Download or read book The Rules with No Name written by Bryan Ansell and published by . This book was released on 2009-01-27 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: It's been quite a few years now since Bryan Ansell first put pen to paper to produce the initial draft of The Rules With No Name: these rules have been playtested, developed and enjoyed many, many times since then and it is a travesty that they have not been seen on bookshelves until now. Very little editing to the original text was required, but I have added a painting and terrain guide for completeness and sincerely hope that Bryan likes the way his rules have been laid out and presented. Here's what Bryan originally wrote in his introduction to the playtest version of these rules all those years ago: These are intended primarily as a straightforward, simple set of Western gunfight rules, suitable for a quick, cheerful game, possibly involving a large number of participants. However, we wanted to include a degree of tactical skill, involvement with the rule system and an element of tension and surprise. We hope that we have succeeded in doing so without making the game at all puzzling or complicated. Consumption of alcoholic beverage and high-carbohydrate snacks and the playing of these rules are not necessarily mutually exclusive. We have tried not to introduce a lot of fussy rules to cover every eventuality, so if you are playing with large groups of strangers, you might like to use a gamesmaster; a god-like figure whose word is law. Fortunately, even the most competitive gamers don't come to a Western gunfight looking for an argument, so the way should be clear for a good time to be had by all. However, for those of you who prefer a more sophisticated game, especially if you intend to run a campaign, with the extra level of detail and involvement that familiarity permits, there is a selection of optional rules for you to mix and match according to your tastes. Set in the time of the American Old West where life was cheap and survival was the order of the day, these rules are written in a very conversational style that are a joy to read as well as play, and there are many suggestions by Bryan as to how the players can choose to extend and adapt the rules to suit their own levels of skill and/or to simply increase their sense of enjoyment. In this fast paced game all facets of life and the characters in the Old West as depicted in those many Hollywood and Italian 'Cowboy' films are covered; from the hardened gunslinger and town drunk to the law abiding owner of the General Store; all have to hone and develop their particular skills over the course of the game... or end up having that eternal slug of whisky in the saloon in the sky! So, get out those toy soldiers, strap on that six gun and get yourself a whole lot of pleasure by having a game with friends using these action-packed and fun- filled rules.
Download or read book One Hour Wargames written by Neil Thomas and published by Pen and Sword. This book was released on 2014-09-03 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.
Download or read book Test of Resolve Wars of the Roses Wargame Rules written by David Knight and published by . This book was released on 2021-04-28 with total page 88 pages. Available in PDF, EPUB and Kindle. Book excerpt: Test of Resolve is an elegant & straightforward set of gaming rules for miniatures, which models the warfare in this period, and uses only one twelve-sided die (D12) per side. The game plays out with a small deck of cards for each army; these cards are designed to introduce an innovative, realistic and exciting unpredictability to the game flow *** If you also wish to purchase this in PDF form, and/or the high quality printed cards, you may prefer to buy a discounted Bundle with them at www.TestOfResolve.com.***
Download or read book The War Game Rules written by Charles Grant and published by . This book was released on 2012-05-01 with total page 56 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following on from his father's great wargaming classic The War Game Charles Grant Jr. has collated years of rule development, alteration and additions to make this, the updated and complete set of rules. This set of rules is all you will need to fight wargames covering the armies of the eighteenth century and will do very well even for later periods. The rules help you to organise your armies, then cover play sequence, movement rates for all troop types, firing infantry and artillery, how to melee, fighting in built up areas, morale, engineers, river transport, special soldier types, scaling down and much more! These are the master rules from the master wargamer. Colour photographs
Download or read book In Deo Veritas written by Philip Garton and published by Helion Wargames. This book was released on 2020-05-19 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The aim of these rules is to help gamers recreate the challenge and uncertainty of European battle during the seventeenth century.
Download or read book Honours of War written by Keith Flint and published by Bloomsbury Publishing. This book was released on 2015-11-20 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Seven Years' War was the pinnacle of 18th-century warfare, with dramatic campaigns and battles, famous leaders, and wide variety of colourful uniforms. Compared with the later Napoleonic Wars, tactics were simpler, armies more professional, and battles tended to be smaller. Using these quick-to-learn rules, players can bring this period to the tabletop, recreating anything from a small skirmish to a major pitched battle. Although simple, the rules allow for a wide range of tactics and reward historical play. That said, fog of war sometimes produces unexpected results and units don't always obey their orders! The game moves quickly, and players must be prepared to regroup and counterattack or to press home an advantage – a lot can happen in one move!
Download or read book One hour Skirmish Wargames written by John Lambshead and published by Pen and Sword. This book was released on 2018-09-30 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many wargamers enjoy the challenge of skirmish games where, instead of the strategy of vast armies portrayed by traditional wargames, the focus is on the tactics of a small unit. However, skirmish rules are often so complex that it can take hours of rolling dice, consulting tables and recording data to recreate what would in reality be a fast and furious firefight lasting just minutes. Now these new rules make it possible to recapture the speed and intensity of these actions where every man, and every second, counts. The basic rules are supported by sections which give special rules and scenarios to capture the flavor of a range of different periods, from Napoleonic to Modern Warfare and beyond with Sci-Fi. From the 95th Rifles scouting for Wellington, Western gunfights and WWI trench raids, through WW2 parachute assaults or Special Forces strikes in Afghanistan, or even Space Marines storming a space station, Squad Firefights elegantly simple system allows you to focus on proper tactical decisions rather than rolling buckets of dice or calculating masses of modifiers.
Download or read book A World Aflame written by Paul Eaglestone and published by Bloomsbury Publishing. This book was released on 2012-08-20 with total page 115 pages. Available in PDF, EPUB and Kindle. Book excerpt: Often called the ”Pulp Era”, the years between the two World Wars have seen a tremendous surge in interest among wargamers. A World Aflame captures the adventurous nature of the time period to present a fun, fast-paced set of tabletop miniatures rules that can handle the many diverse conflicts of the period, from the Chinese Civil Wars and the “Great Game” in Central Asia, to the Irish War of Independence and the bitter ideological warfare of the Russian and Spanish Civil Wars. The rules also contain options for the “Very British Civil War”. This gaming trend has sprung up in recent years, following a “what-if” scenario that has Edward VIII refusing to abdicate the throne, thrusting the country into civil war in 1938. It is a quirky, fun setting, and one that is surprisingly popular. Written by a life-long wargamer, A World Aflame focuses on the daring and heroism of battles fought in the last great era of adventure.
Download or read book Land of the Free written by Joe Krone and published by Bloomsbury Publishing. This book was released on 2014-11-20 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Land of the Free is the new set of wargaming rules from Osprey that allow players to recreate the various conflicts that broke out in North America shortly prior to and just after Independence, including the French and Indian Wars, the Revolution and the War of 1812. This set of rules lets players begin their campaigns with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them into armies hundreds strong. A unique system of command points and the need to carefully manage resources or risk becoming vulnerable to counter-attack have to be finely balanced against the need to gain objectives throughout the game, creating a challenging, but enjoyable environment for your armies.
Download or read book The Games of War written by John Bobek and published by AuthorHouse. This book was released on 2007-12-12 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: Heres a Hobby for those who love:toys, games, role playing, military history, action movies, science fiction, paintball, and having friends and family over. This book has it all, from gladiatorial combat to space warfare. Test your skills and luck as you re-fight famous battles or explore the world of what ifs. Heres your chance to be Alexander, Saladin, Cromwell, Washington, Napoleon, Nelson, Lee, Grant, Pershing, Rommel, Patton, Nimitz, or any of the great military leaders of history. Lead a patrol in the Ardennes or in Afghanistan. Its paintball without the pain! You can fly your Wildcat against a Zero, your Phantom against a Mig. See if you have what it takes to be a pirate in the Carribbean. Can you conquer a galaxy or master magic? The rules contained in this book cover all this and more. They are easy to learn, fast to play, and contain background information for anyone whos not a historian. You can get started on any budget and with whatever space you have available. Rediscover reading for fun! Teaching History? There are sample history labs included. Have your class experience the past! Watch their interest and enthusiasm grow!
Download or read book Konflikt 47 written by Warlord Games and published by Bloomsbury Publishing. This book was released on 2016-08-25 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: 1944 Atomic testing at Los Alamos opens a rift in the fabric of space, while the detonation of the Fat Boy atomic bomb over Dresden creates a second. German and American scientists determine that signals are being transmitted through the rifts, many indecipherable, but some containing revolutionary scientific and technological theorems. Desperate for any military advantage, Germany and the US swiftly apply these discoveries to their war efforts, and incredible new weapons begin to appear on the battlefield. Angered by America's refusal to share the secrets of Rift-tech, Stalin declares war on the US and Britain, and the Allies are fractured. 1947 World War II has entered a completely new phase. Power-armoured infantry armed with personal wonder-weapons follow super-heavy tanks and mechanised walkers into battle, smashing defences with colossal firepower, while genetic monstrosities are sent out to hunt and terrorise enemy forces. This is the new nature of war. This is Konflikt '47. *** With rules inspired by the award-winning Bolt Action system, this standalone game takes World War II to a completely new level, and offers everything required to harness the incredible weapons and technologies made possible by the rift signals, and to engage in tabletop battles for supremacy and survival.
Download or read book All Things Zombie Evolution written by Ed Teixeira and published by . This book was released on 2018-08-16 with total page 90 pages. Available in PDF, EPUB and Kindle. Book excerpt: EVOLVE OR DIE!All Things Zombie won the Origins Award for Best Miniatures Game in 2005. From then until now, gamers have changed and All Things Zombie has changed with them.************Want a game where all you do is run around the table and kill Zombies? If you do, then All Things Zombie - Evolution is not for you. Think of all the great and not so great Zombie movies and television series. Remember how many Zombies the heroes killed? I'm betting you don't, but I bet you remember how they interacted with other survivors and how they finally overcame the obstacles in their way. In short, you remember the Story.And that's what All Things Zombie - Evolution is all about, the Story; your Story.All Things Zombie - Evolution sweeps you up and sticks you right in the middle of a catastrophic zombie outbreak. Who you are when the outbreak occurs is just as important as where you are. Because unlike other zombie games, where the zombies have been around for a while, you won't be able to tell the humans from the zombies until maybe it's too late. Because it's all happening to you just like it would on Day One. Confusion, chaos, and lack of information are just some of the challenges you'll face when the world starts to crumble. Will you have what it takes to survive the first 30 days? THEN WHAT?All Things Zombie - Evolution starts on the first day of the Outbreak, but then let's you continue your life, building your very own future. It's a game where every detail has been covered, as you first escape the soulless creatures that threaten you, then hunt them down and take back what's yours. On the way you'll find that your most dangerous enemies aren't the zombies, but are your neighbors and sometimes your old friends. Play All Things Zombie - Evolution solo, cooperatively against the game, or head to head against one another. Play it as a one off game or part of an ongoing campaign. Play it on the Tabletop or on the Battle Boards we've included. It doesn't matter which way you play it, as the goal of All Things Zombie - Evolution is to rebuild the world, as you knew it; except maybe this time with you in charge.Inside you'll find: Counters and two 8" x 10" Battle Boards. Three classes - Survivor, Ganger, or Militia, each with different goals and opportunites. Attributes, Skills, and more, that are used to define your Characters and make them unique.A light-book keeping Campaign System to reward you when you do well and punish you when you don't.A variety of Zombies, from the old school Shamblers to Smarties and Ragers.Pre- generated scenarios that can be played alone or played together to build your Story.A fully populated Post-Apocalyptic town for you to adventure in.All this and much more.And we didn't even mention the Werewolves, Aliens or Vampires.All Things Zombie ...Still THE Zombie game.Please note that the maps and counters for this book are printed inside in black and white. Please contact Two Hour Wargames for the PDF files so you can print your own: [email protected]
Download or read book En Garde written by Craig Woodfield and published by Bloomsbury Publishing. This book was released on 2016-01-20 with total page 68 pages. Available in PDF, EPUB and Kindle. Book excerpt: En Garde! is a small-scale skirmish game based on the successful Ronin rules, in which small groups of warriors fight each other for honour or riches. Rather than just rolling a few dice, the rules allow players to make tactical decisions about how the models that they control will fight – offensively, defensively, or by applying special skills and abilities. En Garde! covers the conflicts of the 16th, 17th and early 18th centuries, when black-powder weapons started to become common in battle but martial prowess still determined the outcome. Play as Border Reivers, Conquistadors, Landsknechts, Aztecs, French Musketeers, Caribbean Pirates and many more, in scenarios that evoke classic engagements of the genre. Simple campaign rules allow multiple scenarios to be played in sequence and permit warbands to develop over time. An appendix is also included to provide brief rules for supernatural creatures of the period – monsters, demons, revenants and witches – and new abilities and equipment to fight them, making En Garde! the perfect ruleset for gamers who want something a bit different from the norm.
Download or read book Beginners Guide to Wargaming written by Bruce Quarrie and published by . This book was released on 1987 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Dux Bellorum written by Daniel Mersey and published by Bloomsbury Publishing. This book was released on 2012-08-20 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop. Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets.
Download or read book Dunn Kempf written by John Curry and published by . This book was released on 2020-03-13 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inspired by ideas of Phil Barker (of WRG fame), these rules were a tactical training game for the US Army for approximately twenty years. Written by Captains Dunn and Kempf, the rules aimed to accurately model potential battles between American forces in Europe and the Warsaw Pact. In addition to being fun to play, the game aimed to be worthwhile military training including: American and Warsaw Pact Tactics. Weapon capabilities and effects. Correct employment of indirect fire, such as artillery and mortars. Appropriate use of terrain. Defensive use of smoke. Creation of kill zones. This edition of the rules includes additional material that has emerged since the first edition. It is the Fort Leavenworth Combined Arms Training Center edition, plus the optional combat tables from the III Corps edition of the rules. These rules are published by the History of Wargaming Project as part of its work to document the development of professional wargaming.
Download or read book Black Powder written by Rick Priestly and published by . This book was released on 2010-01-19 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Black Powder is Warlord Games' first publication. It is a beautiful book in its own right with hundreds of color photographs taken by the Perry brothers of the most exquisitely painted model soldiers from their world-renowned collection. The rule book's intention is inspire a collector to play gentlemanly games with their own collections of soldiers with friends where the emphasis is on the spirit of the age of musket, not the letter of the rule. With decisive battles from the key wars of the period, such as El Teb, from the Sudan War, Ntombi River from the Zulu Wars, Alma from the Crimean War and Freemans Farm from the American War of Independence, as well as two fictional scenarios from the American Civil War and Napoleon's Wars, there really is something to keep everyone happy. It is a hearty publication and not for nitpickers or miseries. There are some good gags in it, but it also plays well and enables players to conduct a very big battle in a civilized period of time, leaving them more time to chat about the highs and lows and what ifs. Rick Priestley is best known as the famous Warhammer and Warhammer 40000 author, the world's best selling table top miniatures game and Product Director for Games Workshop. He lives in Nottingham. Jervis Johnson is also an internationally renowned games writer and luminary in the gaming world. Jervis also lives in Nottingham but has a very posh voice.