upon our lands.” Pontiac “It is not in the Indian’s power to affect anything of consequence.” Major Gladwin. Pontiac’s War 1763-1766 followed on the heels of the French and Indian War which ended in 1763. Thanks to Indian resentment over the French surrender of their lands and the harsh policies of General...
Published in Basin City, WA with assistance by the Every Other Tuesday Night Gamers & War Eagles Gaming Society. Can be used with 15mm appropriate figures, players will need to provide at least 1 6-sided DIE for each player, a 6-Ft. Tape measure, a Protractor for determining Gunfire & Observation, Artillery Facing changes, Gatling Gun Firing Arcs, and...
Poor Bloody Infantry 2006 is an updated version of the previous game PBI II: 15mm Scale Company Actions of World War 2 by the Rules For The Common Man team. A miniatures game of World War 2 company level combat, PBI is designed to allow fast playing games that finish in about an hour. PBI uses a terrain map made from grid squares to address the old...
Port Arthur: Sirotčí vrchy is a competitive microgame for two players set in the same world as Port Arthur. Designed by Guillaume Sandance, this minimalist duel unfolds on a single card that serves both as the board and the rules reference. Each player secretly selects a value on their six-sided die, then both reveal simultaneously. The red player, who...
Port Arthur is a simulation of the ground campaign of the Russo-Japanese War of 1904-05, contained in issue #19 of Command Magazine. Included in the game are 10 pages of rules, a 22" x 34" mapsheet, and 101 counters. Victory points are awarded for causing enemy casualties, and for control of Liaoyang, Mukden, and Port Arthur (which is worth 2 points). At...
Players build and operate merchant fleets in Pacific rim trade. Buy, sell and lease freighters and tankers, purchase and bid on cargo contracts for delivery between ports, smuggle, buy and sell maritime insurance. Ships move by speed rating of 40, 60, or 70 knots based on ship type. Ending based on profit when all cargo is delivered, only one player has...
This game was published in The Wargamer Magazine #28. It simulates the British land campaign to retake the Falklands from the Argentine forces in May and June 1982. It has one 22x34" map, 200 counters and 11 pages of rules. Scale is companies/battalions, individual ships and air squadrons. Turns are two days, hexes are 2.8 km across. Game length is 15...
There have been a number of fine games written to simulate the great fleet actions that decided the fate of nations. But, these battles can be counted on two hands. For every fleet action, there were a hundred frigate, sloop and small ship of the line engagements that turned “command of the sea” into the daily reality of using and controlling the sea...
From the publisher: There have been a number of fine games written to simulate the great fleet actions that decided the fate of nations. But, these battles can be counted on two hands. For every fleet action, there were a hundred frigate, sloop and small ship of the line engagements that turned “command of the sea” into the daily reality of using and...