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Round of Fire - Core Rules


Download the free boards and tokens here! Fillable cards templates can be found here!

Round of Fire is a skirmish game that simulates the dynamics of battle through a unique activation system.The game rules are tailored around the Wheel, a solution to break from the concept of turns and to consider the battle as a continuous flow of actions.

The turns Wheel

Players must make decisions at every point in the fight to effectively coordinate and manoeuvre their troops. Miniatures of many styles and scales can be used with the system, with players controlling anywhere between a handful to two dozen figures each. Figures and weapons are profiled through statistics that affect their use in the game and on the Wheel.

Card types provided

The 94 pages of the Core Rules allow games in virtually any setting, covering mechanics for firefights and close combat encounters.
The manual also offers profiles for near-future battles, covering five factions representing tropes that span countless settings from highly trained elite troops to desperate scavengers, fictional militias to insurgents, or even swarms of mindless robots, with fourteen customizable types of troops presented and over thirty weapon types. There are nine playable scenarios in the manual as well, both symmetric and asymmetric, to provide competitive setups and more story-driven encounters. Example profiles for medieval and renaissance units and weapons are also proposed.


Cards are also provided to keep track of units and weapons satitstics during the game, and tokens to be printed and cut for the wheel. Download the free boards and tokens here, and the free fillable cards templates here.

Tokens on the Wheel

Find more on the Round of Fire group on Facebook!

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Reviews (3)
Discussions (5)
Customer avatar
Claus P July 06, 2022 3:09 pm UTC
Interesting rules. And lots of nice pictures of minis. I don’t see any reference to the makes of these though. Particular interested in the figures on p76 - what scale and make are they=
Customer avatar
Giordano P April 15, 2019 1:28 pm UTC
I'm interesting on this ruleset...
Given that I'm a solo wargame player, is this game "solo-able"???

Thank you!
Customer avatar
Giacomo P May 06, 2019 8:45 am UTC
Hello Giordano,

I'm afraid that at the moment the game doesn't implement a solo mode. There've been talks about it, but it is not already tested nor released.
However, since there is no "hidden information" such as activation cards, playing both side of a battle is not impossible, although not optimal.
Customer avatar
Gerasimos K February 19, 2018 11:35 am UTC
A really innovative activation system but i have some questions.
1. I have two enemy units on step one and mine on over-watch step 7. One of the enemies triggers my over-watch and i cannot shoot (passing the activated step). Possible solution: the unit on over-watch pays the cost for shooting counting from the step 1 ( the activated) or easier and maybe better keep over-watch short 2-3 steps and again after a wait. What is correct?
2. Better shooters are just a little faster? No more accurate? This is i believe drastically different from melee where a better combatant has better chances to hit.
3. I would like to see something from your design philosophy for example what is Toughness a catchall for experience and better use of cover, constitution, willpower and badassery?
P.S. Sorry I don't use facebook
Customer avatar
Giacomo P March 01, 2018 9:01 am UTC
Hello Gerasimos,
As a note, we do have a users-managed G+ group too if you want to join! :)

As for your questions:
1 - Actually, the unit in overwatch can always shoot. If you should be moved further in the wheel, your shift is capped to the 7th slot. So, the overwatching unit basically remains where it already is on the wheel. It might seem powerful, but the overwatch is now ceased, and that unit won't activate for a long time. Strategically, it's almost as good as dead. I generally advise to keep the Overwatch as quick as possible to obtain a specific tactical scope. :)

2 - I see your point, but you should see the shooting action as a more complete firing action: an experienced shooter needs to shoot less bullets to perform the same damage, while a militia guy keeps firing until something hits. The total DpS (to borrow a gaming term) is increased in the same way. But i can totally see some super-experienced troops having a special ability reducing the distance increment...See more
Customer avatar
Gerasimos K March 12, 2018 5:23 pm UTC
Thank you Giacomo.
Customer avatar
Melinda F January 09, 2018 11:59 pm UTC
I notice that you have said there are grammatical and spelling errors. Would you be interested in the services of an editor?
Customer avatar
Giacomo P January 10, 2018 9:03 am UTC
Thank you Andrew for your offer! So far I've had one editor reading through the manual and noting a remarkable amount of mistakes. Since the release i had several users pointing out spelling and grammar errors, and i'm planning to fix all of them by mid-January, with a first updated release of the manual.

Did you already give a read to the manual itself?
Customer avatar
Melinda F January 16, 2018 5:26 am UTC
I have and am working on a second read through now with a red pen. :^)
Customer avatar
Giacomo P January 16, 2018 9:25 pm UTC
That's something very useful to me! I'll update the manual very soon with the all the notes i got so far, but anything more is precious!
If you want to, write me on facebook!
TheLazyGame page or the RoF group will do!
Customer avatar
Giacomo P January 27, 2018 11:29 am UTC
The manual is now updated to 1.0.1! Most of the mistakes (hopefully all) should be gone! :)
Customer avatar
Carl O January 07, 2018 5:27 pm UTC
How can I contact the authors?
Customer avatar
Giacomo P January 08, 2018 10:38 am UTC
Hello carl! The facebook group is fairly active, you can write there and I'll answer promptly!
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