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£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.
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£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.
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£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.
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£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.
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£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.
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£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.
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£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.
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£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.
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£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.
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£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.
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£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.
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£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.
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£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.