Full Thrust Cross Dimensions

Full Thrust Cross Dimensions is a Full Thrust rules variant. It brings together rules from the various books and tries out some new ideas.

Dungeoneer Dungeon Bashing Rules

Dungeoneer is a set of free wargames rules for an evening of dungeon bashing fun. The author writes:

These are a set of very simple dungeon-bashing rules for youngsters and the young at heart. This is classic kick-in-the-door, kill the monsters and steal their treasure stuff. One player is the Overfiend. He creates the layout of his dungeon, populates it with monsters and treasure and then runs the game. The other players, best between three and five, must guide their Dungeoneers through the dungeon hopefully to emerge victorious, alive and laden down with treasure at the end. Obviously it would be easy for the Overfiend to kill the Dungeoneers very quickly, just by placing a dragon behind every door. This is not his objective however. His job is to provide a fun evening that challenges the Dungeoneers, but may yet kill the occasional foolish or unlucky one.
Dungeoneer is about having a good laugh with your friends. If you play often then each player who wants to can have a turn as the Overfiend. This keeps things fresh and allows the regular Overfiend the chance to kick some monster ass.

Hostile Stars Science Fiction Fleet Actions

Hostile Stars is a set of free wargames rules for fighting fleet actions in the Dark Realms universe.

By Fire and Sword

By Fire and Sword is the free version of a commercially published set of rules for the wars of Polish Lithuanian Commonwealth against Turkey, Muscovy, Sweden, the Crimean Khanate and the Cossacks.

I fell in love with the period some years ago when I read a trilogy of books — With Fire and Sword, The Deluge and Fire In The Steppe — that was set in the period. The Polish author, Henryk Sienkiewicz, won the Nobel Prize for literature.

Toy Soldiers Horse and Musket Wargames Rules

Toy Soldiers is a set of free wargames rules for the Horse and Musket period. The author writes:

Abstracted rules for battalion combats in Horse and Musket period. A unit is a battalion. A single player might have 2-5 units under his command but only one commander. The intent of the rules is to allow players to bring a small command to the table of generic troops with no points system or national characteristics. The balance that I am aiming for is that a cavalry unit = an infantry unit = an artillery battery.

Infantry battalions are represented by 6 stands of several miniatures. In 15mm, 4 wide seems to work. Artillery batteries are represented by 3 stands. Limbers should also be included.

Units and commanders will always have at least a single D6 placed behind them. For units, this represents their disorder value (1 is well ordered, 6 being disordered). Commanders will have a Chaos dice which will always be at least 1 (well coordinated command) and may go as high as 6 (Ineffective command control). Often, units will also be marked by a single red die marking their stress. Stress goes from 0 to 6.