Wargames Rules

  • An Uncivil Affair - Standard PDF Edition

    An Uncivil Affair – Standard PDF Edition

    £5.00

    English Civil Wars

    1642-1651

    Pikes levelled. Pistols drawn. A nation at war with itself.

    An Uncivil Affair brings the English Civil Wars to the tabletop, focusing on the clash between Royalist and Parliamentarian forces in a conflict that reshaped Britain.

    These rules emphasise period tactics, battlefield command, and the violent shock of cavalry charges alongside disciplined infantry formations. From desperate village fights to open-field battles, the system captures the character of mid-17th century warfare — where leadership, morale, and timing could decide the outcome as much as numbers.

  • Arrows and Quarrels - Standard PDF Edition

    Arrows and Quarrels – Standard PDF Edition

    £5.00

    Medieval Period – Large Scale Skirmish

    1300

    Command your retinue. Hold the line. Break the enemy.

    Arrows and Quarrels is a medieval wargame ruleset focused on large-scale skirmish battles, where disciplined troops, well-timed charges, and volleys of arrows decide the fate of the field.

    Designed to sit between small skirmish games and full mass-battle systems, these rules put you in command of a fighting force made up of knights, men-at-arms, archers, and supporting troops. The emphasis is on command decisions, manoeuvre, and the brutal reality of medieval combat — where cohesion matters as much as courage.

    This is a game about holding ground, committing reserves, and choosing the right moment to strike.

  • Carry on up the Raj - Standard PDF Edition

    Carry on up the Raj – Standard PDF Edition

    £5.00

    The Indian Uprising

    1857

    Siege, rebellion, and brutal close-quarter fighting.

    Carry on up the Raj covers the dramatic and hard-fought campaigns of the Indian Uprising, focusing on asymmetric warfare, desperate sieges, and mobile relief columns.

    These rules are built around uneven forces, where disciplined troops face numerically superior opponents, and local conditions, terrain, and morale play a major role. From holding fortified positions to breaking through to relieve besieged garrisons, the system emphasises tension, pressure, and hard choices.

  • China and the World Dance - Standard PDF Edition

    China and the World Dance – Standard PDF Edition

    £5.00

    The Boxer Rebellion

    1899-1901

    Urban fighting, international forces, and siege warfare.

    China and the World Dance covers the Boxer Rebellion, focusing on multinational forces, dense urban combat, and the siege of the foreign legations.

    These rules emphasise mixed contingents, street fighting, and the coordination challenges of operating with allied forces from different nations. Urban terrain, barricades, and civilian presence shape every engagement.

  • Flames in the South - Standard PDF Edition

    Flames in the South – Standard PDF Edition

    £5.00

    American Civil War

    1861-1865

    Black powder, long lines, and relentless attrition.

    Flames in the South brings the American Civil War to the tabletop, focusing on regimental-level combat where firepower, morale, and endurance decide the battle.

    These rules emphasise the grinding nature of Civil War engagements, with long firefights, devastating artillery, and hard-fought advances against prepared positions. Leadership, unit cohesion, and the ability to sustain losses are critical to success.

  • Good Old Hook Nose - Standard PDF Edition

    Good Old Hook Nose – Standard PDF Edition

    £5.00

    Napoleonic Wars

    1803-1815

    Columns, lines, and thunderous guns.

    Good Old Hook Nose covers the epic wars of the Napoleonic era, where mass armies, charismatic commanders, and combined arms warfare defined a generation of conflict.

    These rules focus on grand tactical gameplay, putting you in command of divisions and brigades as infantry, cavalry, and artillery work together to break the enemy’s line. Timing, positioning, and coordination are key — commit too early or too late, and the opportunity is lost.

    From sweeping cavalry charges to pounding grand batteries, this is Napoleonic warfare built around decisive moments.

  • I’m No Spartacus - Standard PDF Edition

    I’m No Spartacus – Standard PDF Edition

    £5.00

    Ancient Rome – The Arena

    70 AD

    Fast, brutal, and packed with spectacle — gladiatorial combat on your tabletop.

    I’m No Spartacus is a simple, fast-play set of gladiator wargame rules that throws you straight into the blood-soaked sands of the Roman arena. Designed for quick games full of drama, these rules focus on individual fighters, crowd influence, and the deadly choreography of ancient combat.

    Whether you’re recreating famous matches or running your own ludus, this ruleset delivers cinematic duels, sudden reversals of fortune, and the constant tension between glory and death.

    Perfect for club nights, campaigns, and narrative play — with enough depth to reward tactical decisions, but fast enough to keep the action moving.

  • Kämpfe in Reihen - Premium PDF Edition

    Kämpfe in Reihen – Premium PDF Edition

    £10.00

    The Lace Wars

    1700-1789

    Powder, drill, and disciplined lines of fire.

    Kämpfe in Reihen covers the wars of the 18th century, the classic age of linear warfare, where rigid formations, precise drill, and coordinated volleys dominated European battlefields.

    These rules focus on the importance of formation, timing, and command discipline. Armies fight in long, ordered lines, manoeuvring for position and delivering controlled fire to wear down the enemy before decisive assaults.

    This is warfare where cohesion is everything — and a single broken line can unravel an entire army.

  • Landsknecht - Premium PDF Edition

    Landsknecht – Premium PDF Edition

    £10.00

    Renaissance Warfare

    1520

    Pike, shot, and steel — warfare in the age of mercenaries.

    Landsknecht covers the brutal and colourful wars of the early Renaissance, where dense pike blocks, growing numbers of handgunners, and hired mercenary companies dominated European battlefields.

    These rules focus on the interaction between pike and shot, the challenges of early gunpowder warfare, and the unique character of mercenary armies. Command rival companies, manage morale and pay, and try to keep your troops fighting when casualties mount and discipline breaks down.

    This is a period of transition — and the rules reflect it, balancing traditional close-order formations with the disruptive power of firearms.

  • Monty Gunner Who? - Standard PDF Edition

    Monty Gunner Who? – Standard PDF Edition

    £5.00

    WW2 Combined Arms

    1939-1945

    Infantry, armour, and artillery — modern war in motion.

    Monty Gunner Who? is a World War II combined arms ruleset designed to handle the full complexity of mechanised warfare, from infantry assaults to armoured breakthroughs.

    These rules focus on the interaction between infantry, tanks, artillery, and support assets, with an emphasis on manoeuvre, logistics, and operational decision-making. Success depends on coordinating your forces and maintaining momentum under fire.

  • Will Victoria Be Amused? - Standard PDF Edition

    Will Victoria Be Amused? – Standard PDF Edition

    £5.00

    Colonial Wargaming – Age of Victoria

    1885

    Small wars, big empires, and hard-fought expeditions.

    Will Victoria Be Amused? covers the many colonial conflicts of the late 19th century, from the Sudan to the Northwest Frontier, focusing on expeditions, punitive columns, and hard-fought small wars.

    These rules are built around asymmetric forces, difficult terrain, and the challenges of operating far from supply and support. Expeditions must balance aggression with caution, while opponents use terrain, numbers, and local knowledge to their advantage.

  • Zulu’s Thousands of Them? (Big Battle) - Standard PDF Edition

    Zulu’s Thousands of Them? (Big Battle) – Standard PDF Edition

    £5.00

    Anglo-Zulu War – Big Battle

    1879

    Columns and impis in clashes of devastating scale.

    Zulu’s Thousands of Them? – Big Battle expands the conflict to full battlefield engagements, allowing you to command entire British columns and massive Zulu impis.

    These rules focus on manoeuvre, pressure, and the sheer weight of numbers, capturing the scale and drama of battles like Isandlwana. British firepower, Zulu momentum, and battlefield positioning all combine to decide the outcome.

  • Zulu’s Thousands of Them? (Skirmish) - Standard PDF Edition

    Zulu’s Thousands of Them? (Skirmish) – Standard PDF Edition

    £5.00

    Anglo-Zulu War – Skirmish

    1879

    Redcoats and assegais — desperate fights at close range.

    Zulu’s Thousands of Them? – Skirmish focuses on small-unit actions during the Anglo-Zulu War, where isolated British detachments faced overwhelming Zulu forces in brutal, close-quarters fighting.

    These rules are designed for tense, fast-moving skirmishes, with small numbers of figures, dramatic last stands, and fluid Zulu tactics. Every turn matters as British firepower struggles to hold back massed attacks.