Archibald, Certainly Not! is a game of World War One aerial combat focused on fun and playability. The game can be played on any table, completely free of hexes and hex mats using garden variety six sided dice. Additionally there is almost no tracking of altitude or excessive clutter. Archibald’s clean mechanics lead to great fun and the feel of aerial combat during the Great War (minus the sheer... [click here for more]
Contested Seas is a set of fast play rules for the Pre-Dreadnought era, 1880-1905. Yes, I stretched the start of the era a bit, but those Pre-Pre-Dreadnoughts are just lovely.
Fast play is a relative term but Contested Seas moves right along while still maintaining a large dose of era ambience. Players have the choice as to how complex they wish the game, but no matter what the style, the results... [click here for more]
Naval Mania is a set of rules for naval warfare in the Pre-Dreadnought age. The rules are neither fast play nor deeply detailed, but rather something in between. For example, Naval Mania is content to know that a shell knocked out the pumps but not that it also destroyed the coffee cup in the engineering officer’s cabin. And while the cup may not become a casualty, it’s owner, the engineering officer,... [click here for more]