'eres To You Fuzzy Wuzzy
Sudan colonial Rules by Bob Cordery.
Across The Andes
Fast play rules for The Battle of Boyaca (1819).
Across The Rio Grand
Across the Rio Grande is John McConnell's fast playing set of rules for the Mexican-American War. One has to join the MexAmWar Yahoo group to download the rules in the Files section.
Afriboria
Fast play card driven colonial rules based on Memoir 44 and Battle Cry.
Afriboria - Flashman Supplement
Flashman in the Afriboria Game.
African Colonial War Game
These rules are designed for use with N-gauge troops, although of course they can be used for all scale models for the period 1880-1910.
America's Wars
Fire and Fury Regimental for the 18th and 19th Century. These are playtest rules.
All The Kings Men
A simple set of rules to play with fine toy soldiers, easy to learn but putting your strategy into effect becomes a challenge.
Battle of Isandlwana (1879 AD)
Fast Play Rules.
Battle of Lissa
The largest naval engagement occurred near the island of Lissa in the Adriatic Sea during the Austro-Prussian War.
Black Hat - White Hat
A set of card driven cowboy gunfight rules. Needs figures, terrain, 6 sided dice and a pack of normal playing cards. (Improved version).
Blaze of Glory
Is a miniature based, Wild West Skirmish war game for 28mm figures. It is intended to be a fast and enjoyable game, with quick learn rules, so that both experienced wargamers and novices may get to grips with it as soon as possible. It is a quasi-historical game, aiming to capture the atmosphere of the movies and popular imagery, rather than give an accurate simulation of Wild West life.
Bundock and Bayonet
Colonial Rules by Bob Cordery includes additional rules playsheet. Extras rules here.
Camerone
Mark Hannam's rules for refighting the Stand at Camerone.
Charge of the Light Brigade
The rules (which have evolved over the last twenty years or so) were originally designed for conventions where players expected to be able to learn a game in under fifteen minutes and to start throwing dice almost immediately.
Colonial Battlelore
Using Richard Borg's excellent Command & Colours system as it's base, this variant uses dice instead of cards to play the game.
Colonial DBM
A DBM rules variant by Fred Askew.
Colonial Rules
A simple set of rules for gaming the colonial period in 15mm by Pete Jones.
Colonial Rules For Heroscape Terrain
Colonial wargames rules that are simple and designed to be used in solo wargames or face to face wargames with one or two players on each side. For use with Heroscape terrain.
Corpen 1889
A set of rules for simulating naval battles in the late 19th Century. It was inspired by GDW's excellent Ironclads and Ether Flyers supplement for the Space:1889 role-playing game.
Counting Coup on Custer
Fast Play Rules for the Little Big Horn Battle.
Cousin Jonathan
Being a set of rules for the late American War, 1812-1814.
Damn Battleships Again
This is a set of wargames rules for pre-dreadnought naval battles between 1890 and 1913 by Phil Barker.
Damned Human Race
Formerly Colonia rules now updated and renamed ideal for the Colonial period.
Days of Empire
Days of Empire is a set of rules for 25/28mm wargaming in the Crimean War.
Days of Iron
Days of Iron is a set of rules for wargaming in 15mm during the Franco-Prussian War.
DBA New Zealand Wars
These rules are intended to refight the battles of the New Zealand Colonial Wars, 1840-1872. They do not cover skirmishes They are based on DBA, and influenced by the article by Ed White on DBA and the Seven Years War (WI65), and Clive Clapson's article on the Maori Wars (WI63).
De Bellis Zulus and Vorrtrekkers
DBM for the Zulu wars variant by Alan Patrick.
Death In The Desert
The rules are designed to have the Legion defending some type of fortification against large numbers of Arabs. We have fought open field battles with these rules also.
Devils Don't Surrender
Fast Play Rules for the Battle of Camerone.
Dog Soldiers
Not to fussy Injun fighting rules from an old edition of The Gauntlet.
Dusty Trails : Have Dice Will Travel
A simple set of rules designed for fast play. Also includes ideas for scenarios and game component suggestions. More a fun set of rules than historical! The game calls itself a Hollywood Western Gunfight game (How the West was Fun!). Well put together and nicely presented in PDF file format.
Edwardian Splendour
Rules for traditional toy soldiers in 40mm and 54mm, representing the combats of the Edwardian period 1880-1910. Fast, simple, and fun.
Fast Play Indian Mutiny Rules
The rules used for this game were developed from a number of sources, including From MacDuff to the Frontier and The Sword and the Flame. They are designed for fast play, with all players on one side.
Fill Yore Hands
Our Old West Gunfight Rules - Inspired by the popular rules set DESPERADO but a good bit different.
Fire and Discipline
Fire and Discipline was originally published (in 1988) to cover tactical warfare from 1740-1850. It is now in two versions, one focusing on firepower, the other on discipline.
Fire and Furia Francese
Fire and Fury variant for European conflicts of the Mid - Nineteenth Century.
Fire and Sword in the Sudan
Simple rules for a campaign in the Sudan. It begins with the revolt and ends with the reconquest. The focus is on capturing the feel of the time and place rather than being tremendously historical. All players command Anglo-Egyptian forces. Mahdists are controlled strategically by the game system.
Fire in The Fern
Colonial Maori Wars skirmish game.
Fixed Bay'net an' Uncovered 'elmet
This is the victorian variant of TBON, by John Bell. It is also not complete, but has enough basics to play colonial powers and the poor 'eathens. Author Jakar Nilson.
Front Rank Fire
Zulu War Skirmish level wargame rules for 25mm or 15mm figures. Simple, fast and very easy to play, suitable for actions involving 50-100 figures at a time.
Fur Wars II
An adaptation of Fur Wars, which is itself adapted from Pig Wars French and Indian War semi-skirmish rules. You'll need a copy of Pig Wars to get the most out of the rules.
Fury in Italy
Garibaldi’s Campaign in Italy 1860-62.
Fury In The Balkans
An adaptation of the Fire and Furia Francese variant by Nick Dorrell for the Russo-Turkish War of 1877-78.
Fury in the Baltic
The followingis an adaptation of the Fire and Furia Francese variant by Nick Dorrell for the 2nd Schleswig War of 1864. Because this variant is an adaptation you will need a copy of the basic Fire and Fury rule set and Furia Francese in order to use this variant.
God Save The Queen
These rules were made to give players a simple set of rules where historical accuracy is not needed and were the standard European unit is about 10-12 men and the standard native unit is about 20 men or 10 native rifles.
Heart of Oak, Skin of Iron
This is a 1:1200 scale naval wargame covering the period of the 1850's-70's. Initially it was meant to cover a hypothetical US vs UK war, but it has proved to be able to handle other conflicts as well.
High Noon Cowboy Skirmish
Rules for Cowboy gunfights, though they can also be used for US Cavalry and Indians with little modifications.
Hordes of Dervishes
These rules are heavily based on the DBA and HOTT rules. They were written so that manageable colonial battles in the Sudan could be fought as ‘one offs’ or as part of a campaign.
Imperius Maximus
DBA-Based Colonial Wargames Rules by Neil Laird.
(In The) Noonday Sun
A tabletop wargame, intended for games using around a dozen elements on each side.
Indian Wars Rules
Fred Diamond's short rules for combat in the old west.
Into Glory Ride
Malburian, Napoleonic, AWI, ACW, Franco Prussian and Colonial rules. These rules can be used with any scale too.
Islandlawana
Rules for the battle and variations thereof. On January 22,1879 the main Zulu army Attacked a British column at Isandlawana. The British were able to hold their extended firing line until the native horse began to run out of ammunition. The reduction of fire allowed the Zulus to charge home and destroy the defenders. These rules will allow players to refight the battle as it occurred or vary the problem with circumstances that could have taken place.
Jack Scruby's Basic War Game Rules
These can be used for any Musket Period war game merely be extending or shortening the range of musket and artillery fire. Thus for Civil War you would extend the range for Napoleonic you would shorten it. For use with N gauge figures.
John Bull
A Free set of miniatures rules for the War of 1812, representing company level actions of roughly 150-800 men per side, provided with full colour graphics.
Jolly Irregular Fun
Wargames rules are a set of "Little Wars" type rules, intended for use with Irregular's toy soldier range. Great fun!
Jungle
Somewhere in here come my Jungle Warfare rules. These are loosely based on the Ashanti Wars and have players each with a British column competing to loot the native villages and hoping not to be ambushed too many times......A very silly game (but a lot of fun).
King George's Northwest Passage
Skirmish Rules For The 'horse Musket' Era (1680-1815).
Little Battles
Little battles is a fun and simple miniature rule set for gaming a variety of historical periods ranging from about 1750 to 1885 using 25mm or 15mm figures. The rules are geared towards experienced miniature gamers, but novice players should find the ease of play simple to pick up.
Little Colonial Rules
A set of rules for colonial skirmish wargaming during the late XIX Century.
Make 'em Eat Snakes
Fast Play Rules for the Storming of the Alamo.
Mine All Mine
The game is set in the middle of a gold rush in the Far West in the mid C19th. The players are prospectors who travelled over the country last year. The weather closed in before any prospecting could be performed. Now it is spring, the weather is clearing up, and you are all itching to get to the gold fields.
Maximilian Rules
Mark Shearwood's rules for fighting battles in Mexico during the French Intervention.
Maxims and Mausers
Maxims and Mausers covers European Wars at the moment. Inclusion of Colonial Conflicts is planned. These are very simple rules. That may be played either as a board game on a hex map or as a miniaturtes game on large hexagons decorated as terrain.
Morschauser Meets MacDuff
Joseph Morschauser's How to Play Wargames in Miniature published in 1962.
Napnuts Western Gunfight Rules
These are a set of fast-play rules written by Chew Boon Longe of the Napnuts for Western skirmish games. They are best played with 28mm figures, but can easily be adapted for 20mm as well.
Naval Wargame Rules 1700 - 1830
These rules were developed more years ago than I care to remember, they were developed from ideas from several commercial sets that were available at the time (might still be?) and many hours of gaming with friends.
Old West Miniature Wargaming
The rules we use are based on a small ruleset called SHOOTIST, published by Bumblebee Games and written by Derek Sorensen.Software like Konvertor is required to convert to jpg format unless you have a PostScript Printer.
Red Shirts
Rules for Garibaldi's guerrilla warfare in 6mm.
Redcoats and Dervishes
Rules for the Sudan and Egypt in the 19th Century.
Redcoats and Natives
Colonial Wargames Rules by Bob Cordery.
Republic and Empire
19th-Century Wargames rules in two parts.
Restless Natives
These rules began life as a set of simple, fast-play colonial wargames rules for fighting battles between British and Native armies.
Rorke's Drift
These rules are very simple (just two pages), but the game is a real kick in the pants. It's not especially true to history -- the British, if they win, can expect to suffer 60 to 80 percent casualties -- but the author guarantees carnage galore and a good time for everyone.
Rorke's Drift - It's Jolly Deadly, Old Boy
A set of rules for 15mm figures. This game is a simulation of that action. The Zulu player can make three assaults upon the British defenses with all of his figures. The British player must defend against these attacks without any replacements.
Rules Britannia
Simplified rules for Colonial combat. A derivative of The Sword and the Flame.
Rules for The Charge of the Light Brigade
Wargames Foundry rules designed for conventions.
Sahibs and Sepoys
The Indian Mutiny Rules are skirmish rules set in India 1857-58. They similar mechanisms to the African skirmish rules.
Sandokan: The Malayan Tiger
Fast-Play Wargame Rules For Salgarian Adventures, Colonial Era, in 25mm by Xavier Etienne Affinati.
Saviors of My Country
Fast play rules for The Battle of Carabobo (1821).
Science vs Luck
A game of doctrine, toysoldiers and matchsticks. Designed for club play and for around 8+ people, this game looks at defence procurement, doctrine development and includes a fun game involving toy soldiers and a matchstick cannon.
Science Vs Pluck
A game of the Sudan wars set at a 'generalship' level; in which players portray officers in the service of Queen or Khedive, and seek to solve a variety of problems posed by the enemy, the harsh terrain and climate and, indeed, their own orders.
SCWaRes
SCWaRes pronounced "squares" began life as a simple set of ‘fast play’ rules for use with teenagers who had never played a traditional figure wargame before.
Seminole Wars
Eric Burgess' rules for fighting during the Second Seminole War. One has to join this Yahoo group to download the rules in the Files section.
Shako and Musket 1812
Rules for scaled battles of the War of 1812.
Shako and Musket 1854
Rules for scaled battles of the Crimean War.
SHAM (Steve's Horse and Musket Rules)
Simple Horse, Foot and Musket rules that can be used for ACW, Napoleonic and 19th Century Periods.
Shootout
Wild West Skirmish.
Simple Solo Wild West
The setting for these rules is the Wild West , The 7th Cavalry against the plains Indians.
Six Gun Sound (Old School)
Gunfighter rules from Two Hour Wargames this is the old version which is now.
Splorers, Savages, Soldiers and Slavers
The African Skirmish Rules are based on the Indian Mutiny rules. They cover the 19th and early 20th Centuries.
Stand To
A reasonably simple (9 pages, plus weapon tables) set of rules for fighting out colonial skirmishes at a man-to-man scale. It's intended to accommodate four to six players, each controlling up to a dozen firearm troops or 20 spearmen, who want to have a rousing battle in an evening.
Steel Ships and Iron Hearts
This is the original set of Pre-Dreadnought Naval rules put together by Dick Larsen in 1982 and played by our group, the Olympic Wargaming league (OWLs).
Stormed at with Shot and Shell
This is a set of rules designed for Crimean War 15mm armies.
Sword, Cross and Gold
A variant for Larry Brom's The Sword and the Flame colonial rules set.
Taking the Bull by the Horns
The Zulu War (1879) skirmish rules, designed for 1/300 models. Features command and control and morale, and intended for 1:1 representation of many of the 'battles' of the war. Scenarios Stalwart Foes and Mysers Drift.
Teddy's Wild Ride
Fast Play Rules for San Juan Hill.
Tenir du Fort (Hold the Fort)
Rules for gaming the French Foreign Legion.
That Damn Train
These rules were written for refighting the "classic" Zulu attack on Rorkes Drift in 15mm. The rules could easily be expanded to cover any of the anglo-zulu fights.
The Brom Standard
A set of 19th Century rules covering Napoleonics, ACW, Franco Prussian War, British-Egyptian War.
The Fate of a Continent
Fast play rules for The Battle of Ayacucho (1824).
The Four Eyed Dog is Dead
Wargames Rules for Tai Ping Rebellion.
The Great 1857 Rebellion/mutiny
These rules are intended for larger-scale actions of the Indian Mutiny using 15 or 25mm figures grouped into 'units' of between 15-50 figures.
The Great Game
The Great Game is a set of rules for the Colonial period by Paul Hooper. They are designed for large battles without slowing play, needed thousands of natives or putting native players off by constant losing.
The Green Hell
Colonial warfare in West Africa.
The Immortal Memory
Naval Rules for Trafalgar.
The Last War Drum
Modification of The Sand of the Desert for the Riel Rebellion in Canada. You have to join this Yahoo group to download the rules (found in the Files section).
The Maxwellian Variant
A variant for The Sword and the Flame. They used the basic framework of Larry Brom's rules but were adapted to speed play with large numbers of figures.
The Mexican Adventure
Howard Whitehouse's 'Camerone' rules. A handful of Legionnaires try to hold off hordes of Mexicans.
The Natives are Restless Tonight
Boxer game rules but can be used for any colonial garrison under attack by ferocious natives. The defenders must try to survive until the relief column arrives whilst the attackers must attempt to wipe out the defenders and free their country from the imperialist overlords. The game is designed for 28mm figures and all ranges and distances are given with this in mind.
The Rules With No Name
A straightforward set of rules for triggernometry, bloodshed mayhem in the Old West, also suited to the American Civil War and various struggles south of the border down Mexico way.
The Sound of The Guns
These are an experimental, ultra-fast-play rules set for the mid-19th century (2nd update).
The Splendid Little War
Miniatures Wargames Rules for the Spanish-American War. These rules focus on the basic realities of the battlefield as reported by the participants. While generalizing weapons types for ease of play, the flavour of this contest has been reproduced in a quick-play format.
The Sword in Canada
Mark Stevens takes us to Canada's North-West Rebellion in 1885. The half-indian Metis of Saskatchewan, under Louis Riel, rebelled against the policies of the Canadian government. They were joined by Cree and Blackfoot Indians. The Canadian army consisted of hastily raised militia units,artillery and infantry "school" units, and the Northwest Mounted Police.You need Larry Brom's "The Sword and the Flame" rules to use this.
The Sword In Mexico
A Sword in the Flame variant for The Maximilian adventure the French intervention in Mexico - 1864.
The Sword In Palestine
Another The Sword In The Flame variant, this time for The Great War in the Middle East.
The Sword in the Phillipines
A TSATF variant, this time for 'very early 20th Century Moro Revellion in the newly-acquired Phillipine Islands. Mark Stevens has used these, along with striking terrain fetures, to run games at HISTORICON, some years ago. Can the U.S. Army and "Big Bill" Taft (Secretary of War) clear up the mess in the islands? You must have "The Sword and the Flame" to play this.
The Sword in Tibet
Chuck Turnitsa's variant for fighting battles between the British and Tibetans, including two scenarios. As with the other variants, this presents just the tables & charts. You should know and have "The Sword and the Flame" to play this.
The Tomahawk And The Flame
The Old West variant for Larry Brom's The Sword and the Flame rules set. Haul out all of your Cowboys and Indians.
They Don't Like It Up 'Em
These rules are designed to recreate campaigns in the colonial era 1860 to 1914, although they can also be used for such later theatres as The Arab Revolt and interwar colonial conflicts in Morocco and the Northwest Frontier of India.
Tuan: Boxer Rebellion Miniatures Rules
Platoon Level Rules for the Boxer Rebellion of 1899-1901.
Two-Page Skirmish
The rules were written to give a very fast simple game in which each player would control only one to four figures.
Unbalanced Equality
An "unbalanced equality" war game is one in which the opposing forces are unequal in numbers and types of troops, but are equal in "combat ability". These rules are used for 25mm Colonial War Games of the 1890 period.
Under A Blazing Sun
Playtest colonial rules which includes an army sheet and counters sheet. Designed with big battles in mind they are very detailed and aimed to reflect the differing fighting styles of many of the tribal and Imperial forces involved using tailored unit tables.
Victorian Advanced Technology
Rules supplement for Afriboria allowing steamtanks etc to enter the game or to introduce (WWI) motor vehicles.
Viva San Martin!
Fast play rules for The Battle of Maipo (1818).
Voice of the Guns
European land warfare 1850 - 1916.
Warhammer Colonial
Warhammer 40k coversion for use in colonial gaming.
Warmaster:Franco-Prussian
Conversion of warmaster for Franco Prussian War.
Westamunda
This is a western gunfight game based on the Necromunda rules, with additional rules and ideas from other Games Workshop products, such as Gorka Morka and WH40K.
Why Must We Fight Tribe Against Tribe?
Miniature Rules for Maori Intertribal Wars c. AD 1600-1872 and North American Indian Intertribal Wars AD 1400-1816.
Wild West
A set of skirmish rules.
With MacDuff To The Frontier
MacDuff will work for any conflicts from the early French & Indians Wars up to the Alamo and the 1837 Canadian Rebellions and Patriot incursions.
Zulu
Another set of zulu rules for 20/25mm.
Zulu(2)
The best Zulu Wars rules around, die singing Men of Harlech! by Will McNally.
Zulu in 10mm
10mm rules for zulu warfare. The QRS also aids the game.
Zulu Warfare!
In a concentrated effort recently, war gamers in Visalia came up with a set of rules for Colonial war games which have been most successful. We had completed a nice 30mm army of British and Zulu's and devised the rules which follow. These basic rules can be used for any war game of this period we believe.
