Wargame Rules from skirmish games to large battles
Available in Paperback ($30.00) and Hardcover ($40.00).
A Gentleman’s War’ is a simple game involving toy soldiers of the classic style. It is a relaxed and relaxing game, where enough depends on the turn of a card and the roll of a handful of dice to say that our disasters are pure chance, but enough cunning decision-making to claim our victories as acts of brilliant generalship. Our model soldiers are very brave, obedient, and generally do what we want them to. Players are expected to behave in a friendly manner, and conduct themselves as gentlemen (or ladies, as is appropriate). There are lots of six-sided dice, saving rolls, proper distances in inches, and a general sense that there ought to be salmon-and-cucumber sandwiches and tea, or beer.
Miniature wargames have been with us in one form or another for a long time. While there are many wargaming opportunities available, Little Battles adheres to a simple philosophy – always have fun while capturing the feel of the period. This is a set of simple rules using lots of dice, that offer numerous tweaks and subtle nuance fro playing a period piece. Little Battles is designed to play across multiple historical periods. First is Shock, covering the warfare of the Ancient times through to the Medieval period. This is followed by Pike & Shot, covering the 16th – and 17th Centuries, the Musket period of the 18th and 19th Centuries, Rifle & Saber from the mid to late 19th Century and finally, the Modern era. Little Battles is a fully illustrated, seasoned set of rules that allow you to play a game in an hour or two.
HEROIC is a generic set of skirmish rules that will allow you to do a variety of historical eras as well as some of your favorite Fantasy and Science Fiction movies. HEROIC is a simple game to play, but a difficult one to master. These rules are a clear, easy-to-follow manual that will be invaluable to both experienced gamers and newcomers to the hobby of skirmish gaming. All you need to play is this rulebook some ordinary ten-sided dice and an imagination. This full color paperback rulebook is 8 inches x 10 inches. It is illustrated with numerous photos of miniatures from Miniature Wargames Magazine.
Several years after the events of Alice’s Adventures in Wonderland and Through the Looking Glass, Alice finds herself back in Wonderland and called upon to save the world of playing cards and talking animals from the increasingly deranged Queen of Hearts. But all is not as it first appears in the fluctuating dream world and soon Alice is battling to save herself from the nightmare that is rapidly overtaking the realm.
Have you ever wondered what would have happened if Alice hadn’t drunk from the bottle labelled ‘Drink Me’, or if she hadn’t joined the Hatter, the March Hare, and the Dormouse for tea? Well now you can find out.
In Alice’s Nightmare in Wonderland, YOU decide which route Alice should take, which perils to risk, and which of Wonderland’s strange denizens to fight. But be warned – whether Alice succeeds in her quest or meets a dire end as the nightmare escalates will be down to the choices YOU make.
Are you ready to go back down the rabbit-hole?
Written by award-winning author Jonathan Green, Alice’s Nightmare in Wonderland is a 520 section solo RPG adventure gamebook, and the first title in the internationally critically-acclaimed ACE Gamebooks series, in which classic works of literature are given an innovative modern twist as interactive novels, and in which YOU are the hero!