Dungeon World 2nd Edition
These rules are for fantasy skirmish war gamers who like the idea of taking up table top gaming, but lack either the space to play a larger scale game, or who are reluctant to spend a king's ransom collecting 28mm heroes and monsters.
Pz 8 – Sci-Fi Wargame Rules
These ultra-simple rules are based on Mechanized Warfare Rules by Andrew Thomas, published by Irregular Miniatures.
Pz 8 – 1950/75 Wargame Rules
These ultra-simple rules are based on Mechanized Warfare Rules by Andrew Thomas, published by Irregular Miniatures.
Pz8 - 1935/65 Aerial Wargame Rules
These ultra-simple rules are intended for a very quick dogfight game or a campaign between fighter squadrons. There are not (still) rules for bombers. I use them with my 8 years old boy and with my wargaming friends when I have only half an hour for a game.
Pz8 - WW2 Divisional Level Wargame Rules
These ultra-simple rules are inspired by KISS Rommel by Norman Mackenzie, available from www.freewargamesrules.co.uk. The original rules have been modified in different ways (for example introducing Fatigue Points) and made consistent with the battalion/brigade level, Pz8 WW2 microarmour rules.
Pz8 – WW2 Coastal Wargame Rules
The starting point for these simple wargaming rules is Schnell Rules for Schnelboote by David Manley, that is also a precious source for weapons and data for many different vessels. The concept of one cumulative Attack factor for lesser guns, derives from Hunters on the Shoreline, by David Gregory and Haüte Kuck. Both excellent rule sets are freely downloadable from Internet.
Pz8 – 1939/41 Naval Wargame Rules
These ultra-simple wargaming rules are designed for encounters between Battleships and Heavy Cruisers, in the early years of WW2. Use them for a quick game, or a campaign, on a small table. The concept of “range bands” derives from Salvo! by Minden Games.
Pz8 - WW2 Wargame Rules
These ultra-simple rules are based on Mechanized Warfare Rules by Andrew Thomas, published by Irregular Miniatures.
Twilight World ~ The Game
Twilight World is a basic game system that was designed for quick and easy miniature wargaming in a modern horror setting. These rules allow players to fight desperate battles with small groups of human survivors (heroes) in low intensity battles, primarily against other players who control zombie hordes, and roving gangs of villains... and worse.
The Undiscovered Wilderness Plot Aid Card Deck
For Pulp or Victorian Style Gaming. Once every in-game week (or every couple of days if you prefer a faster pace of campaign
with rapidly unfolding events) shuffle and pull three cards. Or if you simply want scenario
ideas, use the cards in the same way to generate a set of random event ideas to spice up your
one off scenarios.
Bug Hunt
These rules are based around the Alien(s) cinematic hack fests; and includes as an optional
extra a few guidelines for adding the Aliens Versus Predator movies into the mix. The rules
work just as fine when played as a solo game i.e. with a single player pitting his or her wits
against a randomly generated, dice controlled decision making Alien A.I. Bug Hunt is also
ideal for one or more players (depends how many squads of Marines you use) versus a Bug
Master (BM) playing the Alien Hive or Predator team.
Pulp Fiction (The Game)
The Comic Book days of the early half of the 20th Century is a wonderfully
imaginative time for the gamer to carve a niche for his own creative
imagination to run wild. The Pulp era was a time and a place filled with Heroes,
Femme Fatales, Mobsters, Two Bit Hoods, Gumshoes, Steam Tramp Sailors,
Chinese Tong Gangsters, German Gasmask Zeppelin Pilots, American Navy
Sand-Pebbles, Rocket Men, Metal Robots, and larger than life tales. What more could the adventurous gamer want out of his hobby?