Nelsons Wars: Napoleonic Naval Rules

Andy Watkins offers Nelson’s Wars, a set of rules for miniatures battles in the age of fighting sail. The mechanics are based on the Silent Death rules, which use dice of different sizes (d4, d6, d8, d10 etc.) to distinguish between different weapons systems.

Le Grande Cirque Rules

Walt O’Hara, tireless advocate of gaming in a gentler time, offers his Le Grande Cirque rules. Walt writes:

The Grand Circuit Races (aka ‘Le Grand Cirque’ by the French and everyone else) is a game of “Conveyance racing” in a weird but whimsical Victorian age loaded with technological possibilities. Players assume the role of racers, competing on behalf of their nation or political faction.

Adventures In Jimland Rules

Jim Wright’s Adventures in Jimland is a set of rules for conducting expeditions into the fantastic worlds of Darkest Africa. It’s a massive work, with 35 pages of rules, playcharts, encounter cards and more.

Go!Go!Go! Counter Terrorism Rules

Jim Wallman has written a set of rules called Go!Go!Go!, which he says is loosely based on the computer game “CounterStrike”.

Threshold Cards For Full Thrust

If you play Full Thrust, you know that checking systems for damage can consume a good deal of game time. Seeking to solve this problem, James F Clay has come up with the idea of “Threshold Cards.” It looks like a good solution, and is certainly one that I’m going to try the next time we play Full Thrust.