BID FOR VICTORY!BattleSworn is a simple set of rules for fantasy skirmish actions. Using a handful of miniatures in any scale and six-sided dice, two players can bring a game to a conclusion in around one hour. Table size is irrelevant. Distances are determined by terrain and by the position of enemies: no inches, no centimetres, no measuring... [click here for more]
Fayre Winds & Foul Tides is an expansion for Galleys & Galleons, the tabletop wargame for naval battles set in the Age of Discovery. Whether you have a panache for lacepulp, a fetish for High Fantasy, or just want to explore new historical periods, FWFT provides everything you need the bravely sail beyond the Seven Seas.
New special rules - FWFT... [click here for more]
Galleys and Galleons is a standalone set of naval wargaming rules based on the Song of Blades engine. G&G allows players to fight out fast-paced naval battles without cluttering the table with charts or unnecessary record keeping.
Easy to learn, fast to play
Games concluded in around one hour
Flexible: each player commands up to 6-7 ships; fleet games are possible with multiple... [click here for more]
Sellswords and Spellslingers is a solo and cooperative fantasy miniatures game for 1 to 6 players.
Each player creates a party of fantasy adventurers with a point system. Then players choose a scenario and try to complete a mission. Foes and events are moved automatically by a deck of cards. Characters grow with experience, and a list of campaign activities is provided.... [click here for more]
ADVENTURE INTO THE DWARVEN HALLS!
Hammer and Forge is a supplement for Advanced Song of Blades and Heroes. In its 80 pages, you will find:
Background information and profiles for the dwarves of Kestar Kell: Miners, Pelters, and the dread Thralls of the Lich King.
Enemies of the dwarves: goblins, orcs, scimitar monsters, undead dwarves, dragons, and hobgoblins.
Dwarven... [click here for more]
Of Armies and Hordes is an army levelwargame using area movement and abstract maneuvering to simplify play while retaining all the tactical choices and variables required by the genre.
NOTE that area movement is NOT OPTIONAL: you cannot play these rules with inch measuring or measuring sticks. You NEED 30-48 areas (of any shape, the author suggest irregular) marked on... [click here for more]