One Hour Wargames

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  one hour wargames: One-Hour Wargames Neil Thomas, 2014 One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. Apart from time, the other consideration is space, which further constrains the opportunities for a game. Veteran gamer and rule-writer Neil Thomas has addressed both these problems. Now it is practical to play a game in around an hour on a normal dining table or living room floor.
  one hour wargames: One-hour Skirmish Wargames John Lambshead, 2018-09-30 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.
  one hour wargames: Ancient and Medieval Wargaming Neil Thomas, 2007-06-21 Re-fight some of the bloodiest battles of the ancient and medieval worlds! Seasoned wargamer and author Neil Thomas brings historical perspective to the hobby with a description and interpretation of significant military developments from 3,000BC to AD1500. Wargaming is the simulation of accurate historical battles using miniature figures to fight over three dimensional terrain, their movement and combat being regulated by clearly defined rules. Neil Thomas' new book provides specific coverage of ancient and medieval wargaming, thanks to its division into biblical, classical, Dark Age and medieval sections. Each section has its own set of rules and much expanded army lists. The wargamer gains additional perspective from data panels containing facts about weaponry, personalities and chroniclers, and quotations from original document sources. Useful suggestions for further reading are also included, while battle reports in each section provide tactical insights for both novice and veteran wargamers.
  one hour wargames: Wargaming Neil Thomas, 2005-01-01 Although the rise in computerized wargaming has transformed some aspects of the hobby, the traditional table-based wargame continues to go from strength to strength.
  one hour wargames: Solo-wargaming Donald F. Featherstone, 1973
  one hour wargames: Dux Bellorum Daniel Mersey, 2012-08-20 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.
  one hour wargames: Wargaming on a Budget Iain Dickie, 2010-07-19 Wargaming can be a very expensive hobby, but it needn't be. Iain Dickie, one of the best-known names in the hobby shares dozens of hints and tips on how to cut the cost of your gaming and get 'more bang for your buck'. He offers sound practical advice on buying and building your armies (should you opt for metal, plastic, or even card, and in which scale?), gaming tables, terrain, buildings and even storage solutions. As well as purely financial constraints, Iain Dickie also recognizes the fact that available space is another major restriction for many gamers and tackles this issue too. Now you've got no excuse not to get wargaming!
  one hour wargames: Wargaming Nineteenth Century Europe 1815-1878 Neil Thomas, 2021-11-30 A set of simple, fast-playing rules for wargaming the conflicts that re-shaped Europe in the period 1815-78. This important, yet often-neglected period includes the Crimean War, the Italian Risorgimento, the wars of Bismarck's Prussia against Denmark, Austro-Hungary and France and the Russo-Turkish war. Tactically it saw armies struggle to adapt Napoleonic doctrines to incorporate important technological advances such as breech-loading rifles, steel breech-loading cannon and the first machine guns. The book includes brief analysis of the essential strategic and tactical military developments of the period, a set of elegantly simple rules which are fast-playing and easy to learn, yet deliver realistic outcomes. A selection of generic scenarios, covering diverse situations such as flank attacks, pitched battles and meeting engagements, is supported by army lists for 28 different armies. There are also 12 historical scenarios, ranging from the Battle of the Alma in the Crimean War to Sedan in 1870, the decisive battle of the Franco-Prussian War, each with historical background, deployment map, orders of battle and any special rules for that engagement. Useful appendices include a guide to further reading, an overview and price guide to the many scales and ranges of figures available, and a selection of useful addresses for the gamer.
  one hour wargames: NUTS 4th Edition Ed Teixeira, 2017-11-09 NUTS WW2 is an Origin's Award-winning man-to-man tabletop skirmish wargame that puts you into the front line as a squad leader or platoon leader. -The easy-to follow rules cover all aspects of squad level warfare, and use Two Hour Wargames' unique reaction system - no standing around waiting for your activation in this game, your figures always react to a situation on the table. Designed for head-to-head, co-op and solo gaming, NUTS can be played in a variety of ways:-You can play as a Squad Leader with a full squad.-You can play as a Squad Leader with less than a full squad.-You can play as a Fighting Vehicle Platoon Leader with three to five vehicles.-You can play with only one Fighting Vehicle.-You can play large games with multiple squads and vehicles.The bottom line is you can play it any way you like, with any figures, terrain or counters you like.Inside you'll find:-Rules for infantry combat with over 15 different formations.-Rules for vehicle combat with stats for over 100 types.-Four armies to choose from - American, British, German and Russian.-Thirty-five unique attributes to personalize your squad members.-Rules for urban combat.-A minimal bookkeeping Campaign System that gives meaning to every game as the results of one will affect the outcome of the next.A light machine gun has part of your squad pinned down. Two of your men are wounded and screaming for help while one of your guys is hunkered down behind that wall and isn't moving anytime soon. All hell's breaking loose and everyone is looking to you for the answer. Right about now you're wondering what the heck you've gotten yourself into. Welcome to the world of NUTS!*Note: If you purchase this title from Amazon.com you can get the PDF for free. Contact Two Hour Wargames by email at twohourwargames@gmail.com and provide your purchase details from Amazon.com
  one hour wargames: Black Ops Guy Bowers, 2015-10-20 Black Ops is a skirmish wargame of tactical espionage combat that recreates the tension and excitement of modern action-thrillers such as the Bond and Bourne films. The fast-play rules keep all the players in the thick of the action, while the mission generator provides a wide range of options for scenarios – from stealthy extraction or surveillance missions to more overt raids and assaults. Stealth, combat, and technical expertise all have a role to play, and players may recruit a number of different operative types – spies, mercenaries, criminals, hackers, special forces, and many more – to recruit the best possible team for the job. Players may also choose to join a faction – powerful organizations, intelligence agencies, criminal syndicates, militaries, or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions, and scenarios, no two games of Black Ops should ever be the same!
  one hour wargames: Battlefields In Miniature Paul Davies, 2015-05-30 “For the modeller and wargamer . . . looking for something more when recreating their battles in a table-top game or exhibiting their work.” —José Manuél Rico Cortés (“Mister JM”), Miniaturas JM Like a good general, a good wargamer should have an eye for the ground. Just as the nature of the battlefield plays a central role in real warfare, so miniature wargames are greatly enhanced by realistic terrain. Besides, when you’ve spent hundreds of hours collecting and painting your miniature armies, they surely deserve ground worth fighting for. Master terrain modeler Paul Davies takes the reader through the process of creating a visually appealing yet practical terrain system. First the techniques of making the basic landscape are explained, then a series of projects show how this can be adapted to suit different periods or geographic locations, from European farmland to Sudanese desert. There are then detailed chapters on adding vegetation, buildings, roadways, trench systems, and more. The clear, step-by-step instructions are clearly illustrated by numerous specially-taken photographs of the work in progress and Paul’s inspirational finished pieces. “Takes the reader through the process of creating a visually appealing yet practical terrain over which miniature battles may be fought . . . The book should be well received by wargamers and diorama builders alike. Recommended.” —Military Modelling “Inspiring . . . It’s the detailed ‘build projects’ and the huge number of images that really serve to make this book such a valuable resource for those who don’t quite know where to start, or those who would like some inspiration and guidance to serve as a catalyst for their own research and modelling projects.” —Tabletop Gaming
  one hour wargames: Lost Battles Philip Sabin, 2015-02-05 From the author's introduction: Ancient battles seize the modern imagination. Far from being forgotten, they have become a significant aspect of popular culture, prompting a continuing stream of books, feature films, television programs and board and computer games... there is a certain escapist satisfaction in looking back to an era when conflicts between entire states turned on clear-cut pitched battles between formed armies, lasting just a few hours and spanning just a few miles of ground. These battles were still unspeakably traumatic and grisly affairs for those involved - at Cannae, Hannibal's men butchered around two and a half times as many Romans (out of a much smaller overall population) as there were British soldiers killed on the notorious first day of the Somme. However, as with the great clashes of the Napoleonic era, time has dulled our preoccupation with such awful human consequences, and we tend to focus instead on the inspired generalship of commanders like Alexander and Caesar and on the intriguing tactical interactions of units such as massed pikemen and war elephants within the very different military context of pre-gunpowder warfare. Lost Battles takes a new and innovative approach to the battles of antiquity. Using his experience with conflict simulation, Philip Sabin draws together ancient evidence and modern scholarship to construct a generic, grand tactical model of the battles as a whole. This model unites a mathematical framework, to capture the movement and combat of the opposing armies, with human decisions to shape the tactics of the antagonists. Sabin then develops detailed scenarios for 36 individual battles such as Marathon and Cannae, and uses the comparative structure offered by the generic model to help cast light on which particular interpretations of the ancient sources on issues such as army size fit in best with the general patterns observed elsewhere. Readers can use the model to experiment for themselves by re-fighting engagements of their choice, tweaking the scenarios to accord with their own judgment of the evidence, trying out different tactics from those used historically, and seeing how the battle then plays out. Lost Battles thus offers a unique dynamic insight into ancient warfare, combining academic rigor with the interest and accessibility of simulation gaming. This book includes access to a downloadable computer simulation where the reader can view the author's simulations as well create their own.
  one hour wargames: One-Hour Wargames Neil Thomas, 2014-09-03 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.
  one hour wargames: Kobolds & Cobblestones Robert Burman, 2018-01-25 Kobolds & Cobblestones is a skirmish wargame for rumbles between gangs in the city of Ordinsport's seedy underbelly. Players hire gangs of criminals, thugs and enforcers from a number of classic Fantasy races, and attempt to take control of the underworld and establish themselves as the city's kingpins. Playing card-based mechanics and a cunning bribery element keep players on their toes, as a one-sided battle can turn around in a flash.
  one hour wargames: Blood and Valor Rufus DeVane, 2019-12
  one hour wargames: De Bellis Antiquitatis Version 3.0 Phil Barker, Sue Laflin-Barker, 2018-07-05 DBA Version 3.0 updates the highly successful De Bellis Antiquitatis wargame rules for recreating ancient and medieval battles with miniature figures. The brainchild of well-known wargame designer Phil Barker and his wife Sue Laflin-Barker, the simple DBA rule system combines fast play play with historical realism to produce a visually realistic and exciting contest.
  one hour wargames: Battle! Practical Wargaming Charles Grant, 1970
  one hour wargames: Of Gods and Mortals Andrea Sfiligoi, 2013-10-20 Two armies prepare for war. Thor, surrounded by crackling lightning, leads the assault of a horde of Viking berserkers. Preparing to receive this charge stands a wall of grim-faced, determined Spartan hoplites, commanded by Ares himself... Of Gods and Mortals is a skirmish wargame that gives players the opportunity to command the greatest heroes, warriors and monsters of legend – and the gods and goddesses that ruled over them. Whether you want to lead the forces of Greek, Egyptian, Celtic or Norse mythology to battle, or build your own pantheon, Of Gods and Mortals presents everything you need. Each player takes control of a god, a handful of legendary characters and a number of mortal troops, forming a warband that must work in harmony to succeed. Although the gods are incredibly powerful, they are only as strong as the faith of the mortals who follow them – if their worshippers are cut down, gods become weaker, and if a deity is vanquished in combat, its followers may flee the field of battle. Success lies in employing a strategy that uses all your troops, from the mightiest to the most humble, as effectively as possible.
  one hour wargames: Rebels and Patriots Michael Leck, Daniel Mersey, 2019-01-24 From the first shots at Jumonville Glen to the surrender at Appomattox, Rebels and Patriots allows you to campaign with Wolfe or Montcalm, stand with Tarleton at Cowpens or Washington at Yorktown, or don the blue or grey to fight for Grant or Lee. From the French and Indian War, through the War of Independence and the War of 1812, to the Alamo and the American Civil War, these rules focus on the skirmishes, raids, and small engagements from this era of black powder and bayonet. Your Company is commanded by your Officer during these tumultuous conflicts. Each battle that your Officer faces allows him to develop new and interesting traits. Does he perform heroically and earn a nom de guerre? Or falter, to be forever known as a yellow-belly? Designed by Michael Leck and Daniel Mersey, with a core system based on the popular Lion Rampant rules, Rebels and Patriots provides all the mechanics and force options needed to recreate the conflicts that forged a nation.
  one hour wargames: Honours of War Keith Flint, 2015-11-20 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!
  one hour wargames: The Wargaming Compendium Henry Hyde, 2013-08-19 An extensive reference guide to the exciting hobby, for beginners as well as longtime players. Wargaming is a fascinating, engrossing, and exciting pastime that encompasses a wide range of different talents. The average wargamer uses the skills of artist, designer, sculptor, illustrator, historian, librarian, researcher, mathematician, and creative writer, as well as the more obvious ones of general, admiral, or air marshal for large games, or perhaps lieutenant, commodore, or squadron leader for skirmishes. Aside from calling upon many skills, wargaming also covers many aspects of combat, spanning the history of Earth. With science fiction gaming, we plunge into imagined worlds many thousands of years into the future, and a fantasy gamer, of course, deals with eons of imagined history, as anyone who has read The Lord of the Rings will know. A wargamer may find themselves recreating an encounter between a handful of adversaries one day, or a massed battle involving perhaps hundreds of miniature troops the next. Moreover, it is possible to play wargames that recreate warfare on land, on sea, in the air, or even in outer space. This book demonstrates the wonderfully varied hobby of wargaming with miniatures, looking at the broad scope of what it has to offer as well as detailed explanations of how to get involved, including comprehensive rules for gladiator combat, Wild West skirmishes, and the horse and musket era, as well as lots of advice for anyone new to wargaming. Whether you’re a complete newcomer to the hobby, or a veteran of many years, you’ll find plenty in The Wargaming Compendium to entertain and inspire you.
  one hour wargames: Programmed Wargames Scenarios Charles Stewart Grant, 198?
  one hour wargames: Tabletop Wargames Rick Priestley, John Lambshead, 2016 *Many tabletop wargamers attempt to write their own rules or modify existing commercial sets, this unique book gives clear, practical advice on how to do either. *Expert authors: Rick Priestley, chief creator of Warhammer, the most commercially successful wargame of all time, is a legend in wargaming circles and John Lambshead is also an experienc
  one hour wargames: New Mexico Bouldering Owen Summerscales, 2016-03-10 The Land of Enchantment is known for its scenic natural beauty and plentiful rock climbing, with its rich geology and excellent climate. This book is the first guide to bouldering in the state and compiles over 1000 problems in central and northern NM, with 40 maps and 240 topographic photos. Areas covered include: Socorro Box Canyon, Albuquerque Sandia Mountains, Ponderosa, the Ortegas and Roy.
  one hour wargames: Zona Alfa Patrick Todoroff, 2020-01-23 Zona Alfa is a set of simple, fast-play skirmish rules for scavenging, exploring, and surviving in a near-future, post-apocalyptic Eastern European setting. Players take on the role of bandits, mercenaries, and military units fighting over the blasted Exclusion Zone and its abandoned artefacts. Customise your fighters with a variety of weapons and specialisms to create your ideal warband. With extended rules for campaigns, character progression, terrain, and environmental hazards, Zona Alfa contains all the tools required to engage in blistering firefights within the Exclusion Zone.
  one hour wargames: The Old West Skirmish Wargames John Curry, Mike Blake, Steve Curtis, 2017-05-30 These classic rules launched skirmish wargaming in the UK and the North America. They were played in most wargaming clubs on a regular basis. From stage coach robberies to recreations of gunfights from the pages of history, these rules introduced wargaming with individual figures. This edition includes many previously unpublished chapters. These rules have all that is required to recreate the American Wild West on the table top. Bank robberies, saloon brawls, US cavalry actions and the showdown on the main street are made possible. The basic rules are straightforward, but there are many optional chapters that can be used as required. Optional rules include all the glorious detail of the Wild West: Saloon Brawls, Special rules for Indians, The 'Iron Horse' and Frontier towns and for playing solo games In addition to the full set of original rules, this edition includes extra chapters on various scenarios and campaigns The History of Wargaming Project aims to document the development of wargaming.
  one hour wargames: Frostgrave: Blood Legacy Joseph A. McCullough, 2021-12-09 In the days of ancient Felstad, vampires kept to the shadows, their small numbers no match for the power of the city's wizards. But when the cataclysm struck, the wizards were destroyed, while the deathless vampires went into a frozen hibernation. Now, as the city thaws, so too do its undead inhabitants. The masters of the night are rising again: reoccupying their hidden strongholds, reforming their old cabals, and finding new victims to serve as their thralls. The destruction of the old city has brought one other boon to the vampires – giant's blood. While giants used to live out of reach to the far north, in the intervening millennium, they have descended on the city in large numbers. Their blood is like an elixir to the vampires, filling them with strength and magical power. A new war is forming between these two ancient races, and once again, the wizards of Frostgrave are caught in the middle. This supplement for Frostgrave: Fantasy Wargames in the Frozen City presents greatly expanded information about the vampires and the giants that occupy the frozen ruins, including rules for vampiric magic and a breakdown of the different tribes of giants. Also included are rules for a new type of soldier, the giant-blooded. These huge men and women have the blood of giants running through their veins, granting them great strength unseen in normal men. Finally, the book contains a section on playing Frostgrave with high-level wizards and includes two mini-campaigns to challenge these experienced spellcasters.
  one hour wargames: The Silver Bayonet Joseph A. McCullough, 2021-11-11 As the wars of Napoleon ravage Europe, chaos and fear reign and the darkness that once clung to the shadows has been emboldened. Supernatural creatures – vampires, werewolves, ghouls, and worse take advantage of the havoc, striking out at isolated farms, villages, and even military units. Whether they are pursuing some master plan or simply revelling in their newfound freedom is unknown. Most people dismiss reports of these slaughters as the rantings of madmen or the lies of deserters, but a few know better... The Silver Bayonet is a skirmish wargame of gothic horror set during the Napoleonic Wars. Each player forms an elite band of monster hunters drawn from the ranks of one of the great powers. Riflemen, swordsmen, and engineers fight side-by-side with mystics, occultists, and even those few supernatural creatures that can be controlled or reasoned with enough to make common cause. The game can be played solo, co-operatively, or competitively, with players progressing through a series of interlinked adventures with their soldiers gaining experience and suffering grievous wounds, and their units triumphing... or falling in the face of the shadows. It is a game of action and adventure, where musket and sabre meet tooth and claw.
  one hour wargames: Field of Glory Rulebook Richard Bodley Scott, Simon Hall, Terry Shaw, 2008-02-19 Field of Glory is a new historical miniature tabletop wargaming rules system for anyone interested in recreating the battles of Rome, Greece or the Holy Land, among others. This series is intended to give both beginner and expert wargamers everything they need to play the battles of ancient and medieval eras on their tabletops. Tested and created by wargaming experts, this series includes a rulebook detailing the gaming system, and companion army lists which help players select and build their historically accurate army with the relevant units or troop types they want to take onto the field of battle. The striking Field of Glory rulebook includes color coding for easy navigation, clear photographs of miniatures (taken by Wargames Illustrated editor Duncan McFarlane) and diagrams (showing rules examples, troop placements, scale considerations and more), detailed Osprey artwork, a guide to figure painting, an overview of the history of this miniature world of warfare, organization tables and a background to the men who fought on the ground. Containing two ready to use army lists, this rulebook can either stand alone and be used for immediate gaming, or can be combined with the companion army list volumes to recreate a very diverse range of conflicts in each period of the eras covered. Published in partnership with Slitherine Software Ltd, a developer and publisher of historical strategy games, Field of Glory already has the table-top gaming community buzzing.
  one hour wargames: Scenarios for All Ages Charles Stewart Grant, Stuart A. Asquith, 1996
  one hour wargames: The Men Who Would Be Kings Daniel Mersey, 2016-09-20 A set of wargaming rules for colonial conflicts, combining history with a hint of Kipling and Hollywood.
  one hour wargames: All Things Zombie - Evolution Ed Teixeira, 2018-08-16 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: twohourwargames@gmail.com
  one hour wargames: At Dawn We Ate Sugar Smacks Soren Narnia, 2014-10-22 A lifelong board gamer, Soren Narnia decided one day to dive into the deep end of monster wargaming. This is the story of what happened next.
  one hour wargames: Napoleonic Wargaming for Fun Paddy Griffith, 1980
  one hour wargames: Black Powder Rick Priestly, Jervis Johnson, 2010-01-19 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.
  one hour wargames: Mega Wargames Jonathan Sutherland, Ron Ringrose, Joe Dever, Dan Faulconbridge, Dave Taylor, 2013
  one hour wargames: Donald Featherstone's War Games ,
  one hour wargames: Into the Odd Chris McDowall, 2015-01-10 Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
  one hour wargames: On Wargaming Matthew B. Caffrey, 2019 The History and Theory of War Games throughout the United States and Internationally--Provided by publisher.
  one hour wargames: One-hour Ancient and Medieval Skirmish Wargames John Lambshead, 2024-10-30 A comprehensive guide to reenacting Ancient and Medieval wargames. John Lambshead’s highly popular One-hour Skirmish Wargames was designed for fights in the gunpowder era but now he is transporting the action back to the age of swords and sandals, of legionaries, hoplites and war elephants. These stand-alone rules (you don’t need the first book) follow the same principles that made the original popular: streamlined game mechanics that are quick to learn and fast to play, allowing the players to concentrate on making tactical decisions and having fun rather than constantly having to look up and decipher over-complicated rules. Card-driven like the original, no dice are required. Although deceptively simple, the rules capture plenty of period flavour and allow for everything from slingers to chariots and stampeding elephants. There are sample force lists, a points system for building any force across this whole period and a couple of sample scenarios. The author explains his design choices and the logic behind the rules to make it easier for players to tweak them to suit their tastes and their specific armies or sub-period. He describes them as a toolkit, not a set of hard-and-fast tournament rules, and adaptation and customization of the rules is encouraged. Fast and furious fun is the order of the day.
"One-to-one" vs. "one-on-one" - English Language & Usage Stack …
Apr 19, 2012 · You may use one-to-one when you can identify a source and a destination. For eg., a one-to-one email is one sent from a single person to another, i.e., no ccs or bccs. In maths, a …

relative pronouns - Which vs Which one - English Language …
The "one" could imply that of the alternates only ONE choice is possible, or permitted. "Which" alone could indicate several choices from the set of alterates could be selected in various …

Which is correct vs which one is correct? [duplicate]
Aug 11, 2019 · When using the word "which" is it necessary to still use "one" after asking a question or do "which" and "which one" have the same meaning? Where do you draw the line …

Is the possessive of "one" spelled "ones" or "one's"?
Indefinite pronouns like one and somebody: one's, somebody's. The possessive of the pronoun one is spelled one's. There are many types of pronouns. Unfortunately, people explaining the …

pronunciation - Why is "one" pronounced as "wan", not "oh-ne ...
one and once are pronounced differently from the related words alone, only and atone. Stressed vowels often become diphthongs over time (Latin bona → Italian buona and Spanish buena ), …

difference - Which one is correct, "in the USA" or "in USA"?
Oct 18, 2016 · So, to answer the question, "Where was this car made?" (assuming the car was made in Detroit), one could say any of the following: It was made in the United States. It was …

Which is it: "1½ years old" or "1½ year old"? [duplicate]
Feb 1, 2015 · It would come much more naturally to a native speaker to say not "That man is a 50-year-old" [note also the hyphenation here] but "That is a 50-year-old man"; similarly, not "That …

Is "Jack of all trades, master of none" really just a part of a longer ...
Furthermore if, when one hears the phrase, one often thinks of the words which tend immediately to follow it: 'Master of none', it is worth remembering the saying in fullest version: 'Jack of all …

idioms - "On one hand" vs "on the one hand." - English Language ...
Mar 2, 2019 · Diachronically, one and an are cognate and semantically related; ān was adj. “one“ in OE (which didn't have the article). “ōn[e]” separated as a n./pron. with the sense of unity …

in two weeks/ weeks' or week's time? | WordReference Forums
Apr 10, 2008 · They agree - one week's time, two weeks' time. Both sources are listed in the sticky thread at the top of this forum. For more general discussion about apostrophes and …

"One-to-one" vs. "one-on-one" - English Language & Usage Stack …
Apr 19, 2012 · You may use one-to-one when you can identify a source and a destination. For eg., a one-to-one email is one sent from a single person to another, i.e., no ccs or bccs. In maths, a …

relative pronouns - Which vs Which one - English Language …
The "one" could imply that of the alternates only ONE choice is possible, or permitted. "Which" alone could indicate several choices from the set of alterates could be selected in various …

Which is correct vs which one is correct? [duplicate]
Aug 11, 2019 · When using the word "which" is it necessary to still use "one" after asking a question or do "which" and "which one" have the same meaning? Where do you draw the line …

Is the possessive of "one" spelled "ones" or "one's"?
Indefinite pronouns like one and somebody: one's, somebody's. The possessive of the pronoun one is spelled one's. There are many types of pronouns. Unfortunately, people explaining the …

pronunciation - Why is "one" pronounced as "wan", not "oh-ne ...
one and once are pronounced differently from the related words alone, only and atone. Stressed vowels often become diphthongs over time (Latin bona → Italian buona and Spanish buena ), …

difference - Which one is correct, "in the USA" or "in USA"?
Oct 18, 2016 · So, to answer the question, "Where was this car made?" (assuming the car was made in Detroit), one could say any of the following: It was made in the United States. It was …

Which is it: "1½ years old" or "1½ year old"? [duplicate]
Feb 1, 2015 · It would come much more naturally to a native speaker to say not "That man is a 50-year-old" [note also the hyphenation here] but "That is a 50-year-old man"; similarly, not "That …

Is "Jack of all trades, master of none" really just a part of a longer ...
Furthermore if, when one hears the phrase, one often thinks of the words which tend immediately to follow it: 'Master of none', it is worth remembering the saying in fullest version: 'Jack of all …

idioms - "On one hand" vs "on the one hand." - English Language ...
Mar 2, 2019 · Diachronically, one and an are cognate and semantically related; ān was adj. “one“ in OE (which didn't have the article). “ōn[e]” separated as a n./pron. with the sense of unity …

in two weeks/ weeks' or week's time? | WordReference Forums
Apr 10, 2008 · They agree - one week's time, two weeks' time. Both sources are listed in the sticky thread at the top of this forum. For more general discussion about apostrophes and …